dquakeplus/source/psp/video_hardware_fog.cpp

479 lines
9.7 KiB
C++

/*
Fogging system based on FitzQuake's implementation
*/
extern "C"
{
#include "../quakedef.h"
}
#include <pspgu.h>
//==============================================================================
//
// GLOBAL FOG
//
//==============================================================================
extern refdef_t r_refdef;
float old_start;
float old_end;
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 start, float end, 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_start = f * old_start + (1.0 - f) * r_refdef.fog_start;
old_end = f * old_end + (1.0 - f) * r_refdef.fog_end;
old_red = f * old_red + (1.0 - f) * r_refdef.fog_red;
old_green = f * old_green + (1.0 - f) * r_refdef.fog_green;
old_blue = f * old_blue + (1.0 - f) * r_refdef.fog_blue;
}
else
{
old_start = r_refdef.fog_start;
old_end = r_refdef.fog_end;
old_red = r_refdef.fog_red;
old_green = r_refdef.fog_green;
old_blue = r_refdef.fog_blue;
}
}
r_refdef.fog_start = start;
r_refdef.fog_end = end;
r_refdef.fog_red = red;
r_refdef.fog_green = green;
r_refdef.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 start, end, red, green, blue, time;
start = MSG_ReadByte() / 255.0;
end = MSG_ReadByte() / 255.0;
red = MSG_ReadByte() / 255.0;
green = MSG_ReadByte() / 255.0;
blue = MSG_ReadByte() / 255.0;
time = MSG_ReadShort() / 100.0;
Fog_Update (start, end, 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 <fade>\n");
Con_Printf(" fog <start> <end>\n");
Con_Printf(" fog <red> <green> <blue>\n");
Con_Printf(" fog <fade> <red> <green> <blue>\n");
Con_Printf(" fog <start> <end> <red> <green> <blue>\n");
Con_Printf(" fog <start> <end> <red> <green> <blue> <fade>\n");
Con_Printf("current values:\n");
Con_Printf(" \"start\" is \"%f\"\n", r_refdef.fog_start);
Con_Printf(" \"end\" is \"%f\"\n", r_refdef.fog_end);
Con_Printf(" \"red\" is \"%f\"\n", r_refdef.fog_red);
Con_Printf(" \"green\" is \"%f\"\n", r_refdef.fog_green);
Con_Printf(" \"blue\" is \"%f\"\n", r_refdef.fog_blue);
Con_Printf(" \"fade\" is \"%f\"\n", fade_time);
break;
case 2: //TEST
Fog_Update(r_refdef.fog_start,
r_refdef.fog_end,
r_refdef.fog_red,
r_refdef.fog_green,
r_refdef.fog_blue,
atof(Cmd_Argv(1)));
break;
case 3:
Fog_Update(atof(Cmd_Argv(1)),
atof(Cmd_Argv(2)),
r_refdef.fog_red,
r_refdef.fog_green,
r_refdef.fog_blue,
0.0);
break;
case 4:
Fog_Update(r_refdef.fog_start,
r_refdef.fog_end,
CLAMP(0.0, atof(Cmd_Argv(1)), 100.0),
CLAMP(0.0, atof(Cmd_Argv(2)), 100.0),
CLAMP(0.0, atof(Cmd_Argv(3)), 100.0),
0.0);
break;
case 5: //TEST
Fog_Update(r_refdef.fog_start,
r_refdef.fog_end,
CLAMP(0.0, atof(Cmd_Argv(1)), 100.0),
CLAMP(0.0, atof(Cmd_Argv(2)), 100.0),
CLAMP(0.0, atof(Cmd_Argv(3)), 100.0),
atof(Cmd_Argv(4)));
break;
case 6:
Fog_Update(atof(Cmd_Argv(1)),
atof(Cmd_Argv(2)),
CLAMP(0.0, atof(Cmd_Argv(3)), 100.0),
CLAMP(0.0, atof(Cmd_Argv(4)), 100.0),
CLAMP(0.0, atof(Cmd_Argv(5)), 100.0),
0.0);
break;
case 7:
Fog_Update(atof(Cmd_Argv(1)),
atof(Cmd_Argv(2)),
CLAMP(0.0, atof(Cmd_Argv(3)), 100.0),
CLAMP(0.0, atof(Cmd_Argv(4)), 100.0),
CLAMP(0.0, atof(Cmd_Argv(5)), 100.0),
atof(Cmd_Argv(6)));
break;
}
}
/*
=============
Fog_ParseWorldspawn
called at map load
=============
*/
void Fog_ParseWorldspawn (void)
{
char key[128], value[4096];
char *data;
//initially no fog
r_refdef.fog_start = 0;
old_start = 0;
r_refdef.fog_end = -1;
old_end = -1;
r_refdef.fog_red = 0.0;
old_red = 0.0;
r_refdef.fog_green = 0.0;
old_green = 0.0;
r_refdef.fog_blue = 0.0;
old_blue = 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 %f", &r_refdef.fog_start, &r_refdef.fog_end, &r_refdef.fog_red, &r_refdef.fog_green, &r_refdef.fog_blue);
}
}
}
/*
=============
Fog_SetupFrame
called at the beginning of each frame
=============
*/
void Fog_SetupFrame (bool worldgeom)
{
float c[4];
float f, s, e;
if (fade_done > cl.time)
{
f = (fade_done - cl.time) / fade_time;
s = f * old_start + (1.0 - f) * r_refdef.fog_start;
e = f * old_end + (1.0 - f) * r_refdef.fog_end;
c[0] = f * old_red + (1.0 - f) * r_refdef.fog_red;
c[1] = f * old_green + (1.0 - f) * r_refdef.fog_green;
c[2] = f * old_blue + (1.0 - f) * r_refdef.fog_blue;
c[3] = r_skyfog.value;
}
else
{
s = r_refdef.fog_start;
e = r_refdef.fog_end;
c[0] = r_refdef.fog_red;
c[1] = r_refdef.fog_green;
c[2] = r_refdef.fog_blue;
c[3] = 1.0;
c[3] = r_skyfog.value;
}
if(e == 0)
e = -1;
// If we have normal color fog for world geom + lightmap, then the resulting color when fully fogged is wrong.
