download gl_view.c
Language: C
License: GPL
Copyright: (C) 1996-1997 Id Software, Inc.
LOC: 140
Project Info
QuakeForge(quake)
Server: SourceForge
Type: cvs
...ake\quake\newtree32\source\
   .cvsignore
   .gdbinit
   .indent.pro
   buildnum.c
   cd_dos.c
   cd_linux.c
   cd_null.c
   cd_sdl.c
   cd_sgi.c
   cd_win.c
   checksum.c
   cl_cam.c
   cl_cmd.c
   cl_cvar.c
   cl_demo.c
   cl_ents.c
   cl_input.c
   cl_main.c
   cl_misc.c
   cl_parse.c
   cl_pred.c
   cl_slist.c
   cl_sys_sdl.c
   cl_sys_unix.c
   cl_sys_win.c
   cl_tent.c
   cmd.c
   com.c
   console.c
   context_x11.c
   crc.c
   cvar.c
   d_edge.c
   d_fill.c
   d_init.c
   d_modech.c
   d_part.c
   d_polyse.c
   d_scan.c
   d_sky.c
   d_sprite.c
   d_surf.c
   d_vars.c
   d_zpoint.c
   dga_check.c
   dirent.c
   draw.c
   fbset.c
   fbset_modes_y.y
   fnmatch.c
   fractalnoise.c
   gl_draw.c
   gl_dyn_fires.c
   gl_dyn_part.c
   gl_dyn_textures.c
   gl_mesh.c
   gl_model_alias.c
   gl_model_brush.c
   gl_model_fullbright.c
   gl_model_sprite.c
   gl_ngraph.c
   gl_rlight.c
   gl_rmain.c
   gl_rmisc.c
   gl_rsurf.c
   gl_screen.c
   gl_skin.c
   gl_sky.c
   gl_sky_clip.c
   gl_view.c
   gl_warp.c
   hash.c
   in_fbdev.c
   in_ggi.c
   in_null.c
   in_sdl.c
   in_svgalib.c
   in_win.c
   in_x11.c
   info.c
   joy_linux.c
   joy_null.c
   joy_win.c
   keys.c
   link.c
   locs.c
   Makefile.am
   makefile.mgw
   makefile.win
   mathlib.c
   mdfour.c
   menu.c
   model.c
   model_alias.c
   model_brush.c
   model_sprite.c
   msg.c
   net_chan.c
   net_com.c
   net_packetlog.c
   net_udp.c
   net_udp6.c
   nonintel.c
   pcx.c
   pmove.c
   pmovetst.c
   pr_edict.c
   pr_exec.c
   pr_offs.c
   qargs.c
   qendian.c
   qfgl_ext.c
   quakefs.c
   quakeio.c
   r_aclip.c
   r_alias.c
   r_bsp.c
   r_draw.c
   r_edge.c
   r_efrag.c
   r_light.c
   r_main.c
   r_misc.c
   r_part.c
   r_sky.c
   r_sprite.c
   r_surf.c
   r_vars.c
   r_view.c
   sbar.c
   screen.c
   sizebuf.c
   skin.c
   snd_alsa_0_5.c
   snd_alsa_0_6.c
   snd_disk.c
   snd_dma.c
   snd_mem.c
   snd_mix.c
   snd_null.c
   snd_oss.c
   snd_sdl.c
   snd_sgi.c
   snd_sun.c
   snd_win.c
   sv_ccmds.c
   sv_cvar.c
   sv_ents.c
   sv_init.c
   sv_main.c
   sv_misc.c
   sv_model.c
   sv_move.c
   sv_nchan.c
   sv_phys.c
   sv_pr_cmds.c
   sv_progs.c
   sv_send.c
   sv_sys_unix.c
   sv_sys_win.c
   sv_user.c
   sw_model_alias.c
   sw_model_brush.c
   sw_model_sprite.c
   sw_skin.c
   sw_view.c
   sys_null.c
   sys_unix.c
   sys_win.c
   teamplay.c
   tga.c
   va.c
   ver_check.c
   vid.c
   vid_3dfxsvga.c
   vid_common_gl.c
   vid_fbdev.c
   vid_ggi.c
   vid_glx.c
   vid_mgl.c
   vid_null.c
   vid_sdl.c
   vid_sgl.c
   vid_svgalib.c
   vid_wgl.c
   vid_win.c
   vid_x11.c
   wad.c
   world.c
   zone.c

/*
	gl_view.c

	player eye positioning

	Copyright (C) 1996-1997  Id Software, Inc.

	This program is free software; you can redistribute it and/or
	modify it under the terms of the GNU General Public License
	as published by the Free Software Foundation; either version 2
	of the License, or (at your option) any later version.

	This program is distributed in the hope that it will be useful,
	but WITHOUT ANY WARRANTY; without even the implied warranty of
	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

	See the GNU General Public License for more details.

