mirror of
https://github.com/nzp-team/glquake.git
synced 2024-11-14 00:11:19 +00:00
517 lines
No EOL
9.5 KiB
C
517 lines
No EOL
9.5 KiB
C
/*
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Fogging system based on FitzQuake's implementation
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Now with Quakespasm bits thrown into it!
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*/
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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 1.0
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#define DEFAULT_GRAY 0.3
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float density = 1.0;
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float fog_density_gl;
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float fog_start;
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float fog_end;
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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_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) * fog_start;
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old_end = f * old_end + (1.0 - f) * fog_end;
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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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old_density = f * old_density + (1.0 - f) * fog_density_gl;
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}
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else
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{
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old_start = fog_start;
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old_end = fog_end;
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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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old_density = fog_density_gl;
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}
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}
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fog_start = start;
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fog_end = end;
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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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fog_density_gl = ((fog_start / fog_end))/3.5;
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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", fog_start);
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Con_Printf(" \"end\" is \"%f\"\n", fog_end);
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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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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(fog_start,
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fog_end,
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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(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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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 4:
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Fog_Update(fog_start,
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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(fog_start,
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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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const char *data;
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fog_density_gl = DEFAULT_DENSITY;
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//initially no fog
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fog_start = 0;
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old_start = 0;
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fog_end = -1;
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old_end = -1;
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fog_red = 0.0;
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old_red = 0.0;
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fog_green = 0.0;
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old_green = 0.0;
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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", &fog_start, &fog_end, &fog_red, &fog_green, &fog_blue);
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}
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fog_density_gl = ((fog_start / fog_end))/3.5;
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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]; // = {0.1f, 0.1f, 0.1f, 1.0f}
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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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for (i = 0; i < 3; i++)
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c[i] /= 64.0;
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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_gl;
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}
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else
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return fog_density_gl;
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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, (float)(1.0f / (18.0f * 1024.0f)));
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glFogf(GL_FOG_START, fog_start);
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glFogf(GL_FOG_END, fog_end);
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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 (fog_end > 0.0f && r_skyfog.value)
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{
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float a = fog_end * 0.00025f;
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float r = fog_red * 0.01f + (a * 0.25f);
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float g = fog_green * 0.01f + (a * 0.25f);
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float b = 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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glColor4f(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_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) * fog_start;
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}
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else
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return 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) * fog_end;
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}
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else
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return fog_end;
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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 (fog_end > 0.0f && r_skyfog.value)
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{
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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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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// glEnable(GL_FOG);
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// }
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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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// glDisable(GL_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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}
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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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fog_start = 0;
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fog_end = -1;
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fog_red = 0.5;
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fog_green = 0.5;
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fog_blue = 0.5;
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fade_time = 1;
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fog_density_gl = DEFAULT_DENSITY;
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fade_time = 1;
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glFogi(GL_FOG_MODE, GL_EXP2);
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} |