/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2007-2008 Kristian Duske Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //gl_fog.c -- global and volumetric fog #include "quakedef.h" //============================================================================== // // GLOBAL FOG // //============================================================================== float fog_density; float fog_red; float fog_green; float fog_blue; float old_density; float old_red; float old_green; float old_blue; float fade_time; //duration of fade float fade_done; //time when fade will be done /* ============= Fog_Update update internal variables ============= */ void Fog_Update (float density, float red, float green, float blue, float time) { //save previous settings for fade if (time > 0) { //check for a fade in progress if (fade_done > cl.time) { float f; f = (fade_done - cl.time) / fade_time; old_density = f * old_density + (1.0 - f) * fog_density; old_red = f * old_red + (1.0 - f) * fog_red; old_green = f * old_green + (1.0 - f) * fog_green; old_blue = f * old_blue + (1.0 - f) * fog_blue; } else { old_density = fog_density; old_red = fog_red; old_green = fog_green; old_blue = fog_blue; } } fog_density = density; fog_red = red; fog_green = green; fog_blue = blue; fade_time = time; fade_done = cl.time + time; } /* ============= Fog_ParseServerMessage handle an SVC_FOG message from server ============= */ void Fog_ParseServerMessage (void) { float density, red, green, blue, time; density = MSG_ReadByte() / 255.0; red = MSG_ReadByte() / 255.0; green = MSG_ReadByte() / 255.0; blue = MSG_ReadByte() / 255.0; time = q_max(0.0, MSG_ReadShort() / 100.0); Fog_Update (density, red, green, blue, time); } /* ============= Fog_FogCommand_f handle the 'fog' console command ============= */ void Fog_FogCommand_f (void) { switch (Cmd_Argc()) { default: case 1: Con_Printf("usage:\n"); Con_Printf(" fog \n"); Con_Printf(" fog \n"); Con_Printf(" fog \n"); Con_Printf("current values:\n"); Con_Printf(" \"density\" is \"%f\"\n", fog_density); Con_Printf(" \"red\" is \"%f\"\n", fog_red); Con_Printf(" \"green\" is \"%f\"\n", fog_green); Con_Printf(" \"blue\" is \"%f\"\n", fog_blue); break; case 2: Fog_Update(q_max(0.0, atof(Cmd_Argv(1))), fog_red, fog_green, fog_blue, 0.0); break; case 3: //TEST Fog_Update(q_max(0.0, atof(Cmd_Argv(1))), fog_red, fog_green, fog_blue, atof(Cmd_Argv(2))); break; case 4: Fog_Update(fog_density, CLAMP(0.0, atof(Cmd_Argv(1)), 1.0), CLAMP(0.0, atof(Cmd_Argv(2)), 1.0), CLAMP(0.0, atof(Cmd_Argv(3)), 1.0), 0.0); break; case 5: Fog_Update(q_max(0.0, atof(Cmd_Argv(1))), CLAMP(0.0, atof(Cmd_Argv(2)), 1.0), CLAMP(0.0, atof(Cmd_Argv(3)), 1.0), CLAMP(0.0, atof(Cmd_Argv(4)), 1.0), 0.0); break; case 6: //TEST Fog_Update(q_max(0.0, atof(Cmd_Argv(1))), CLAMP(0.0, atof(Cmd_Argv(2)), 1.0), CLAMP(0.0, atof(Cmd_Argv(3)), 1.0), CLAMP(0.0, atof(Cmd_Argv(4)), 1.0), atof(Cmd_Argv(5))); break; } } /* ============= Fog_ParseWorldspawn called at map load ============= */ void Fog_ParseWorldspawn (void) { char key[128], value[4096]; const char *data; //initially no fog fog_density = 0.0; old_density = 0.0; fade_time = 0.0; fade_done = 0.0; data = COM_Parse(cl.worldmodel->entities); if (!data) return; // error if (com_token[0] != '{') return; // error while (1) { data = COM_Parse(data); if (!data) return; // error if (com_token[0] == '}') break; // end of worldspawn if (com_token[0] == '_') strcpy(key, com_token + 1); else strcpy(key, com_token); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; data = COM_Parse(data); if (!data) return; // error strcpy(value, com_token); if (!strcmp("fog", key)) { sscanf(value, "%f %f %f %f", &fog_density, &fog_red, &fog_green, &fog_blue); } } } /* ============= Fog_GetColor calculates fog color for this frame, taking into account fade times ============= */ float *Fog_GetColor (void) { static float c[4]; float f; int i; if (fade_done > cl.time) { f = (fade_done - cl.time) / fade_time; c[0] = f * old_red + (1.0 - f) * fog_red; c[1] = f * old_green + (1.0 - f) * fog_green; c[2] = f * old_blue + (1.0 - f) * fog_blue; c[3] = 1.0; } else { c[0] = fog_red; c[1] = fog_green; c[2] = fog_blue; c[3] = 1.0; } //find closest 24-bit RGB value, so solid-colored sky can match the fog perfectly for (i=0;i<3;i++) c[i] = (float)(Q_rint(c[i] * 255)) / 255.0f; return c; } /* ============= Fog_GetDensity returns current density of fog ============= */ float Fog_GetDensity (void) { float f; if (fade_done > cl.time) { f = (fade_done - cl.time) / fade_time; return f * old_density + (1.0 - f) * fog_density; } else return fog_density; } /* ============= Fog_SetupFrame called at the beginning of each frame ============= */ void Fog_SetupFrame (void) { glFogfv(GL_FOG_COLOR, Fog_GetColor()); glFogf(GL_FOG_DENSITY, Fog_GetDensity() / 64.0); } /* ============= Fog_EnableGFog called before drawing stuff that should be fogged ============= */ void Fog_EnableGFog (void) { if (Fog_GetDensity() > 0) glEnable(GL_FOG); } /* ============= Fog_DisableGFog called after drawing stuff that should be fogged ============= */ void Fog_DisableGFog (void) { if (Fog_GetDensity() > 0) glDisable(GL_FOG); } /* ============= Fog_StartAdditive called before drawing stuff that is additive blended -- sets fog color to black ============= */ void Fog_StartAdditive (void) { vec3_t color = {0,0,0}; if (Fog_GetDensity() > 0) glFogfv(GL_FOG_COLOR, color); } /* ============= Fog_StopAdditive called after drawing stuff that is additive blended -- restores fog color ============= */ void Fog_StopAdditive (void) { if (Fog_GetDensity() > 0) glFogfv(GL_FOG_COLOR, Fog_GetColor()); } //============================================================================== // // VOLUMETRIC FOG // //============================================================================== cvar_t r_vfog = {"r_vfog", "1", CVAR_NONE}; void Fog_DrawVFog (void){} void Fog_MarkModels (void){} //============================================================================== // // INIT // //============================================================================== /* ============= Fog_NewMap called whenever a map is loaded ============= */ void Fog_NewMap (void) { Fog_ParseWorldspawn (); //for global fog Fog_MarkModels (); //for volumetric fog } /* ============= Fog_Init called when quake initializes ============= */ void Fog_Init (void) { Cmd_AddCommand ("fog",Fog_FogCommand_f); //Cvar_RegisterVariable (&r_vfog); //set up global fog fog_density = 0.0; fog_red = 0.3; fog_green = 0.3; fog_blue = 0.3; glFogi(GL_FOG_MODE, GL_EXP2); }