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https://git.code.sf.net/p/quake/quakeforge
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48c225da89
GL still has its own functions for enabling and disabling fog while rendering, but GLSL doesn't need such (thanks to the shaders), nor will vulkan (and the software renderers don't support fog).
103 lines
2.1 KiB
C
103 lines
2.1 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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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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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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void
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gl_Fog_SetupFrame (void)
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{
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quat_t fogcolor;
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Fog_GetColor (fogcolor);
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qfglFogfv (GL_FOG_COLOR, fogcolor);
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qfglFogf (GL_FOG_DENSITY, Fog_GetDensity () / 64.0);
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qfglFogi (GL_FOG_MODE, GL_EXP2);
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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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void
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gl_Fog_EnableGFog (void)
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{
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if (Fog_GetDensity () > 0)
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qfglEnable (GL_FOG);
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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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void
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gl_Fog_DisableGFog (void)
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{
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if (Fog_GetDensity () > 0)
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qfglDisable (GL_FOG);
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}
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/*
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Fog_StartAdditive
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called before drawing stuff that is additive blended -- sets fog color
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to black
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*/
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void
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gl_Fog_StartAdditive (void)
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{
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vec3_t color = {0, 0, 0};
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qfglFogi (GL_FOG_MODE, GL_EXP2);
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if (Fog_GetDensity () > 0)
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qfglFogfv (GL_FOG_COLOR, color);
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}
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/*
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Fog_StopAdditive
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called after drawing stuff that is additive blended -- restores fog color
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*/
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void
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gl_Fog_StopAdditive (void)
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{
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if (Fog_GetDensity () > 0) {
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quat_t fogcolor;
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Fog_GetColor (fogcolor);
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qfglFogfv (GL_FOG_COLOR, fogcolor);
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}
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}
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