/* Fogging system based on FitzQuake's implementation Now with Quakespasm bits thrown into it! */ #include "quakedef.h" //============================================================================== // // GLOBAL FOG // //============================================================================== #define DEFAULT_DENSITY 1.0 #define DEFAULT_GRAY 0.3 float density = 1.0; float fog_density_gl; float fog_start; float fog_end; float fog_red; float fog_green; float fog_blue; float old_density; 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) * fog_start; old_end = f * old_end + (1.0 - f) * fog_end; 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; old_density = f * old_density + (1.0 - f) * fog_density_gl; } else { old_start = fog_start; old_end = fog_end; old_red = fog_red; old_green = fog_green; old_blue = fog_blue; old_density = fog_density_gl; } } fog_start = start; fog_end = end; fog_red = red; fog_green = green; fog_blue = blue; fade_time = time; fade_done = cl.time + time; fog_density_gl = ((fog_start / fog_end))/3.5; } /* ============= 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 \n"); Con_Printf(" fog \n"); Con_Printf(" fog \n"); Con_Printf(" fog \n"); Con_Printf(" fog \n"); Con_Printf(" fog \n"); Con_Printf("current values:\n"); Con_Printf(" \"start\" is \"%f\"\n", fog_start); Con_Printf(" \"end\" is \"%f\"\n", fog_end); Con_Printf(" \"red\" is \"%f\"\n", fog_red); Con_Printf(" \"green\" is \"%f\"\n", fog_green); Con_Printf(" \"blue\" is \"%f\"\n", fog_blue); Con_Printf(" \"fade\" is \"%f\"\n", fade_time); break; case 2: //TEST Fog_Update(fog_start, fog_end, fog_red, fog_green, fog_blue, atof(Cmd_Argv(1))); break; case 3: Fog_Update(atof(Cmd_Argv(1)), atof(Cmd_Argv(2)), fog_red, fog_green, fog_blue, 0.0); break; case 4: Fog_Update(fog_start, 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(fog_start, 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]; const char *data; fog_density_gl = DEFAULT_DENSITY; //initially no fog fog_start = 0; old_start = 0; fog_end = 4000; old_end = 4000; fog_red = 0.0; old_red = 0.0; fog_green = 0.0; old_green = 0.0; 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", &fog_start, &fog_end, &fog_red, &fog_green, &fog_blue); } fog_density_gl = ((fog_start / fog_end))/3.5; } } /* ============= Fog_GetColor calculates fog color for this frame, taking into account fade times ============= */ float *Fog_GetColor (void) { static float c[4]; // = {0.1f, 0.1f, 0.1f, 1.0f} 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; for (i = 0; i < 3; i++) c[i] /= 64.0; 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_gl; } else return fog_density_gl; } /* ============= Fog_SetupFrame called at the beginning of each frame ============= */ void Fog_SetupFrame (void) { glFogfv(GL_FOG_COLOR, Fog_GetColor()); glFogf(GL_FOG_DENSITY, 0.2f); glFogf(GL_FOG_START, fog_start); glFogf(GL_FOG_END, fog_end); } /* ============= Fog_SetColorForSkyS Start called before drawing flat-colored sky Crow_bar* ============= */ void Fog_SetColorForSkyS (void) { if (fog_end > 0.0f && r_skyfog.value) { float a = fog_end * 0.00025f; float r = fog_red * 0.01f + (a * 0.25f); float g = fog_green * 0.01f + (a * 0.25f); float b = 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; glColor4f(r, g, b, a); } } /* ============= 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) * fog_start; } else return 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) * fog_end; } else return fog_end; } /* ============= Fog_SetColorForSky End called before drawing flat-colored sky Crow_bar* ============= */ void Fog_SetColorForSkyE (void) { if (fog_end > 0.0f && r_skyfog.value) { glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } } /* ============= Fog_EnableGFog called before drawing stuff that should be fogged ============= */ void Fog_EnableGFog (void) { if (!Fog_GetStart() == 0 || !Fog_GetEnd() <= 0) { glEnable(GL_FOG); } } /* ============= Fog_DisableGFog called after drawing stuff that should be fogged ============= */ void Fog_DisableGFog (void) { if (!Fog_GetStart() == 0 || !Fog_GetEnd() <= 0) glDisable(GL_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_Init called when quake initializes ============= */ void Fog_Init (void) { Cmd_AddCommand ("fog",Fog_FogCommand_f); //set up global fog fog_start = 300; fog_end = 4000; fog_red = 0.5; fog_green = 0.5; fog_blue = 0.5; fade_time = 1; fog_density_gl = DEFAULT_DENSITY; fade_time = 1; glFogi(GL_FOG_MODE, GL_LINEAR); }