mirror of
https://github.com/Shpoike/Quakespasm.git
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e2321d816b
Fixes bug where the fog mode was resetting to the default (GL_EXP) after a mode switch, causing fog to look different. This was only affecting SDL1 for me. git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1259 af15c1b1-3010-417e-b628-4374ebc0bcbd
410 lines
8.1 KiB
C
410 lines
8.1 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2007-2008 Kristian Duske
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Copyright (C) 2010-2014 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//gl_fog.c -- global and volumetric fog
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#include "quakedef.h"
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//==============================================================================
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//
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// GLOBAL FOG
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//
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//==============================================================================
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#define DEFAULT_DENSITY 0.0
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#define DEFAULT_GRAY 0.3
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float fog_density;
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float fog_red;
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float fog_green;
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float fog_blue;
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float old_density;
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float old_red;
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float old_green;
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float old_blue;
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float fade_time; //duration of fade
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float fade_done; //time when fade will be done
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/*
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=============
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Fog_Update
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update internal variables
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=============
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*/
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void Fog_Update (float density, float red, float green, float blue, float time)
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{
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//save previous settings for fade
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if (time > 0)
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{
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//check for a fade in progress
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if (fade_done > cl.time)
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{
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float f;
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f = (fade_done - cl.time) / fade_time;
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old_density = f * old_density + (1.0 - f) * fog_density;
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old_red = f * old_red + (1.0 - f) * fog_red;
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old_green = f * old_green + (1.0 - f) * fog_green;
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old_blue = f * old_blue + (1.0 - f) * fog_blue;
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}
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else
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{
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old_density = fog_density;
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old_red = fog_red;
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old_green = fog_green;
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old_blue = fog_blue;
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}
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}
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fog_density = density;
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fog_red = red;
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fog_green = green;
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fog_blue = blue;
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fade_time = time;
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fade_done = cl.time + time;
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}
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/*
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=============
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Fog_ParseServerMessage
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handle an SVC_FOG message from server
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=============
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*/
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void Fog_ParseServerMessage (void)
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{
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float density, red, green, blue, time;
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density = MSG_ReadByte() / 255.0;
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red = MSG_ReadByte() / 255.0;
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green = MSG_ReadByte() / 255.0;
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blue = MSG_ReadByte() / 255.0;
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time = q_max(0.0, MSG_ReadShort() / 100.0);
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Fog_Update (density, red, green, blue, time);
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}
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/*
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=============
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Fog_FogCommand_f
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handle the 'fog' console command
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=============
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*/
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void Fog_FogCommand_f (void)
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{
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switch (Cmd_Argc())
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{
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default:
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case 1:
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Con_Printf("usage:\n");
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Con_Printf(" fog <density>\n");
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Con_Printf(" fog <red> <green> <blue>\n");
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Con_Printf(" fog <density> <red> <green> <blue>\n");
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Con_Printf("current values:\n");
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Con_Printf(" \"density\" is \"%f\"\n", fog_density);
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Con_Printf(" \"red\" is \"%f\"\n", fog_red);
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Con_Printf(" \"green\" is \"%f\"\n", fog_green);
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Con_Printf(" \"blue\" is \"%f\"\n", fog_blue);
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break;
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case 2:
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Fog_Update(q_max(0.0, atof(Cmd_Argv(1))),
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fog_red,
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fog_green,
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fog_blue,
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0.0);
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break;
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case 3: //TEST
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Fog_Update(q_max(0.0, atof(Cmd_Argv(1))),
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fog_red,
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fog_green,
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fog_blue,
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atof(Cmd_Argv(2)));
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break;
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case 4:
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Fog_Update(fog_density,
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CLAMP(0.0, atof(Cmd_Argv(1)), 1.0),
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CLAMP(0.0, atof(Cmd_Argv(2)), 1.0),
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CLAMP(0.0, atof(Cmd_Argv(3)), 1.0),
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0.0);
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break;
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case 5:
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Fog_Update(q_max(0.0, atof(Cmd_Argv(1))),
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CLAMP(0.0, atof(Cmd_Argv(2)), 1.0),
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CLAMP(0.0, atof(Cmd_Argv(3)), 1.0),
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CLAMP(0.0, atof(Cmd_Argv(4)), 1.0),
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0.0);
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break;
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case 6: //TEST
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Fog_Update(q_max(0.0, atof(Cmd_Argv(1))),
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CLAMP(0.0, atof(Cmd_Argv(2)), 1.0),
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CLAMP(0.0, atof(Cmd_Argv(3)), 1.0),
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CLAMP(0.0, atof(Cmd_Argv(4)), 1.0),
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atof(Cmd_Argv(5)));
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break;
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}
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}
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/*
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=============
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Fog_ParseWorldspawn
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called at map load
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=============
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*/
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void Fog_ParseWorldspawn (void)
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{
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char key[128], value[4096];
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const char *data;
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//initially no fog
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fog_density = DEFAULT_DENSITY;
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fog_red = DEFAULT_GRAY;
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fog_green = DEFAULT_GRAY;
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fog_blue = DEFAULT_GRAY;
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old_density = DEFAULT_DENSITY;
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old_red = DEFAULT_GRAY;
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old_green = DEFAULT_GRAY;
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old_blue = DEFAULT_GRAY;
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fade_time = 0.0;
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fade_done = 0.0;
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data = COM_Parse(cl.worldmodel->entities);
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if (!data)
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return; // error
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if (com_token[0] != '{')
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return; // error
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while (1)
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{
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data = COM_Parse(data);
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if (!data)
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return; // error
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if (com_token[0] == '}')
