mirror of
https://github.com/nzp-team/dquakeplus.git
synced 2024-11-10 14:41:52 +00:00
479 lines
9.7 KiB
C++
479 lines
9.7 KiB
C++
/*
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Fogging system based on FitzQuake's implementation
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*/
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extern "C"
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{
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#include "../quakedef.h"
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}
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#include <pspgu.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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extern refdef_t r_refdef;
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float old_start;
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float old_end;
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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 start, float end, 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_start = f * old_start + (1.0 - f) * r_refdef.fog_start;
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old_end = f * old_end + (1.0 - f) * r_refdef.fog_end;
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old_red = f * old_red + (1.0 - f) * r_refdef.fog_red;
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old_green = f * old_green + (1.0 - f) * r_refdef.fog_green;
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old_blue = f * old_blue + (1.0 - f) * r_refdef.fog_blue;
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}
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else
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{
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old_start = r_refdef.fog_start;
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old_end = r_refdef.fog_end;
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old_red = r_refdef.fog_red;
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old_green = r_refdef.fog_green;
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old_blue = r_refdef.fog_blue;
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}
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}
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r_refdef.fog_start = start;
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r_refdef.fog_end = end;
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r_refdef.fog_red = red;
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r_refdef.fog_green = green;
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r_refdef.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 start, end, red, green, blue, time;
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start = MSG_ReadByte() / 255.0;
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end = 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 = MSG_ReadShort() / 100.0;
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Fog_Update (start, end, 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 <fade>\n");
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Con_Printf(" fog <start> <end>\n");
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Con_Printf(" fog <red> <green> <blue>\n");
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Con_Printf(" fog <fade> <red> <green> <blue>\n");
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Con_Printf(" fog <start> <end> <red> <green> <blue>\n");
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Con_Printf(" fog <start> <end> <red> <green> <blue> <fade>\n");
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Con_Printf("current values:\n");
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Con_Printf(" \"start\" is \"%f\"\n", r_refdef.fog_start);
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Con_Printf(" \"end\" is \"%f\"\n", r_refdef.fog_end);
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Con_Printf(" \"red\" is \"%f\"\n", r_refdef.fog_red);
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Con_Printf(" \"green\" is \"%f\"\n", r_refdef.fog_green);
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Con_Printf(" \"blue\" is \"%f\"\n", r_refdef.fog_blue);
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Con_Printf(" \"fade\" is \"%f\"\n", fade_time);
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break;
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case 2: //TEST
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Fog_Update(r_refdef.fog_start,
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r_refdef.fog_end,
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r_refdef.fog_red,
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r_refdef.fog_green,
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r_refdef.fog_blue,
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atof(Cmd_Argv(1)));
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break;
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case 3:
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Fog_Update(atof(Cmd_Argv(1)),
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atof(Cmd_Argv(2)),
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r_refdef.fog_red,
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r_refdef.fog_green,
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r_refdef.fog_blue,
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0.0);
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break;
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case 4:
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Fog_Update(r_refdef.fog_start,
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r_refdef.fog_end,
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CLAMP(0.0, atof(Cmd_Argv(1)), 100.0),
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CLAMP(0.0, atof(Cmd_Argv(2)), 100.0),
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CLAMP(0.0, atof(Cmd_Argv(3)), 100.0),
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0.0);
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break;
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case 5: //TEST
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Fog_Update(r_refdef.fog_start,
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r_refdef.fog_end,
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CLAMP(0.0, atof(Cmd_Argv(1)), 100.0),
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CLAMP(0.0, atof(Cmd_Argv(2)), 100.0),
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CLAMP(0.0, atof(Cmd_Argv(3)), 100.0),
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atof(Cmd_Argv(4)));
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break;
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case 6:
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Fog_Update(atof(Cmd_Argv(1)),
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atof(Cmd_Argv(2)),
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CLAMP(0.0, atof(Cmd_Argv(3)), 100.0),
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CLAMP(0.0, atof(Cmd_Argv(4)), 100.0),
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CLAMP(0.0, atof(Cmd_Argv(5)), 100.0),
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0.0);
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break;
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case 7:
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Fog_Update(atof(Cmd_Argv(1)),
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atof(Cmd_Argv(2)),
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CLAMP(0.0, atof(Cmd_Argv(3)), 100.0),
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CLAMP(0.0, atof(Cmd_Argv(4)), 100.0),
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CLAMP(0.0, atof(Cmd_Argv(5)), 100.0),
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atof(Cmd_Argv(6)));
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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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char *data;
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//initially no fog
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r_refdef.fog_start = 0;
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old_start = 0;
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r_refdef.fog_end = -1;
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old_end = -1;
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r_refdef.fog_red = 0.0;
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old_red = 0.0;
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r_refdef.fog_green = 0.0;
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old_green = 0.0;
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r_refdef.fog_blue = 0.0;
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old_blue = 0.0;
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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 %f", &r_refdef.fog_start, &r_refdef.fog_end, &r_refdef.fog_red, &r_refdef.fog_green, &r_refdef.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_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 (bool worldgeom)
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{
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float c[4];
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float f, s, e;
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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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s = f * old_start + (1.0 - f) * r_refdef.fog_start;
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e = f * old_end + (1.0 - f) * r_refdef.fog_end;
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c[0] = f * old_red + (1.0 - f) * r_refdef.fog_red;
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c[1] = f * old_green + (1.0 - f) * r_refdef.fog_green;
