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((byte)(((color >> 24) & 0xFF) >> overbright), (byte)(((color >> 16) & 0xFF) >> overbright), (byte)(((color >> 8) & 0xFF) >> overbright), (byte)(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)
+ {
+ if (t >= 2)
+ glColor3f (1, 1, 1);
+ else
+ glColor3f (t-1, t-1, t-1);
+ 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);
+ glColor3f(t, t, t);
+ glVertex2f(-5000, -5000);
+ glVertex2f(10000, -5000);
+ glVertex2f(-5000, 10000);
+ glEnd();
+ CHECKGLERROR
+ }
+ if (v_brightness.value >= 0.01f)
+ {
+ glBlendFunc (GL_ONE, GL_ONE);
+ CHECKGLERROR
+ glColor3f (v_brightness.value, v_brightness.value, v_brightness.value);
+ CHECKGLERROR
+ glBegin (GL_TRIANGLES);
+ glVertex2f (-5000, -5000);
+ glVertex2f (10000, -5000);
+ glVertex2f (-5000, 10000);
+ glEnd ();
+ CHECKGLERROR
+ }
+ glEnable(GL_TEXTURE_2D);
+ 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
glColor3f(1,1,1);
CHECKGLERROR
}