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https://git.code.sf.net/p/quake/quakeforge
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9db80259d1
The static variable meant that Fog_GetColor was not thread-safe (though multiple calls in the one thread look to be ok for now). However, this change takes it one step closer to being more generally usable. Patch found in an old stash.
252 lines
5.6 KiB
C
252 lines
5.6 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//gl_fog.c -- global and volumetric fog
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#define NH_DEFINE
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#include "namehack.h"
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cmd.h"
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#include "QF/qfplist.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "compat.h"
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#include "r_internal.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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static float fog_density;
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static float fog_red;
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static float fog_green;
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static float fog_blue;
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static float old_density;
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static float old_red;
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static float old_green;
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static float old_blue;
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static float fade_time; //duration of fade
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static float fade_done; //time when fade will be done
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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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void
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glsl_Fog_Update (float density, 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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//check for a fade in progress
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if (fade_done > vr_data.realtime) {
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float f;
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f = (fade_done - vr_data.realtime) / fade_time;
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old_density = f * old_density + (1.0 - f) * fog_density;
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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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} else {
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old_density = fog_density;
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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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}
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}
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fog_density = density;
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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 = vr_data.realtime + time;
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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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static void
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Fog_FogCommand_f (void)
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{
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float density = fog_density;
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float red = fog_red;
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float green = fog_green;
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float blue = fog_blue;
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float time = 0.0;
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switch (Cmd_Argc ()) {
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default:
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case 1:
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Sys_Printf ("usage:\n");
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Sys_Printf (" fog <density>\n");
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Sys_Printf (" fog <red> <green> <blue>\n");
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Sys_Printf (" fog <density> <red> <green> <blue>\n");
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Sys_Printf ("current values:\n");
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Sys_Printf (" \"density\" is \"%f\"\n", fog_density);
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Sys_Printf (" \"red\" is \"%f\"\n", fog_red);
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Sys_Printf (" \"green\" is \"%f\"\n", fog_green);
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Sys_Printf (" \"blue\" is \"%f\"\n", fog_blue);
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return;
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case 2:
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density = atof (Cmd_Argv(1));
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break;
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case 3: //TEST
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density = atof (Cmd_Argv(1));
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time = atof (Cmd_Argv(2));
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break;
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case 4:
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red = atof (Cmd_Argv(1));
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green = atof (Cmd_Argv(2));
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blue = atof (Cmd_Argv(3));
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break;
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case 5:
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density = atof (Cmd_Argv(1));
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red = atof (Cmd_Argv(2));
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green = atof (Cmd_Argv(3));
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blue = atof (Cmd_Argv(4));
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break;
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case 6: //TEST
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density = atof (Cmd_Argv(1));
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red = atof (Cmd_Argv(2));
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green = atof (Cmd_Argv(3));
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blue = atof (Cmd_Argv(4));
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time = atof (Cmd_Argv(5));
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break;
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}
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density = max (0.0, density);
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red = bound (0.0, red, 1.0);
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green = bound (0.0, green, 1.0);
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blue = bound (0.0, blue, 1.0);
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glsl_Fog_Update (density, red, green, blue, time);
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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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void
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glsl_Fog_ParseWorldspawn (plitem_t *worldspawn)
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{
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plitem_t *fog;
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const char *value;
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//initially no fog
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fog_density = 0.0;
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old_density = 0.0;
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fade_time = 0.0;
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fade_done = 0.0;
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if (!worldspawn)
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return; // error
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if ((fog = PL_ObjectForKey (worldspawn, "fog"))
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&& (value = PL_String (fog))) {
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sscanf (value, "%f %f %f %f", &fog_density,
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&fog_red, &fog_green, &fog_blue);
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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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void
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glsl_Fog_GetColor (quat_t fogcolor)
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{
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float f;
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int i;
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if (fade_done > vr_data.realtime) {
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f = (fade_done - vr_data.realtime) / fade_time;
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fogcolor[0] = f * old_red + (1.0 - f) * fog_red;
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fogcolor[1] = f * old_green + (1.0 - f) * fog_green;
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fogcolor[2] = f * old_blue + (1.0 - f) * fog_blue;
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fogcolor[3] = 1.0;
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} else {
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fogcolor[0] = fog_red;
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fogcolor[1] = fog_green;
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fogcolor[2] = fog_blue;
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fogcolor[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
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//perfectly
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for (i = 0; i < 3; i++)
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fogcolor[i] = (float) (rint (fogcolor[i] * 255)) / 255.0f;
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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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float
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glsl_Fog_GetDensity (void)
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{
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float f;
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if (fade_done > vr_data.realtime) {
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f = (fade_done - vr_data.realtime) / fade_time;
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return f * old_density + (1.0 - f) * fog_density;
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} else {
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return fog_density;
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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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void
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glsl_Fog_Init (void)
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{
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Cmd_AddCommand ("fog", Fog_FogCommand_f, "");
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//Cvar_RegisterVariable (&r_vfog, NULL);
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//set up global fog
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fog_density = 0.0;
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fog_red = 0.3;
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fog_green = 0.3;
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fog_blue = 0.3;
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}
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