jediacademy/code/win32/win_gamma_console.cpp

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2013-04-04 22:35:38 +00:00
/*
** WIN_GAMMA.C
*/
// leave this as first line for PCH reasons...
//
//#include "../server/exe_headers.h"
#include <assert.h>
#include "../game/q_shared.h"
#include "../renderer/tr_local.h"
#include "../qcommon/qcommon.h"
#include "win_local.h"
#if defined(_XBOX)
#include "glw_win_dx8.h"
#endif
/*
** WG_CheckHardwareGamma
**
** Determines if the underlying hardware supports the Win32 gamma correction API.
*/
void WG_CheckHardwareGamma( void )
{
glConfig.deviceSupportsGamma = qtrue;
}
/*
** GLimp_SetGamma
**
** This routine should only be called if glConfig.deviceSupportsGamma is TRUE
*/
void GLimp_SetGamma( float g ) {
#if defined(_GAMECUBE)
GXGamma gamma = GX_GM_1_0;
if (g >= 2.2f)
{
gamma = GX_GM_2_2;
}
else if (g >= 1.7f)
{
gamma = GX_GM_1_7;
}
GXSetDispCopyGamma(gamma);
#elif defined(_XBOX)
const int maxval = 255;
D3DGAMMARAMP ramp;
for ( int i = 0; i < 256; i++ )
{
int inf;
if ( g == 1 ) {
inf = maxval * i / 255.0f;
} else {
inf = maxval * pow ( i/255.0f, 1.0f / g ) + 0.5f;
}
if (inf < 0) {
inf = 0;
}
if (inf > maxval) {
inf = maxval;
}
ramp.red[i] = inf;
ramp.green[i] = inf;
ramp.blue[i] = inf;
}
glw_state->device->SetGammaRamp(D3DSGR_CALIBRATE, &ramp);
#endif
}