cleanup the r_fog/r_volfog/r_wateralpha code a little, removing the #if 0ed code

This commit is contained in:
Bill Currie 2000-04-25 04:08:12 +00:00
parent 98e7670d66
commit 9fd7079be9

View file

@ -1066,39 +1066,7 @@ R_RenderView ( void ) {
R_Clear (); R_Clear ();
// render normal view // render normal view
if (r_fog->value) {
/*** Render Volumetric Fog ***/
#if 0
if(r_volfog->value)
{
R_RenderScene ();
R_DrawViewModel ();
glClear(GL_STENCIL_BUFFER_BIT);
//glColorMask(GL_FALSE);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
//glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, colors);
// fixme: GL_FOG_DENSITY should have r_volfog_density var
glFogf (GL_FOG_DENSITY, r_volfog->value);
glEnable(GL_FOG);
R_DrawWaterSurfaces();
glDisable(GL_FOG);
glStencilFunc(GL_EQUAL, 1, 1);
glStencilMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
}
/*** Depth fog code ***/
else if (r_fog->value)
{ // FIXME: would be nice if the user could select what fogmode... (r_fog_mode)
glFogi (GL_FOG_MODE, GL_EXP2); glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, colors); glFogfv (GL_FOG_COLOR, colors);
glFogf (GL_FOG_DENSITY, (GLfloat) r_fog->value); glFogf (GL_FOG_DENSITY, (GLfloat) r_fog->value);
@ -1108,49 +1076,32 @@ R_RenderView ( void ) {
// glFogf (GL_FOG_END, 1500.0); // glFogf (GL_FOG_END, 1500.0);
// glFogf (GL_FOG_DENSITY, 0.2); // glFogf (GL_FOG_DENSITY, 0.2);
glEnable (GL_FOG); glEnable (GL_FOG);
R_RenderScene ();
R_DrawViewModel ();
R_DrawWaterSurfaces ();
glDisable(GL_FOG);
} }
R_RenderScene ();
/*** Regular rendering code ***/ R_DrawViewModel ();
if (r_wateralpha->value<1.0 || r_volfog->value) {
else glClear(GL_STENCIL_BUFFER_BIT);
#endif //glColorMask(GL_FALSE);
{ glStencilFunc(GL_ALWAYS, 1, 1);
if (r_fog->value) { glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glFogi (GL_FOG_MODE, GL_EXP2); //glEnable(GL_STENCIL_TEST);
glFogfv (GL_FOG_COLOR, colors); glEnable(GL_DEPTH_TEST);
glFogf (GL_FOG_DENSITY, (GLfloat) r_fog->value); glDepthFunc(GL_LESS);
glEnable (GL_FOG); }
} if (r_volfog->value && !r_fog->value) {
R_RenderScene (); glFogi (GL_FOG_MODE, GL_EXP2);
R_DrawViewModel (); glFogfv (GL_FOG_COLOR, colors);
if (r_wateralpha->value<1.0 || r_volfog->value) { // fixme: GL_FOG_DENSITY should have r_volfog_density var
glClear(GL_STENCIL_BUFFER_BIT); glFogf (GL_FOG_DENSITY, r_volfog->value);
glStencilFunc(GL_ALWAYS, 1, 1); glEnable (GL_FOG);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); }
glEnable(GL_DEPTH_TEST); R_DrawWaterSurfaces ();
glDepthFunc(GL_LESS); if (r_volfog->value || r_fog->value)
} glDisable(GL_FOG);
if (r_volfog->value && !r_fog->value) { if (r_wateralpha->value<1.0 || r_volfog->value) {
glFogi (GL_FOG_MODE, GL_EXP2); glStencilFunc(GL_EQUAL, 1, 1);
glFogfv (GL_FOG_COLOR, colors); glStencilMask(GL_FALSE);
// fixme: GL_FOG_DENSITY should have r_volfog_density var glDisable(GL_DEPTH_TEST);
glFogf (GL_FOG_DENSITY, r_volfog->value);
glEnable (GL_FOG);
}
R_DrawWaterSurfaces ();
if (r_volfog->value || r_fog->value)
glDisable(GL_FOG);
if (r_wateralpha->value<1.0 || r_volfog->value) {
glStencilFunc(GL_EQUAL, 1, 1);
glStencilMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
}
} }
R_PolyBlend (); R_PolyBlend ();