static rtexturepool_t *drawtexturepool;
-static byte pointerimage[256] =
+static qbyte pointerimage[256] =
{
"333333332......."
"26777761........"
static rtexture_t *draw_generatemousepointer(void)
{
int i;
- byte buffer[256][4];
+ qbyte buffer[256][4];
for (i = 0;i < 256;i++)
{
if (pointerimage[i] == '.')
// must match NUMCROSSHAIRS in r_crosshairs.c
#define NUMCROSSHAIRS 5
-static byte *crosshairtexdata[NUMCROSSHAIRS] =
+static qbyte *crosshairtexdata[NUMCROSSHAIRS] =
{
"................"
"................"
{
int i;
char *in;
- byte data[16*16][4];
+ qbyte data[16*16][4];
in = crosshairtexdata[num];
for (i = 0;i < 16*16;i++)
{
data[i][0] = 255;
data[i][1] = 255;
data[i][2] = 255;
- data[i][3] = (byte) ((int) (in[i] - '0') * 255 / 7);
+ data[i][3] = (qbyte) ((int) (in[i] - '0') * 255 / 7);
}
}
return R_LoadTexture(drawtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
{
if (!strcmp(path, "conchars"))
{
- byte *pix;
+ qbyte *pix;
// conchars is a raw image and with the wrong transparent color
- pix = (byte *)p;
+ pix = (qbyte *)p;
for (i = 0;i < 128 * 128;i++)
if (pix[i] == 0)
pix[i] = 255;
R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
}
-void GL_BrightenScreen(void)
-{
- float f;
-
- if (r_brightness.value < 0.1f)
- Cvar_SetValue("r_brightness", 0.1f);
- if (r_brightness.value > 5.0f)
- Cvar_SetValue("r_brightness", 5.0f);
-
- if (r_contrast.value < 0.2f)
- Cvar_SetValue("r_contrast", 0.2f);
- if (r_contrast.value > 1.0f)
- Cvar_SetValue("r_contrast", 1.0f);
-
- if (!(lighthalf && !hardwaregammasupported) && r_brightness.value < 1.01f && r_contrast.value > 0.99f)
- return;
-
- if (!r_render.integer)
- return;
-
- glDisable(GL_TEXTURE_2D);
- CHECKGLERROR
- glEnable(GL_BLEND);
- CHECKGLERROR
- f = r_brightness.value;
- // only apply lighthalf using software color correction if hardware is not available (speed reasons)
- if (lighthalf && !hardwaregammasupported)
- f *= 2;
- if (f >= 1.01f)
- {
- glBlendFunc (GL_DST_COLOR, GL_ONE);
- CHECKGLERROR
- glBegin (GL_TRIANGLES);
- while (f >= 1.01f)
- {
- if (f >= 2)
- glColor3f (1, 1, 1);
- else
- glColor3f (f-1, f-1, f-1);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- f *= 0.5;
- }
- glEnd ();
- CHECKGLERROR
- }
- if (r_contrast.value <= 0.99f)
- {
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- CHECKGLERROR
- if (lighthalf && hardwaregammasupported)
- glColor4f (0.5, 0.5, 0.5, 1 - r_contrast.value);
- else
- glColor4f (1, 1, 1, 1 - r_contrast.value);
- CHECKGLERROR
- glBegin (GL_TRIANGLES);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
- CHECKGLERROR
- }
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- CHECKGLERROR
-
- glEnable (GL_CULL_FACE);
- CHECKGLERROR
- glEnable (GL_DEPTH_TEST);
- CHECKGLERROR
- glDisable(GL_BLEND);
- CHECKGLERROR
- glEnable(GL_TEXTURE_2D);
- CHECKGLERROR
-}
-
void R_DrawQueue(void)
{
- int pos, num, chartexnum;
+ int pos, num, chartexnum, overbright;
float x, y, w, h, s, t, u, v;
cachepic_t *pic;
drawqueue_t *dq;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
- glDisable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
*/
+ overbright = v_overbrightbits.integer;
batch = false;
for (pos = 0;pos < r_refdef.drawqueuesize;pos += ((drawqueue_t *)(r_refdef.drawqueue + pos))->size)
{
if (color != dq->color)
{
color = dq->color;
- if (lighthalf)
- glColor4ub((color >> 25) & 0x7F, (color >> 17) & 0x7F, (color >> 9) & 0x7F, color & 0xFF);
- else
- glColor4ub((color >> 24) & 0xFF, (color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF);
+ glColor4ub((qbyte)(((color >> 24) & 0xFF) >> overbright), (qbyte)(((color >> 16) & 0xFF) >> overbright), (qbyte)(((color >> 8) & 0xFF) >> overbright), (qbyte)(color & 0xFF));
}
x = dq->x;
y = dq->y;
if (batch)
glEnd();
CHECKGLERROR
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- CHECKGLERROR
- GL_BrightenScreen();
+ if (!v_hwgamma.integer)
+ {
+ glDisable(GL_TEXTURE_2D);
+ CHECKGLERROR
+ t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
+ if (t >= 1.01f)
+ {
+ glBlendFunc (GL_DST_COLOR, GL_ONE);
+ CHECKGLERROR
+ glBegin (GL_TRIANGLES);
+ while (t >= 1.01f)
+ {
+ num = (int) ((t - 1.0f) * 255.0f);
+ if (num > 255)
+ num = 255;
+ glColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
+ glVertex2f (-5000, -5000);
+ glVertex2f (10000, -5000);
+ glVertex2f (-5000, 10000);
+ t *= 0.5;
+ }
+ glEnd ();
+ CHECKGLERROR
+ }
+ else if (t <= 0.99f)
+ {
+ glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ CHECKGLERROR
+ glBegin(GL_TRIANGLES);
+ num = (int) (t * 255.0f);
+ glColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
+ glVertex2f (-5000, -5000);
+ glVertex2f (10000, -5000);
+ glVertex2f (-5000, 10000);
+ glEnd();
+ CHECKGLERROR
+ }
+ if (v_brightness.value >= 0.01f)
+ {
+ glBlendFunc (GL_ONE, GL_ONE);
+ CHECKGLERROR
+ num = (int) (v_brightness.value * 255.0f);
+ glColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
+ CHECKGLERROR
+ glBegin (GL_TRIANGLES);
+ glVertex2f (-5000, -5000);
+ glVertex2f (10000, -5000);
+ glVertex2f (-5000, 10000);
+ glEnd ();
+ CHECKGLERROR
+ }
+ glEnable(GL_TEXTURE_2D);
+ CHECKGLERROR
+ }
- glColor3f(1,1,1);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ CHECKGLERROR
+ glEnable (GL_CULL_FACE);
+ CHECKGLERROR
+ glEnable (GL_DEPTH_TEST);
+ CHECKGLERROR
+ glDisable (GL_BLEND);
+ CHECKGLERROR
+ glColor4ub (255, 255, 255, 255);
CHECKGLERROR
}