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Searched refs:GR_FADE_LEVELS (Results 1 – 23 of 23) sorted by relevance

/dports/games/d2x/d2x-0.2.5/2d/
H A D2dsline.c85 int Gr_scanline_darkening_level = GR_FADE_LEVELS;
187 dlevel = (darkening_level << 16) / GR_FADE_LEVELS; in gr_linear15_darken()
223 if (Gr_scanline_darkening_level >= GR_FADE_LEVELS ) { in gr_uscanline()
306 if (Gr_scanline_darkening_level >= GR_FADE_LEVELS ) { in gr_scanline()
H A Dpalette.c228 for (i=0; i<GR_FADE_LEVELS; i++ ) { in gr_use_palette_table()
241 for (i = 0; i < GR_FADE_LEVELS * 256; i++) { in gr_use_palette_table()
245 for (i=0; i<GR_FADE_LEVELS; i++) in gr_use_palette_table()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/2d/
H A Dpalette.cpp213 for (i = 0; i < GR_FADE_LEVELS * 256; i++) { in gr_use_palette_table()
217 for (i=0; i<GR_FADE_LEVELS; i++) in gr_use_palette_table()
/dports/games/d2x/d2x-0.2.5/include/
H A Dgr.h32 #define GR_FADE_LEVELS 34 macro
404 extern ubyte gr_fade_table[256*GR_FADE_LEVELS];
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/include/
H A Dfwd-gr.h40 #define GR_FADE_LEVELS 34u macro
380 using gft_array1 = enumerated_array<std::array<color_t, 256>, GR_FADE_LEVELS, gr_fade_level>;
H A Dgr.h42 off = GR_FADE_LEVELS // yes, max means OFF - don't screw that up
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/arch/ogl/
H A Dogl.cpp619 static_cast<float>(1.0 - (static_cast<float>(alpha) / (static_cast<float>(GR_FADE_LEVELS)))) in ogl_draw_vertex_reticle()
831 …)?1.0:1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in gr_ucircle()
849 …1.0 : 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in gr_disk()
880 : 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0); in _g3_draw_poly()
918 ….0 : (1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in _g3_draw_tmap()
998 : (1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in _g3_draw_tmap_2()
1102 ….0 : (1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in g3_draw_bitmap()
H A Dgr.cpp979 …color_a = 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1… in ogl_urect()
1008 : 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0); in ogl_ulinec()
/dports/games/d2x/d2x-0.2.5/texmap/
H A Dtmapflat.c98 if ( Gr_scanline_darkening_level >= GR_FADE_LEVELS ) in tmap_scanline_flat()
/dports/games/d2x/d2x-0.2.5/main/
H A Dgauges.c387 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade …
2170 static int cloak_fade_value=GR_FADE_LEVELS-1; in draw_player_ship()
2191 cloak_fade_value=GR_FADE_LEVELS-1; in draw_player_ship()
2214 if (cloak_fade_value >= GR_FADE_LEVELS-1) { in draw_player_ship()
2215 cloak_fade_value = GR_FADE_LEVELS-1; in draw_player_ship()
2248 Gr_scanline_darkening_level = GR_FADE_LEVELS; in draw_player_ship()
2270 Gr_scanline_darkening_level = GR_FADE_LEVELS; in draw_player_ship()
2548 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1); in draw_weapon_box()
2591 if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) { in draw_weapon_box()
2608 Gr_scanline_darkening_level = GR_FADE_LEVELS; in draw_weapon_box()
H A Dhud.c457 Gr_scanline_darkening_level = GR_FADE_LEVELS;
H A Dwall.c1201 …wfront->cloak_value = wback->cloak_value = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2))… in do_cloaking_wall_frame()
1273 …wfront->cloak_value = wback->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2))… in do_decloaking_wall_frame()
H A Drender.c626 Gr_scanline_darkening_level = GR_FADE_LEVELS; in render_face()
H A Dobject.c458 Gr_scanline_darkening_level = GR_FADE_LEVELS; in draw_cloaked_object()
H A Dnewmenu.c841 Gr_scanline_darkening_level = GR_FADE_LEVELS; in nm_draw_background()
/dports/games/d2x/d2x-0.2.5/unused/vga/
H A Dgrx.h20 #define GR_FADE_LEVELS 34 macro
H A Dpalette.c108 for (i=0; i<GR_FADE_LEVELS; i++ ) { in gr_use_palette_table()
H A Dvga.jas547 /* if (get_selector( &vga_fade_table, 256*GR_FADE_LEVELS, &vga_fade_table_selector ))
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dgauges.cpp382 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fad…
2421 static int8_t cloak_fade_value = GR_FADE_LEVELS - 1; in draw_player_ship()
2434 if (cloak_fade_value >= static_cast<signed>(GR_FADE_LEVELS-1)) in draw_player_ship()
2457 if (cloak_fade_value > static_cast<signed>(GR_FADE_LEVELS-1)) in draw_player_ship()
2458 cloak_fade_value = (GR_FADE_LEVELS-1); in draw_player_ship()
2465 cloak_fade_value = GR_FADE_LEVELS-1; in draw_player_ship()
2480 if (cloak_fade_value < GR_FADE_LEVELS/2 && show_cloak_invul_timer()) in draw_player_ship()
2734 inset.fade_value = i2f(GR_FADE_LEVELS - 1); in draw_weapon_box()
2765 if (inset.fade_value >= i2f(GR_FADE_LEVELS - 1)) in draw_weapon_box()
H A Dwall.cpp1301 …const int8_t cloak_value = ((d.time - CLOAKING_WALL_TIME / 2) * (GR_FADE_LEVELS - 2)) / (CLOAKING_… in do_cloaking_wall_frame()
1340 …const int8_t cloak_value = ((CLOAKING_WALL_TIME / 2 - d.time) * (GR_FADE_LEVELS - 2)) / (CLOAKING_… in do_decloaking_wall_frame()
/dports/games/d2x/d2x-0.2.5/unused/vga/new/
H A Dpalette.c107 for (i=0; i<GR_FADE_LEVELS; i++ ) { in gr_use_palette_table()
/dports/games/d2x/d2x-0.2.5/arch/dos/
H A Dgr.c529 if (!dpmi_allocate_selector( &gr_fade_table, 256*GR_FADE_LEVELS, &gr_fade_table_selector )) in gr_init()
/dports/games/d2x/d2x-0.2.5/unused/win95/
H A Dpalette.c164 for (i=0; i<GR_FADE_LEVELS; i++ ) { in gr_use_palette_table()