GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);
GL_DepthTest(false);
+
+ // interpretation of brightness and contrast:
+ // color range := brightness .. (brightness + contrast)
+ // i.e. "c *= contrast; c += brightness"
+ // plausible values for brightness thus range from -contrast to 1
+
+ // apply pre-brightness (subtractive brightness, for where contrast was >= 1)
+ if (vid.support.ext_blend_subtract)
+ {
+ if (v_color_enable.integer)
+ {
+ c[0] = -v_color_black_r.value / v_color_white_r.value;
+ c[1] = -v_color_black_g.value / v_color_white_g.value;
+ c[2] = -v_color_black_b.value / v_color_white_b.value;
+ }
+ else
+ c[0] = c[1] = c[2] = -v_brightness.value / v_contrast.value;
+ if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
+ {
+ // need SUBTRACTIVE blending to do this!
+ GL_BlendEquationSubtract(true);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_Color(c[0], c[1], c[2], 1);
+ R_Mesh_PrepareVertices_Generic_Arrays(3, blendvertex3f, NULL, NULL);
+ R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ GL_BlendEquationSubtract(false);
+ }
+ }
+
+ // apply contrast
if (v_color_enable.integer)
{
c[0] = v_color_white_r.value;
}
else
c[0] = c[1] = c[2] = v_contrast.value;
- if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
+ if (c[0] >= 1.003f || c[1] >= 1.003f || c[2] >= 1.003f)
{
GL_BlendFunc(GL_DST_COLOR, GL_ONE);
- while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
+ while (c[0] >= 1.003f || c[1] >= 1.003f || c[2] >= 1.003f)
{
- GL_Color(c[0] - 1, c[1] - 1, c[2] - 1, 1);
+ float cc[4];
+ cc[0] = bound(0, c[0] - 1, 1);
+ cc[1] = bound(0, c[1] - 1, 1);
+ cc[2] = bound(0, c[2] - 1, 1);
+ GL_Color(cc[0], cc[1], cc[2], 1);
R_Mesh_PrepareVertices_Generic_Arrays(3, blendvertex3f, NULL, NULL);
R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- VectorScale(c, 0.5, c);
+ c[0] /= 1 + cc[0];
+ c[1] /= 1 + cc[1];
+ c[2] /= 1 + cc[2];
}
}
+ if (c[0] <= 0.997f || c[1] <= 0.997f || c[2] <= 0.997f)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+ GL_Color(c[0], c[1], c[2], 1);
+ R_Mesh_PrepareVertices_Generic_Arrays(3, blendvertex3f, NULL, NULL);
+ R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ }
+
+ // apply post-brightness (additive brightness, for where contrast was <= 1)
if (v_color_enable.integer)
{
c[0] = v_color_black_r.value;
if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
{
GL_BlendFunc(GL_ONE, GL_ONE);
- GL_Color(c[0] - 1, c[1] - 1, c[2] - 1, 1);
+ GL_Color(c[0], c[1], c[2], 1);
R_Mesh_PrepareVertices_Generic_Arrays(3, blendvertex3f, NULL, NULL);
R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}