mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
added a small layer of fog to the far plane (looks nicer than just cutting off the geometry)
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parent
136413d29a
commit
c987240b5e
5 changed files with 30 additions and 5 deletions
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@ -48,7 +48,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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#region ================== Constants
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// Object picking interval
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private double PICK_INTERVAL = 100.0d;
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private const double PICK_INTERVAL = 100.0d;
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private const float PICK_RANGE = 0.98f;
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#endregion
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@ -104,7 +105,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// Find the object we are aiming at
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Vector3D start = CameraPosition;
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Vector3D delta = CameraTarget - CameraPosition;
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delta = delta.GetFixedLength(General.Settings.ViewDistance);
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delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE);
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VisualPickResult newtarget = PickObject(start, start + delta);
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// Object changed?
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@ -170,6 +171,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// Start drawing
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if(renderer.Start())
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{
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// Use fog!
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renderer.SetFogMode(true);
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// Begin with geometry
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renderer.StartGeometry();
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@ -56,5 +56,6 @@ namespace CodeImp.DoomBuilder.Rendering
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// Rendering methods
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void AddGeometry(VisualGeometry g);
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void RenderCrosshair();
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void SetFogMode(bool usefog);
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}
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}
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@ -204,6 +204,7 @@ namespace CodeImp.DoomBuilder.Rendering
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// Renderstates that count for this whole sequence
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graphics.Device.SetRenderState(RenderState.CullMode, Cull.None);
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graphics.Device.SetRenderState(RenderState.ZEnable, false);
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graphics.Device.SetRenderState(RenderState.FogEnable, false);
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graphics.Device.SetStreamSource(0, screenverts, 0, sizeof(FlatVertex));
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graphics.Device.SetTransform(TransformState.World, Matrix.Identity);
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graphics.Shaders.Display2D.Begin();
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@ -590,6 +591,7 @@ namespace CodeImp.DoomBuilder.Rendering
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{
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if(renderlayer != RenderLayers.None) throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
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renderlayer = RenderLayers.Plotter;
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graphics.Device.SetRenderState(RenderState.FogEnable, false);
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// Rendertargets available?
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if(plottertex != null)
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@ -625,6 +627,7 @@ namespace CodeImp.DoomBuilder.Rendering
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{
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if(renderlayer != RenderLayers.None) throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
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renderlayer = RenderLayers.Things;
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graphics.Device.SetRenderState(RenderState.FogEnable, false);
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// Rendertargets available?
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if(thingstex != null)
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@ -663,6 +666,7 @@ namespace CodeImp.DoomBuilder.Rendering
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{
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if(renderlayer != RenderLayers.None) throw new InvalidOperationException("Renderer starting called before finished previous layer. Call Finish() first!");
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renderlayer = RenderLayers.Overlay;
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graphics.Device.SetRenderState(RenderState.FogEnable, false);
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// Rendertargets available?
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if(overlaytex != null)
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@ -44,6 +44,8 @@ namespace CodeImp.DoomBuilder.Rendering
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private const int RENDER_PASSES = 4;
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private const float PROJ_NEAR_PLANE = 1f;
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private const float CROSSHAIR_SCALE = 0.06f;
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private const float FOG_RANGE = 0.9f;
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#endregion
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#region ================== Variables
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@ -254,6 +256,13 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
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graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
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graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
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graphics.Device.SetRenderState(RenderState.FogEnable, false);
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graphics.Device.SetRenderState(RenderState.FogDensity, 1.0f);
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graphics.Device.SetRenderState(RenderState.FogColor, General.Colors.Background.ToInt());
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graphics.Device.SetRenderState(RenderState.FogStart, General.Settings.ViewDistance * FOG_RANGE);
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graphics.Device.SetRenderState(RenderState.FogEnd, General.Settings.ViewDistance);
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graphics.Device.SetRenderState(RenderState.FogTableMode, FogMode.Linear);
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graphics.Device.SetRenderState(RenderState.RangeFogEnable, false);
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// Matrices
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ApplyMatrices3D();
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@ -448,6 +457,12 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.Shaders.Display2D.End();
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}
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// This switches fog on and off
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public void SetFogMode(bool usefog)
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{
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graphics.Device.SetRenderState(RenderState.FogEnable, usefog);
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}
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#endregion
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}
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}
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1
Source/Windows/PreferencesForm.Designer.cs
generated
1
Source/Windows/PreferencesForm.Designer.cs
generated
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@ -560,6 +560,7 @@ namespace CodeImp.DoomBuilder.Windows
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//
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this.viewdistance.LargeChange = 2;
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this.viewdistance.Location = new System.Drawing.Point(103, 196);
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this.viewdistance.Maximum = 15;
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this.viewdistance.Minimum = 1;
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this.viewdistance.Name = "viewdistance";
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this.viewdistance.Size = new System.Drawing.Size(150, 42);
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