// If we have exactly 0.5 0.5 0.5 gray for world game and normal fog for lightmap, the end result of fully fogged
// stuff is the actual fog color.
unsigned int color = worldgeom ? GU_COLOR(0.5f, 0.5f, 0.5f, c[3]) : GU_COLOR(c[0]* 0.01f, c[1]* 0.01f, c[2]* 0.01f, c[3]);
sceGuFog(s, e, color);
if(s == 0 || e < 0)
sceGuDisable(GU_FOG);
}
/*
=============
Fog_SetColorForSkyS
Start called before drawing flat-colored sky
Crow_bar*
=============
*/
void Fog_SetColorForSkyS (void)
{
if (r_refdef.fog_end > 0.0f && r_skyfog.value)
{
float a = r_refdef.fog_end * 0.00025f;
float r = r_refdef.fog_red * 0.01f + (a * 0.25f);
float g = r_refdef.fog_green * 0.01f + (a * 0.25f);
float b = r_refdef.fog_blue * 0.01f + (a * 0.25f);
if (a > 1.0f)
a = 1.0f;
if (r > 1.0f)
r = 1.0f;
if (g > 1.0f)
g = 1.0f;
if (b > 1.0f)
b = 1.0f;
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuColor(GU_COLOR(r,g,b,a));
//sceGuEnable(GU_BLEND);
//sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, GU_COLOR(r,g,b,a), GU_COLOR(r,g,b,a));
}
}
/*
=============
Fog_SetColorForSky
End called before drawing flat-colored sky
Crow_bar*
=============
*/
void Fog_SetColorForSkyE (void)
{
if (r_refdef.fog_end > 0.0f && r_skyfog.value)
{
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuColor(0xffffffff);
//sceGuDisable(GU_BLEND);
//sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
}
}
/*
=============
Fog_GetStart
returns current start of fog
=============
*/
float Fog_GetStart (void)
{
float f;
if (fade_done > cl.time)
{
f = (fade_done - cl.time) / fade_time;
return f * old_start + (1.0 - f) * r_refdef.fog_start;
}
else
return r_refdef.fog_start;
}
/*
=============
Fog_GetEnd
returns current end of fog
=============
*/
float Fog_GetEnd (void)
{
float f;
if (fade_done > cl.time)
{
f = (fade_done - cl.time) / fade_time;
return f * old_start + (1.0 - f) * r_refdef.fog_end;
}
else
return r_refdef.fog_end;
}
/*
=============
Fog_EnableGFog
called before drawing stuff that should be fogged
=============
*/
void Fog_EnableGFog (void)
{
if (!Fog_GetStart() == 0 || !Fog_GetEnd() <= 0)
sceGuEnable(GU_FOG);
}
/*
=============
Fog_DisableGFog
called after drawing stuff that should be fogged
=============
*/
void Fog_DisableGFog (void)
{
if (!Fog_GetStart() == 0 || !Fog_GetEnd() <= 0)
sceGuDisable(GU_FOG);
}
/*
=============
Fog_SetColorForSky
called before drawing flat-colored sky
=============
*/
/*
void Fog_SetColorForSky (void)
{
float c[3];
float f, d;
if (fade_done > cl.time)
{
f = (fade_done - cl.time) / fade_time;
d = f * old_density + (1.0 - f) * fog_density;
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;
}
else
{
d = fog_density;
c[0] = fog_red;
c[1] = fog_green;
c[2] = fog_blue;
}
if (d > 0)
glColor3fv (c);
}
*/
//==============================================================================
//
// VOLUMETRIC FOG
//
//==============================================================================
/*
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);
//set up global fog
r_refdef.fog_start = 0;
r_refdef.fog_end = -1;
r_refdef.fog_red = 0.5;
r_refdef.fog_green = 0.5;
r_refdef.fog_blue = 0.5;
fade_time = 1;
}