mirror of
https://github.com/Shpoike/Quakespasm.git
synced 2024-11-10 07:21:58 +00:00
444 lines
8.7 KiB
C
444 lines
8.7 KiB
C
/*
|
|
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
|
|
//
|
|
//==============================================================================
|
|
|
|
#define DEFAULT_DENSITY 0.0
|
|
#define DEFAULT_GRAY 0.3
|
|
|
|
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 = MSG_ReadShort() / 100.0;
|
|
if (time < 0.0f) time = 0.0f;
|
|
|
|
Fog_Update (density, red, green, blue, time);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
Fog_FogCommand_f
|
|
|
|
handle the 'fog' console command
|
|
=============
|
|
*/
|
|
void Fog_FogCommand_f (void)
|
|
{
|
|
float d, r, g, b, t;
|
|
|
|
switch (Cmd_Argc())
|
|
{
|
|
default:
|
|
case 1:
|
|
Con_Printf("usage:\n");
|
|
Con_Printf(" fog <density>\n");
|
|
Con_Printf(" fog <red> <green> <blue>\n");
|
|
Con_Printf(" fog <density> <red> <green> <blue>\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);
|
|
return;
|
|
case 2:
|
|
d = Q_atof(Cmd_Argv(1));
|
|
t = 0.0f;
|
|
r = fog_red;
|
|
g = fog_green;
|
|
b = fog_blue;
|
|
break;
|
|
case 3: //TEST
|
|
d = Q_atof(Cmd_Argv(1));
|
|
t = Q_atof(Cmd_Argv(2));
|
|
r = fog_red;
|
|
g = fog_green;
|
|
b = fog_blue;
|
|
break;
|
|
case 4:
|
|
d = fog_density;
|
|
t = 0.0f;
|
|
r = Q_atof(Cmd_Argv(1));
|
|
g = Q_atof(Cmd_Argv(2));
|
|
b = Q_atof(Cmd_Argv(3));
|
|
break;
|
|
case 5:
|
|
d = Q_atof(Cmd_Argv(1));
|
|
r = Q_atof(Cmd_Argv(2));
|
|
g = Q_atof(Cmd_Argv(3));
|
|
b = Q_atof(Cmd_Argv(4));
|
|
t = 0.0f;
|
|
break;
|
|
case 6: //TEST
|
|
d = Q_atof(Cmd_Argv(1));
|
|
r = Q_atof(Cmd_Argv(2));
|
|
g = Q_atof(Cmd_Argv(3));
|
|
b = Q_atof(Cmd_Argv(4));
|
|
t = Q_atof(Cmd_Argv(5));
|
|
break;
|
|
}
|
|
|
|
if (d < 0.0f) d = 0.0f;
|
|
if (r < 0.0f) r = 0.0f;
|
|
else if (r > 1.0f) r = 1.0f;
|
|
if (g < 0.0f) g = 0.0f;
|
|
else if (g > 1.0f) g = 1.0f;
|
|
if (b < 0.0f) b = 0.0f;
|
|
else if (b > 1.0f) b = 1.0f;
|
|
Fog_Update(d, r, g, b, t);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
Fog_ParseWorldspawn
|
|
|
|
called at map load
|
|
=============
|
|
*/
|
|
void Fog_ParseWorldspawn (void)
|
|
{
|
|
char key[128], value[4096];
|
|
const char *data;
|
|
|
|
//initially no fog
|
|
fog_density = DEFAULT_DENSITY;
|
|
fog_red = DEFAULT_GRAY;
|
|
fog_green = DEFAULT_GRAY;
|
|
fog_blue = DEFAULT_GRAY;
|
|
|
|
old_density = DEFAULT_DENSITY;
|
|
old_red = DEFAULT_GRAY;
|
|
old_green = DEFAULT_GRAY;
|
|
old_blue = DEFAULT_GRAY;
|
|
|
|
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] == '_')
|
|
q_strlcpy(key, com_token + 1, sizeof(key));
|
|
else
|
|
q_strlcpy(key, com_token, sizeof(key));
|
|
while (key[0] && key[strlen(key)-1] == ' ') // remove trailing spaces
|
|
key[strlen(key)-1] = 0;
|
|
data = COM_Parse(data);
|
|
if (!data)
|
|
return; // error
|
|
q_strlcpy(value, com_token, sizeof(value));
|
|
|
|
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;
|
|
}
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
c[i] = CLAMP (0.f, c[i], 1.f);
|
|
}
|
|
|
|
//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_NewMap
|
|
|
|
so fog is preserved when starting a demo recording
|
|
=============
|
|
*/
|
|
const char *Fog_GetFogCommand(void)
|
|
{
|
|
if (fade_done)
|
|
{ //if this mod is using dynamic fog, make sure we start with the right values.
|
|
//don't bother with this if we got fog from a clientside worldspawn key.
|
|
return va("\nfog %g %g %g %g\n", fog_density, fog_red, fog_green, fog_blue);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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 = DEFAULT_DENSITY;
|
|
fog_red = DEFAULT_GRAY;
|
|
fog_green = DEFAULT_GRAY;
|
|
fog_blue = DEFAULT_GRAY;
|
|
|
|
Fog_SetupState ();
|
|
}
|
|
|
|
/*
|
|
=============
|
|
Fog_SetupState
|
|
|
|
ericw -- moved from Fog_Init, state that needs to be setup when a new context is created
|
|
=============
|
|
*/
|
|
void Fog_SetupState (void)
|
|
{
|
|
glFogi(GL_FOG_MODE, GL_EXP2);
|
|
}
|