quake2-action/acesrc/cgf_sfx_fog.cpp

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/****************************************************************************/
/* */
/* project : CGF (c) 1999 William van der Sterren */
/* */
/* file : cgf_sfx_fog.h "fog openGL stuff" */
/* author(s): William van der Sterren */
/* version : 0.5 */
/* */
/* date (last revision): Aug 31, 99 */
/* date (creation) : Aug 31, 99 */
/* */
/* */
/* revision history */
/* -- date ---- | -- revision ---------------------- | -- revisor -- */
/* | | */
/* */
/****************************************************************************/
#undef FOG
#ifdef FOG
#include <cmath> // prevent problems between C and STL
extern "C"
{
#include "cgf_sfx_fog.h"
#include "../g_local.h"
//#include "sabin_debug.h"
#include <windows.h>
#include <GL/gl.h>
/*
#ifdef CGF
// AI update related to fog
#include "cgf_tactics_visibility.h"
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#endif
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*/
}
#include <vector>
#include <fstream>
#include <strstream>
using namespace std;
// defaults
static vec_t m_FogDensity = 0.1000;
static int m_FogEnabled = false;
static int m_FogType = 2; // linear
static int m_FogStart = 200;
static int m_FogEnd = 1600;
static vec_t m_FogColor[4] = {0.5, 0.5, 0.5, 1};
static char m_Settings[64];
const int kMaxViewingDistance = 8192;
const int kViewingDistanceStep = 64;
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static vec_t m_FogViewReduction[kMaxViewingDistance / kViewingDistanceStep];
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//static vec_t m_FogViewReduction[128];
// cvar for fog and video mode
static cvar_t* fog = 0;
static cvar_t* vid_ref = 0;
// forward decls
void CGF_SFX_ActivateFog(vec_t aDensity,
int aType,
vec3_t aColor,
vec_t aBegin,
vec_t anEnd
);
void CGF_SFX_DeactivateFog();
qboolean CGF_SFX_FindFogPreferences(const char* aMapName,
vec_t* aDensity,
int* aType,
vec_t* aRed,
vec_t* aGreen,
vec_t* aBlue,
vec_t* aBegin,
vec_t* aEnd
);
void CGF_SFX_InitFogForDistance(int aFogMode, vec_t aFogDensity, vec_t aFogBegin, vec_t aFogEnd);
void CGF_SFX_InstallFogSupport()
{
// reset settings
m_Settings[0] = 0;//char(0);
// if fog > 0, then enabled
fog = gi.cvar("fog", "0", 0);
vid_ref = gi.cvar("vid_ref", "", 0);
// prevent issueing gl calls if no opengl present
m_FogEnabled = ( (fog->value > 0)
&& (0 != stricmp(vid_ref->string, "soft"))
);
// if not fog enabled, act upon it
if (!m_FogEnabled)
{
if (fog->value == 0)
{
strcpy(m_Settings, "cvar fog is 0");
// CGF_Debug_LogMessage("fog disabled: cvar fog is 0");
}
else
{
strcpy(m_Settings, "using software rendering");
// CGF_Debug_LogMessage("fog disabled: using software rendering");
}
gi.cvar_set("fog", "0");
}
}
void CGF_SFX_AdjustFogForMap(const char* aMapName)
{
// verify fog if m_FogEnabled, and reset if required
fog = gi.cvar("fog", "0", 0);
vid_ref = gi.cvar("vid_ref", "", 0);
if (m_FogEnabled)
{
if (!(m_FogEnabled = (fog->value != 0)))
{
#ifdef CGF
CGF_Debug_LogMessage("fog disabled: fog set to 0 or video mode changed");
