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Fix visibility in Polymer with r_usenewshading 4.
Patch from Fox. git-svn-id: https://svn.eduke32.com/eduke32@6558 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 10 additions and 5 deletions
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@ -7941,7 +7941,7 @@ int32_t drawrooms(int32_t daposx, int32_t daposy, int32_t daposz,
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case REND_POLYMOST:
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// NOTE: In Polymost, the fragment depth depends on the x screen size!
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if (r_usenewshading == 4)
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globalvisibility = g_visibility;
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globalvisibility = g_visibility * xdimen;
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else if (r_usenewshading >= 2)
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globalvisibility = scale(g_visibility<<2, xdimen, 1680);
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else
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@ -7949,7 +7949,10 @@ int32_t drawrooms(int32_t daposx, int32_t daposy, int32_t daposz,
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break;
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# ifdef POLYMER
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case REND_POLYMER:
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globalvisibility = g_visibility<<2;
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if (r_usenewshading == 4)
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globalvisibility = g_visibility;
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else
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globalvisibility = g_visibility<<2;
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break;
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# endif
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#endif
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@ -1083,7 +1083,7 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n");
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// fogcalc needs this
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// fogcalc_old needs this
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gvisibility = ((float)globalvisibility)*FOGSCALE;
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ang = (float)(daang) * (360.f/2048.f);
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@ -5265,7 +5265,9 @@ static int32_t polymer_bindmaterial(const _prmaterial *material, int16_t* l
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texunit++;
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bglUniform1fARB(prprograms[programbits].uniform_shadeOffset, (GLfloat)material->shadeoffset);
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bglUniform1fARB(prprograms[programbits].uniform_visibility, globalvisibility/2048.0 * material->visibility);
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// the furthest visible point is the same as Polymost, however the fog in Polymer is a sphere insted of a plane
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float const visfactor = r_usenewshading == 4 ? 1.f/512.f : 1.f/2048.f;
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bglUniform1fARB(prprograms[programbits].uniform_visibility, globalvisibility * visfactor * material->visibility);
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}
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// PR_BIT_DIFFUSE_MAP
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@ -496,7 +496,7 @@ void calc_and_apply_fog(int32_t tile, int32_t shade, int32_t vis, int32_t pal)
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if (((uint8_t)(vis + 16)) > 0 && g_visibility > 0)
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{
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GLfloat glfogconstant = 262144.f / xdimen;
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GLfloat glfogconstant = 262144.f;
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GLfloat fogrange = (frealmaxshade * glfogconstant) / (((uint8_t)(vis + 16)) * globalvisibility);
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GLfloat normalizedshade = shade / frealmaxshade;
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GLfloat fogshade = normalizedshade * fogrange;
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