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Remove redundant code from Polymost fog
Patch from Fox. git-svn-id: https://svn.eduke32.com/eduke32@6961 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 14 additions and 25 deletions
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@ -1332,27 +1332,20 @@ void polymost2_calc_fog(int32_t shade, int32_t vis, int32_t pal)
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if (nofog) return;
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fogresult = 0.f;
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fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
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fogcol = fogtable[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;
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constexpr 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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fogresult = -fogshade;
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// fogresult = -fogshade; // uncomment this to incorporate shades in the fog
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fogresult2 = fogrange - fogshade;
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// substract shade from fog
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if (shade > 0 && shade < realmaxshade)
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{
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fogresult = 1.f - (fogresult2 / (fogresult2 - fogresult));
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fogresult = (fogresult - normalizedshade) / (1.f - normalizedshade);
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fogresult = -((fogresult2 / (1.f - fogresult)) - fogresult2) ;
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}
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}
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else
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fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
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}
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void calc_and_apply_fog(int32_t tile, int32_t shade, int32_t vis, int32_t pal)
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@ -1362,27 +1355,20 @@ void calc_and_apply_fog(int32_t tile, int32_t shade, int32_t vis, int32_t pal)
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if (r_usenewshading == 4)
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{
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fogresult = 0.f;
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fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
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fogcol = fogtable[pal];
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if (((uint8_t)(vis + 16)) > 0 && globalvisibility > 0)
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{
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GLfloat glfogconstant = 262144.f;
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constexpr 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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fogresult = -fogshade;
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// fogresult = -fogshade; // uncomment this to incorporate shades in the fog
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fogresult2 = fogrange - fogshade;
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// substract shade from fog
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if (shade > 0 && shade < realmaxshade)
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{
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fogresult = 1.f - (fogresult2 / (fogresult2 - fogresult));
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fogresult = (fogresult - normalizedshade) / (1.f - normalizedshade);
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fogresult = -((fogresult2 / (1.f - fogresult)) - fogresult2) ;
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}
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}
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else
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fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
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glFogf(GL_FOG_START, fogresult);
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glFogf(GL_FOG_END, fogresult2);
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@ -1409,8 +1395,6 @@ void calc_and_apply_fog_factor(int32_t tile, int32_t shade, int32_t vis, int32_t
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if (r_usenewshading == 4)
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{
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fogresult = 0.f;
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fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
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fogcol = fogtable[pal];
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if (((uint8_t)(vis + 16)) > 0 && ((((uint8_t)(vis + 16)) / 8.f) + shade) > 0)
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@ -1418,13 +1402,18 @@ void calc_and_apply_fog_factor(int32_t tile, int32_t shade, int32_t vis, int32_t
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GLfloat normalizedshade = shade / frealmaxshade;
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GLfloat fogrange = (((uint8_t)(vis + 16)) / (8.f * frealmaxshade)) + normalizedshade;
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// substract shade from fog
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// subtract shades from fog
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if (shade > 0 && shade < realmaxshade)
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fogrange = (fogrange - normalizedshade) / (1.f - normalizedshade);
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fogresult = -(GL_FOG_MAX * fogrange);
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fogresult2 = GL_FOG_MAX - (GL_FOG_MAX * fogrange);
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}
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else
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{
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fogresult = 0.f;
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fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
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}
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glFogf(GL_FOG_START, fogresult);
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glFogf(GL_FOG_END, fogresult2);
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