// change visibility info for AI
CGF_Tactics_IncorporateChangedFogSettings();
#endif
}
}
else
{
m_FogEnabled = ( (fog->value > 0)
&& (0 != stricmp(vid_ref->string, "soft"))
);
if (m_FogEnabled)
{
#ifdef CGF
CGF_Debug_LogMessage("fog enabled : fog set to 1 or video mode changed");
// change visibility info for AI
CGF_Tactics_IncorporateChangedFogSettings();
#endif
}
}
// process fog setting
if (m_FogEnabled)
{
vec_t d;
int t;
vec_t s;
vec_t e;
vec3_t rgb;
if ( (!aMapName)
|| (!CGF_SFX_FindFogPreferences(aMapName, &d, &t, &rgb[0], &rgb[1], &rgb[2], &s, &e))
)
{
if (!CGF_SFX_FindFogPreferences("default", &d, &t, &rgb[0], &rgb[1], &rgb[2], &s, &e))
{
d = m_FogDensity;
t = m_FogType;
VectorCopy(m_FogColor, rgb);
s = m_FogStart;
e = m_FogEnd;
}
}
// convert d to value usable for gl lib
d /= 100;
// convert fog type
// 0 == GL_EXP, 1 == GL_EXP2, 2 == GL_LINEAR
if ((t < 0) || (t > 2))
t = m_FogType;
if (t < 2)
t = t + 0x800;
else
t = GL_LINEAR;
if (d > 0)
CGF_SFX_ActivateFog(d, t, rgb, s, e);
else
CGF_SFX_DeactivateFog();
}
else
{
CGF_SFX_DeactivateFog();
}
}
qboolean CGF_SFX_FindFogPreferences(const char* aMapName,
vec_t* aDensity,
int* aType,
vec_t* aRed,
vec_t* aGreen,
vec_t* aBlue,
vec_t* aBegin,
vec_t* aEnd
)
{
*aDensity = 0;
// try to read preferences from file action\cgf\fog\<mapname>.fog
// format for file is:
// // format: mapname density fogtype red green blue
char buf_filename[256];
ostrstream filename(buf_filename, 255);
cvar_t* gamedir;
cvar_t* basedir;
gamedir = gi.cvar ("game", "", 0);
basedir = gi.cvar("basedir", ".", 0);
// obtain file location
filename << basedir->string << '\\' << gamedir->string
<< '\\' << "cgf\\fog\\" << aMapName << ".fog" << char(0);
// open file, append mode
ifstream preferences(buf_filename, ios_base::in);
if (preferences.good())
{
char name[128];
memset(name,0, sizeof(name));
preferences >> name;
// skip comment lines if any
while ( (strlen(name) >= 2)
&& (name[0] == '/')
&& ( (name[1] == '/')
|| (name[1] == '*')
)
)
{
preferences.getline(name, 128);
memset(name,0, sizeof(name));
preferences >> name;
}
/* test for name similarity removed
if ( (strlen(name))
&& ( 0 == stricmp(name, aMapName))
)
*/
{
preferences >> *aDensity;
if (*aDensity > 0)
{
preferences >> *aType;
preferences >> *aRed;
preferences >> *aGreen;
preferences >> *aBlue;
preferences >> *aBegin;
preferences >> *aEnd;
}
// adjust settings info
ostrstream settings(buf_filename, 63);
settings << "cgf\\fog\\" << aMapName << ".fog" << char(0);
strcpy(m_Settings, buf_filename);
return true;
}
}
return false;
}
void CGF_SFX_ActivateFog(vec_t aDensity,
int aType,
vec3_t aColor,
vec_t aBegin,
vec_t anEnd
)
{
#ifdef CGF
if (CGF_Debug_IsLogging())
{
char message[256];
if (aDensity)
sprintf(message,
"fog settings: mode %d, density %.2f, rgb=[%.2f, %.2f, %.2f], begin %d, end %d",
(aType == GL_LINEAR ? 2 : aType - GL_FOG_START),
aDensity, aColor[0], aColor[1], aColor[2], (int) aBegin, (int) anEnd
);
else
sprintf(message,
"fog settings: mode %d, density %.2f == disabled",
(aType == GL_LINEAR ? 2 : aType - GL_FOG_START),
