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https://github.com/ZDoom/raze-gles.git
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This fixes the fog issue described here: http://forums.3drealms.com/vb/showpost.php?p=492096
git-svn-id: https://svn.eduke32.com/eduke32@490 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
7e79039197
commit
ac95cded34
1 changed files with 29 additions and 31 deletions
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@ -152,12 +152,12 @@ GLuint peelprogram[2]; // ARBfp peeling fragment program
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// Detail mapping cvar
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long r_detailmapping = 1;
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float fogresult, ofogresult;
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float fogresult, ofogresult, fogcol[4];
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void fogcalc (const signed char *shade, const char *vis)
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void fogcalc (signed char shade, char vis, char pal)
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{
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if (*vis < 240) fogresult = (float)(*vis+16+(*shade<0?(-(*shade)*(*shade))/8.f:((*shade)*(*shade))/8.f));
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else fogresult = (float)((*vis-240+(*shade<0?(-(*shade)*(*shade))/8.f:((*shade)*(*shade))/8.f))/(klabs(*vis-256)));
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if (vis < 240) fogresult = (float)(vis+16+(shade<0?(-(shade)*(shade))/8.f:((shade)*(shade))/8.f));
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else fogresult = (float)((vis-240+(shade<0?(-(shade)*(shade))/8.f:((shade)*(shade))/8.f))/(klabs(vis-256)));
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fogresult *= gvisibility;
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@ -165,6 +165,11 @@ void fogcalc (const signed char *shade, const char *vis)
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if (fogresult < 0.010) fogresult = 0.010;
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else if (fogresult > 10.000) fogresult = 10.000;
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fogcol[0] = (float)palookupfog[pal].r / 63.f;
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fogcol[1] = (float)palookupfog[pal].g / 63.f;
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fogcol[2] = (float)palookupfog[pal].b / 63.f;
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fogcol[3] = 0;
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}
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#endif
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@ -671,7 +676,7 @@ void polymost_glinit()
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bglHint(GL_FOG_HINT,GL_DONT_CARE);
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#endif
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bglFogi(GL_FOG_MODE,GL_EXP2);
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bglFogi(GL_FOG_MODE,GL_EXP);
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bglFogf(GL_FOG_DENSITY,1.0); //must be > 0, default is 1
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/* bglFogf(GL_FOG_START,0.0); //default is 0
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bglFogf(GL_FOG_END,1.0); //default is 1 */
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@ -2738,8 +2743,9 @@ static void polymost_drawalls (long bunch)
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#ifdef USE_OPENGL
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if (!nofog)
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{
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fogcalc(&sec->floorshade,&sec->visibility);
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fogcalc(sec->floorshade,sec->visibility,sec->floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult);
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bglFogfv(GL_FOG_COLOR,fogcol);
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}
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#endif
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pow2xsplit = 0; domost(x0,fy0,x1,fy1); //flor
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@ -2760,8 +2766,9 @@ static void polymost_drawalls (long bunch)
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if (!nofog)
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{
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fogcalc(&sec->floorshade,&sec->visibility);
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fogcalc(sec->floorshade,sec->visibility,sec->floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult * 0.005);
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bglFogfv(GL_FOG_COLOR,fogcol);
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}
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//Use clamping for tiled sky textures
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@ -3104,8 +3111,9 @@ static void polymost_drawalls (long bunch)
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#ifdef USE_OPENGL
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if (!nofog)
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{
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fogcalc(&sec->ceilingshade,&sec->visibility);
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fogcalc(sec->ceilingshade,sec->visibility,sec->floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult);
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bglFogfv(GL_FOG_COLOR,fogcol);
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}
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#endif
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pow2xsplit = 0; domost(x1,cy1,x0,cy0); //ceil
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@ -3125,8 +3133,9 @@ static void polymost_drawalls (long bunch)
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*/
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if (!nofog)
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{
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fogcalc(&sec->ceilingshade,&sec->visibility);
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fogcalc(sec->ceilingshade,sec->visibility,sec->floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult * 0.005);
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bglFogfv(GL_FOG_COLOR,fogcol);
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}
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//Use clamping for tiled sky textures
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for (i=(1<<pskybits)-1;i>0;i--)
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@ -3440,8 +3449,9 @@ static void polymost_drawalls (long bunch)
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#ifdef USE_OPENGL
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if (!nofog)
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{
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fogcalc(&wal->shade,&sec->visibility);
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fogcalc(wal->shade,sec->visibility,sec->floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult);
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bglFogfv(GL_FOG_COLOR,fogcol);
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}
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#endif
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pow2xsplit = 1; domost(x1,ocy1,x0,ocy0);
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@ -3481,8 +3491,9 @@ static void polymost_drawalls (long bunch)
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#ifdef USE_OPENGL
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if (!nofog)
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{
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fogcalc(&nwal->shade,&sec->visibility);
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fogcalc(nwal->shade,sec->visibility,sec->floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult);
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bglFogfv(GL_FOG_COLOR,fogcol);
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}
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#endif
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pow2xsplit = 1; domost(x0,ofy0,x1,ofy1);
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@ -3518,8 +3529,9 @@ static void polymost_drawalls (long bunch)
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#ifdef USE_OPENGL
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if (!nofog)
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{
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fogcalc(&wal->shade,&sec->visibility);
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fogcalc(wal->shade,sec->visibility,sec->floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult);
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bglFogfv(GL_FOG_COLOR,fogcol);
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}
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#endif
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pow2xsplit = 1; domost(x0,-10000,x1,-10000);
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@ -3985,18 +3997,9 @@ if (yp1 < SCISDIST) { t1 = (SCISDIST-oyp0)/(yp1-oyp0); xp1 = (xp1-oxp0)*t1+oxp0;
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#ifdef USE_OPENGL
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if (!nofog) {
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if (rendmode >= 3) {
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float col[4];
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col[0] = (float)palookupfog[sec->floorpal].r / 63.f;
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col[1] = (float)palookupfog[sec->floorpal].g / 63.f;
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col[2] = (float)palookupfog[sec->floorpal].b / 63.f;
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col[3] = 0;
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bglFogfv(GL_FOG_COLOR,col);
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if (!nofog)
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{
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fogcalc(&wal->shade,&sec->visibility);
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bglFogf(GL_FOG_DENSITY,fogresult);
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}
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fogcalc(wal->shade,sec->visibility,sec->floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult);
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bglFogfv(GL_FOG_COLOR,fogcol);
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}
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}
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#endif
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@ -4105,14 +4108,9 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) method = 2+4; else method = 3+4; }
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return; // discard opaque sprite when composing the depth peels
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}
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if (!nofog && rendmode >= 3) {
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float col[4];
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col[0] = (float)palookupfog[sector[tspr->sectnum].floorpal].r / 63.f;
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col[1] = (float)palookupfog[sector[tspr->sectnum].floorpal].g / 63.f;
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col[2] = (float)palookupfog[sector[tspr->sectnum].floorpal].b / 63.f;
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col[3] = 0;
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bglFogfv(GL_FOG_COLOR,col); //default is 0,0,0,0
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fogcalc((signed char *)&globalshade,§or[tspr->sectnum].visibility);
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fogcalc(globalshade,sector[tspr->sectnum].visibility,sector[tspr->sectnum].floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult);
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bglFogfv(GL_FOG_COLOR,fogcol);
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}
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while (rendmode >= 3 && !(spriteext[tspr->owner].flags&SPREXT_NOTMD)) {
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