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break; // end of worldspawn
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if (com_token[0] == '_')
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strcpy(key, com_token + 1);
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else
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strcpy(key, com_token);
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while (key[strlen(key)-1] == ' ') // remove trailing spaces
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key[strlen(key)-1] = 0;
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data = COM_Parse(data);
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if (!data)
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return; // error
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strcpy(value, com_token);
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if (!strcmp("fog", key))
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{
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sscanf(value, "%f %f %f %f", &fog_density, &fog_red, &fog_green, &fog_blue);
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}
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}
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}
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/*
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=============
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Fog_GetColor
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calculates fog color for this frame, taking into account fade times
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=============
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*/
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float *Fog_GetColor (void)
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{
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static float c[4];
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float f;
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int i;
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if (fade_done > cl.time)
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{
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f = (fade_done - cl.time) / fade_time;
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c[0] = f * old_red + (1.0 - f) * fog_red;
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c[1] = f * old_green + (1.0 - f) * fog_green;
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c[2] = f * old_blue + (1.0 - f) * fog_blue;
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c[3] = 1.0;
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}
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else
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{
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c[0] = fog_red;
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c[1] = fog_green;
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c[2] = fog_blue;
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c[3] = 1.0;
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}
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//find closest 24-bit RGB value, so solid-colored sky can match the fog perfectly
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for (i=0;i<3;i++)
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c[i] = (float)(Q_rint(c[i] * 255)) / 255.0f;
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return c;
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}
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/*
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=============
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Fog_GetDensity
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returns current density of fog
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=============
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*/
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float Fog_GetDensity (void)
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{
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float f;
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if (fade_done > cl.time)
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{
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f = (fade_done - cl.time) / fade_time;
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return f * old_density + (1.0 - f) * fog_density;
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}
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else
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return fog_density;
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}
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/*
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=============
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Fog_SetupFrame
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called at the beginning of each frame
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=============
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*/
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void Fog_SetupFrame (void)
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{
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glFogfv(GL_FOG_COLOR, Fog_GetColor());
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glFogf(GL_FOG_DENSITY, Fog_GetDensity() / 64.0);
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}
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/*
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=============
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Fog_EnableGFog
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called before drawing stuff that should be fogged
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=============
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*/
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void Fog_EnableGFog (void)
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{
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if (Fog_GetDensity() > 0)
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glEnable(GL_FOG);
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}
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/*
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=============
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Fog_DisableGFog
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called after drawing stuff that should be fogged
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=============
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*/
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void Fog_DisableGFog (void)
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{
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if (Fog_GetDensity() > 0)
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glDisable(GL_FOG);
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}
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/*
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=============
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Fog_StartAdditive
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called before drawing stuff that is additive blended -- sets fog color to black
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=============
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*/
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void Fog_StartAdditive (void)
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{
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vec3_t color = {0,0,0};
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if (Fog_GetDensity() > 0)
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glFogfv(GL_FOG_COLOR, color);
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}
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/*
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=============
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Fog_StopAdditive
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called after drawing stuff that is additive blended -- restores fog color
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=============
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*/
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void Fog_StopAdditive (void)
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{
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if (Fog_GetDensity() > 0)
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glFogfv(GL_FOG_COLOR, Fog_GetColor());
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}
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//==============================================================================
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//
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// VOLUMETRIC FOG
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//
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//==============================================================================
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cvar_t r_vfog = {"r_vfog", "1", CVAR_NONE};
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void Fog_DrawVFog (void){}
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void Fog_MarkModels (void){}
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//==============================================================================
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//
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// INIT
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//
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//==============================================================================
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/*
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=============
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Fog_NewMap
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called whenever a map is loaded
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=============
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*/
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void Fog_NewMap (void)
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{
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Fog_ParseWorldspawn (); //for global fog
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Fog_MarkModels (); //for volumetric fog
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}
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/*
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=============
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Fog_Init
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called when quake initializes
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=============
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*/
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void Fog_Init (void)
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{
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Cmd_AddCommand ("fog",Fog_FogCommand_f);
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//Cvar_RegisterVariable (&r_vfog);
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//set up global fog
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fog_density = DEFAULT_DENSITY;
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fog_red = DEFAULT_GRAY;
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fog_green = DEFAULT_GRAY;
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fog_blue = DEFAULT_GRAY;
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Fog_SetupState ();
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}
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/*
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=============
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Fog_SetupState
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ericw -- moved from Fog_Init, state that needs to be setup when a new context is created
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=============
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*/
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void Fog_SetupState (void)
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{
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glFogi(GL_FOG_MODE, GL_EXP2);
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}
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