aDensity
);
CGF_Debug_LogMessage(message);
}
#endif
CGF_SFX_InitFogForDistance(aType, aDensity, aBegin, anEnd);
glEnable (GL_FOG); // turn on fog, otherwise you won't see any
glFogi (GL_FOG_MODE, aType);
if (aType == GL_LINEAR)
{
glFogf (GL_FOG_START, aBegin);
glFogf (GL_FOG_END, anEnd);
}
glFogfv (GL_FOG_COLOR, aColor);
glFogf (GL_FOG_DENSITY, aDensity);
glHint (GL_FOG_HINT, GL_NICEST);
}
void CGF_SFX_DeactivateFog()
{
CGF_SFX_InitFogForDistance(0, 0, 0, 0);
// prevent opengl calls when no opengl
if ( (vid_ref)
&& (0 == stricmp(vid_ref->string, "soft"))
)
return;
glDisable (GL_FOG); // turn off fog
}
int CGF_SFX_IsFogEnabled()
{
return m_FogEnabled;
}
void CGF_SFX_InitFogForDistance(int aFogMode, vec_t aFogDensity, vec_t aFogBegin, vec_t aFogEnd)
{
// determine how many cells
int cells;
cells = kMaxViewingDistance / kViewingDistanceStep;
vec_t dist;
vec_t maxdist;
vec_t mindist;
if (aFogDensity == 0.0)
aFogMode = 0;
// adjust fog density value to our values
aFogDensity *= 100;
switch (aFogMode)
{
case GL_LINEAR:
maxdist = aFogEnd;
mindist = aFogBegin;
break;
case GL_EXP:
maxdist = 400.0 / sqrt(aFogDensity);
break;
case GL_EXP2:
maxdist = 130.0 / aFogDensity;
break;
default :
maxdist = kMaxViewingDistance;
}
dist = 0;
for (int cell = 0; cell < cells; cell++)
{
vec_t reduction;
switch (aFogMode)
{
case GL_LINEAR:
if (dist < mindist)
reduction = 1;
else
if (dist > maxdist)
reduction = 0;
else
reduction = 1 - (dist - mindist) / (maxdist - mindist);
break;
case GL_EXP:
reduction = 1 - dist / maxdist;
break;
case GL_EXP2:
reduction = 1 - (dist / maxdist) * (dist / maxdist);
break;
default :
reduction = 1.0;
}
if (reduction < 0)
reduction = 0;
m_FogViewReduction[cell] = reduction;
dist += kViewingDistanceStep;
}
}
const char* CGF_SFX_FogSettingsInfo()
{
return (const char*) m_Settings;
}
vec_t CGF_SFX_GetFogForDistance(vec_t dist)
{
int index;
index = ((int) dist) / (int) kViewingDistanceStep;
assert( (index < (kMaxViewingDistance / kViewingDistanceStep))
);
return m_FogViewReduction[index];
}
vec_t CGF_SFX_GetViewingDistanceUpToReduction(vec_t aReduction)
{
int index;
index = (kMaxViewingDistance / kViewingDistanceStep) - 1;
while ( (index >= 0)
&& (m_FogViewReduction[index] < aReduction)
)
index--;
return (vec_t) (index * kViewingDistanceStep);
}
/*
#ifdef _DEBUG
extern "C" void CGF_SFX_Fog_DisplayRods(edict_t* aClient);
void CGF_SFX_Fog_DisplayRods(edict_t* aClient)
{
vec3_t forward;
vec3_t v1;
vec3_t v2;
bool half;
bool ten;
half = false;
ten = false;
AngleVectors(aClient->s.angles, forward, 0, 0);
forward[2] = 0;
VectorNormalize(forward);
for (int rod = 0; rod < 20; rod ++)
{
VectorMA(aClient->s.origin, 100 * ((float) rod), forward, v1);
VectorCopy(v1, v2);
v2[2] -= 1000;
SABIN_Debug_DisplayLine(v1, v2, 60);
if ( (!half)
&& (half = (CGF_SFX_GetFogForDistance(100 * ((float) rod)) < 0.5))
)
{
SABIN_Debug_DisplayPoint(v1, RF_SHELL_RED, 60);
}
if ( (!ten)
&& (ten = (CGF_SFX_GetFogForDistance(100 * ((float) rod)) < 0.1))
)
{
SABIN_Debug_DisplayPoint(v1, RF_SHELL_RED, 60);
}
}
}
#endif
*/
#endif