	You should have received a copy of the GNU General Public License
	along with this program; if not, write to:

		Free Software Foundation, Inc.
		59 Temple Place - Suite 330
		Boston, MA  02111-1307, USA

	$Id: gl_view.c,v 1.1.1.1 2001/03/06 09:34:00 lordhavoc Exp $
*/

#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif

#include <stdio.h>

#include "bothdefs.h"
#include "glquake.h"
#include "view.h"


extern byte *host_basepal;
extern double host_frametime;
extern int  onground;
extern byte gammatable[256];

extern cvar_t   *cl_cshift_powerup;
extern cvar_t	*contrast;

byte        ramps[3][256];
float       v_blend[4];

qboolean    V_CheckGamma (void);

/*
	V_CalcBlend

	LordHavoc made this a real, (messy,) true alpha blend.  Cleaned it up
	 a bit, but otherwise this is his code.  --KB
*/
void
V_CalcBlend (void)
{
	float       r, g, b, a, a2, a3;
	int         j;

	r = 0;
	g = 0;
	b = 0;
	a = 0;

	for (j = 0; j < NUM_CSHIFTS; j++) {
		a2 = cl.cshifts[j].percent / 255.0;

		if (!a2)
			continue;

		a2 = min (a2, 1.0);
		r += (cl.cshifts[j].destcolor[0] - r) * a2;
		g += (cl.cshifts[j].destcolor[1] - g) * a2;
		b += (cl.cshifts[j].destcolor[2] - b) * a2;

		a3 = (1.0 - a) * (1.0 - a2);
		a = 1.0 - a3;
	}

	if ((a2 = 1 - bound (0.0, contrast->value, 1.0)) < 0.999) { // add contrast
		r += (128 - r) * a2;
		g += (128 - g) * a2;
		b += (128 - b) * a2;

		a3 = (1.0 - a) * (1.0 - a2);
		a = 1.0 - a3;
	}

	// LordHavoc: saturate color
	if (a) {
		a2 = 1.0 / a;
		r *= a2;
		g *= a2;
		b *= a2;
	}

	v_blend[0] = min (r, 255.0) / 255.0;
	v_blend[1] = min (g, 255.0) / 255.0;
	v_blend[2] = min (b, 255.0) / 255.0;
	v_blend[3] = bound (0.0, a, 1.0);
}


/*
	V_CalcPowerupCshift
*/
void
V_CalcPowerupCshift (void)
{
	if (!cl_cshift_powerup->int_val
	    || (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_POWERUP))
		return;

	if ((gl_dlight_polyblend->int_val ||
	     !(gl_dlight_lightmap->int_val && gl_dlight_polyblend->int_val)) &&
	    (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY ||
		cl.stats[STAT_ITEMS] & IT_QUAD))
	{
		if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY &&
		    cl.stats[STAT_ITEMS] & IT_QUAD) {
			cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
			cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
			cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
			cl.cshifts[CSHIFT_POWERUP].percent = 30;
		} else if (cl.stats[STAT_ITEMS] & IT_QUAD) {
			cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
			cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
			cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
			cl.cshifts[CSHIFT_POWERUP].percent = 30;
		} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
			cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
			cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
			cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
			cl.cshifts[CSHIFT_POWERUP].percent = 30;
		}
	} else if (cl.stats[STAT_ITEMS] & IT_SUIT) {
		cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
		cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
		cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
		cl.cshifts[CSHIFT_POWERUP].percent = 20;
	} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
		cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
		cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
		cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
		cl.cshifts[CSHIFT_POWERUP].percent = 100;
	} else
		cl.cshifts[CSHIFT_POWERUP].percent = 0;
}

/*
	V_UpdatePalette
*/
void
V_UpdatePalette (void)
{
	int         i, j;
	qboolean    new;
	qboolean    force;

	V_CalcPowerupCshift ();

	new = false;

	for (i = 0; i < NUM_CSHIFTS; i++) {
		if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
			new = true;
			cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
		}
		for (j = 0; j < 3; j++) {
			if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j]) {
				new = true;
				cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
			}
		}
	}

	// drop the damage value
	cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime * 150;
	if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
		cl.cshifts[CSHIFT_DAMAGE].percent = 0;

	// drop the bonus value
	cl.cshifts[CSHIFT_BONUS].percent -= host_frametime * 100;
	if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
		cl.cshifts[CSHIFT_BONUS].percent = 0;

	force = V_CheckGamma ();
	if (!new && !force)
		return;

	V_CalcBlend ();
}


/*
	BuildGammaTable

	In software mode, this function gets the palette ready for changing...in
	in GL, it does very little as you can see.
 */
void
BuildGammaTable (float b, float c)
{
	int         i;

	for (i = 0; i < 256; i++)
		gammatable[i] = i;
	return;
}

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