quakeforge/libs/video/renderer/gl/gl_fog.c

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/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//gl_fog.c -- global and volumetric fog
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "compat.h"
#include "r_internal.h"
#include "vid_gl.h"
/*
Fog_SetupFrame
called at the beginning of each frame
*/
void
gl_Fog_SetupFrame (void)
{
quat_t fogcolor;
Fog_GetColor (fogcolor);
qfglFogfv (GL_FOG_COLOR, fogcolor);
qfglFogf (GL_FOG_DENSITY, Fog_GetDensity () / 64.0);
qfglFogi (GL_FOG_MODE, GL_EXP2);
}
/*
Fog_EnableGFog
called before drawing stuff that should be fogged
*/
void
gl_Fog_EnableGFog (void)
{
if (Fog_GetDensity () > 0)
qfglEnable (GL_FOG);
}
/*
Fog_DisableGFog
called after drawing stuff that should be fogged
*/
void
gl_Fog_DisableGFog (void)
{
if (Fog_GetDensity () > 0)
qfglDisable (GL_FOG);
}
/*
Fog_StartAdditive
called before drawing stuff that is additive blended -- sets fog color
to black
*/
void
gl_Fog_StartAdditive (void)
{
vec3_t color = {0, 0, 0};
qfglFogi (GL_FOG_MODE, GL_EXP2);
if (Fog_GetDensity () > 0)
qfglFogfv (GL_FOG_COLOR, color);
}
/*
Fog_StopAdditive
called after drawing stuff that is additive blended -- restores fog color
*/
void
gl_Fog_StopAdditive (void)
{
if (Fog_GetDensity () > 0) {
quat_t fogcolor;
Fog_GetColor (fogcolor);
qfglFogfv (GL_FOG_COLOR, fogcolor);
}
}