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c[2] = f * old_blue + (1.0 - f) * r_refdef.fog_blue;
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c[3] = r_skyfog.value;
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}
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else
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{
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s = r_refdef.fog_start;
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e = r_refdef.fog_end;
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c[0] = r_refdef.fog_red;
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c[1] = r_refdef.fog_green;
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c[2] = r_refdef.fog_blue;
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c[3] = 1.0;
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c[3] = r_skyfog.value;
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}
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if(e == 0)
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e = -1;
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// If we have normal color fog for world geom + lightmap, then the resulting color when fully fogged is wrong.
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// 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
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// stuff is the actual fog color.
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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]);
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sceGuFog(s, e, color);
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if(s == 0 || e < 0)
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sceGuDisable(GU_FOG);
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}
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/*
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=============
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Fog_SetColorForSkyS
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Start called before drawing flat-colored sky
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Crow_bar*
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=============
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*/
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void Fog_SetColorForSkyS (void)
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{
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if (r_refdef.fog_end > 0.0f && r_skyfog.value)
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{
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float a = r_refdef.fog_end * 0.00025f;
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float r = r_refdef.fog_red * 0.01f + (a * 0.25f);
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float g = r_refdef.fog_green * 0.01f + (a * 0.25f);
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float b = r_refdef.fog_blue * 0.01f + (a * 0.25f);
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if (a > 1.0f)
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a = 1.0f;
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if (r > 1.0f)
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r = 1.0f;
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if (g > 1.0f)
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g = 1.0f;
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if (b > 1.0f)
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b = 1.0f;
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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sceGuColor(GU_COLOR(r,g,b,a));
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//sceGuEnable(GU_BLEND);
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//sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, GU_COLOR(r,g,b,a), GU_COLOR(r,g,b,a));
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}
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}
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/*
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=============
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Fog_SetColorForSky
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End called before drawing flat-colored sky
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Crow_bar*
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=============
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*/
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void Fog_SetColorForSkyE (void)
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{
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if (r_refdef.fog_end > 0.0f && r_skyfog.value)
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{
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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sceGuColor(0xffffffff);
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//sceGuDisable(GU_BLEND);
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//sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
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}
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}
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/*
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=============
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Fog_GetStart
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returns current start of fog
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=============
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*/
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float Fog_GetStart (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_start + (1.0 - f) * r_refdef.fog_start;
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}
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else
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return r_refdef.fog_start;
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}
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/*
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=============
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Fog_GetEnd
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returns current end of fog
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=============
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*/
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float Fog_GetEnd (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_start + (1.0 - f) * r_refdef.fog_end;
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}
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else
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return r_refdef.fog_end;
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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_GetStart() == 0 || !Fog_GetEnd() <= 0)
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sceGuEnable(GU_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_GetStart() == 0 || !Fog_GetEnd() <= 0)
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sceGuDisable(GU_FOG);
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}
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/*
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=============
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Fog_SetColorForSky
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called before drawing flat-colored sky
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=============
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*/
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/*
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void Fog_SetColorForSky (void)
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{
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float c[3];
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float f, d;
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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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d = f * old_density + (1.0 - f) * fog_density;
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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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}
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else
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{
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d = fog_density;
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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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}
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if (d > 0)
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glColor3fv (c);
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}
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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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/*
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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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//
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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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//set up global fog
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r_refdef.fog_start = 0;
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r_refdef.fog_end = -1;
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r_refdef.fog_red = 0.5;
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r_refdef.fog_green = 0.5;
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r_refdef.fog_blue = 0.5;
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fade_time = 1;
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}
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