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- /*
- Copyright (C) 1996-2001 Id Software, Inc.
- Copyright (C) 2002-2009 John Fitzgibbons and others
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- //gl_fog.c -- global and volumetric fog
- #include "quakedef.h"
- //==============================================================================
- //
- // GLOBAL FOG
- //
- //==============================================================================
- float fog_density;
- float fog_red;
- float fog_green;
- float fog_blue;
- float old_density;
- float old_red;
- float old_green;
- float old_blue;
- float fade_time; //duration of fade
- float fade_done; //time when fade will be done
- /*
- =============
- Fog_Update
- update internal variables
- =============
- */
- void Fog_Update (float density, float red, float green, float blue, float time)
- {
- //save previous settings for fade
- if (time > 0)
- {
- //check for a fade in progress
- if (fade_done > cl.time)
- {
- float f, d;
- f = (fade_done - cl.time) / fade_time;
- old_density = f * old_density + (1.0 - f) * fog_density;
- old_red = f * old_red + (1.0 - f) * fog_red;
- old_green = f * old_green + (1.0 - f) * fog_green;
- old_blue = f * old_blue + (1.0 - f) * fog_blue;
- }
- else
- {
- old_density = fog_density;
- old_red = fog_red;
- old_green = fog_green;
- old_blue = fog_blue;
- }
- }
- fog_density = density;
- fog_red = red;
- fog_green = green;
- fog_blue = blue;
- fade_time = time;
- fade_done = cl.time + time;
- }
- /*
- =============
- Fog_ParseServerMessage
- handle an SVC_FOG message from server
- =============
- */
- void Fog_ParseServerMessage (void)
- {
- float density, red, green, blue, time;
- density = MSG_ReadByte() / 255.0;
- red = MSG_ReadByte() / 255.0;
- green = MSG_ReadByte() / 255.0;
- blue = MSG_ReadByte() / 255.0;
- time = max(0.0, MSG_ReadShort() / 100.0);
- Fog_Update (density, red, green, blue, time);
- }
- /*
- =============
- Fog_FogCommand_f
- handle the 'fog' console command
- =============
- */
- void Fog_FogCommand_f (void)
- {
- switch (Cmd_Argc())
- {
- default:
- case 1:
- Con_Printf("usage:\n");
- Con_Printf(" fog <density>\n");
- Con_Printf(" fog <red> <green> <blue>\n");
- Con_Printf(" fog <density> <red> <green> <blue>\n");
- Con_Printf("current values:\n");
- Con_Printf(" \"density\" is \"%f\"\n", fog_density);
- Con_Printf(" \"red\" is \"%f\"\n", fog_red);
- Con_Printf(" \"green\" is \"%f\"\n", fog_green);
- Con_Printf(" \"blue\" is \"%f\"\n", fog_blue);
- break;
- case 2:
- Fog_Update(max(0.0, atof(Cmd_Argv(1))),
- fog_red,
- fog_green,
- fog_blue,
- 0.0);
- break;
- case 3: //TEST
- Fog_Update(max(0.0, atof(Cmd_Argv(1))),
- fog_red,
- fog_green,
- fog_blue,
- atof(Cmd_Argv(2)));
- break;
- case 4:
- Fog_Update(fog_density,
- CLAMP(0.0, atof(Cmd_Argv(1)), 1.0),
- CLAMP(0.0, atof(Cmd_Argv(2)), 1.0),
- CLAMP(0.0, atof(Cmd_Argv(3)), 1.0),
- 0.0);
- break;
- case 5:
- Fog_Update(max(0.0, atof(Cmd_Argv(1))),
- CLAMP(0.0, atof(Cmd_Argv(2)), 1.0),
- CLAMP(0.0, atof(Cmd_Argv(3)), 1.0),
- CLAMP(0.0, atof(Cmd_Argv(4)), 1.0),
- 0.0);
- break;
- case 6: //TEST
- Fog_Update(max(0.0, atof(Cmd_Argv(1))),
- CLAMP(0.0, atof(Cmd_Argv(2)), 1.0),
- CLAMP(0.0, atof(Cmd_Argv(3)), 1.0),
- CLAMP(0.0, atof(Cmd_Argv(4)), 1.0),
- atof(Cmd_Argv(5)));
- break;
- }
- }
- /*
- =============
- Fog_ParseWorldspawn
- called at map load
- =============
- */
- void Fog_ParseWorldspawn (void)
- {
- char key[128], value[4096];
- char *data;
- //initially no fog
- fog_density = 0.0;
- old_density = 0.0;
- fade_time = 0.0;
- fade_done = 0.0;
- data = COM_Parse(cl.worldmodel->entities);
- if (!data)
- return; // error
- if (com_token[0] != '{')
- return; // error
- while (1)
- {
- data = COM_Parse(data);
- if (!data)
- return; // error
- if (com_token[0] == '}')
- break; // end of worldspawn
- if (com_token[0] == '_')
- strcpy(key, com_token + 1);
- else
- strcpy(key, com_token);
- while (key[strlen(key)-1] == ' ') // remove trailing spaces
- key[strlen(key)-1] = 0;
- data = COM_Parse(data);
- if (!data)
- return; // error
- strcpy(value, com_token);
- if (!strcmp("fog", key))
- {
- sscanf(value, "%f %f %f %f", &fog_density, &fog_red, &fog_green, &fog_blue);
- }
- }
- }
- /*
- =============
- Fog_GetColor
- calculates fog color for this frame, taking into account fade times
- =============
- */
- float *Fog_GetColor (void)
- {
- static float c[4];
- float f;
- int i;
- if (fade_done > cl.time)
- {
- f = (fade_done - cl.time) / fade_time;
- c[0] = f * old_red + (1.0 - f) * fog_red;
- c[1] = f * old_green + (1.0 - f) * fog_green;
- c[2] = f * old_blue + (1.0 - f) * fog_blue;
- c[3] = 1.0;
- }
- else
- {
- c[0] = fog_red;
- c[1] = fog_green;
- c[2] = fog_blue;
- c[3] = 1.0;
- }
- //find closest 24-bit RGB value, so solid-colored sky can match the fog perfectly
- for (i=0;i<3;i++)
- c[i] = (float)(Q_rint(c[i] * 255)) / 255.0f;
- return c;
- }
- /*
- =============
- Fog_GetDensity
- returns current density of fog
- =============
- */
- float Fog_GetDensity (void)
- {
- float f;
- if (fade_done > cl.time)
- {
- f = (fade_done - cl.time) / fade_time;
- return f * old_density + (1.0 - f) * fog_density;
- }
- else
- return fog_density;
- }
- /*
- =============
- Fog_SetupFrame
- called at the beginning of each frame
- =============
- */
- void Fog_SetupFrame (void)
- {
- glFogfv(GL_FOG_COLOR, Fog_GetColor());
- glFogf(GL_FOG_DENSITY, Fog_GetDensity() / 64.0);
- }
- /*
- =============
- Fog_EnableGFog
- called before drawing stuff that should be fogged
- =============
- */
- void Fog_EnableGFog (void)
- {
- if (Fog_GetDensity() > 0)
- glEnable(GL_FOG);
- }
- /*
- =============
- Fog_DisableGFog
- called after drawing stuff that should be fogged
- =============
- */
- void Fog_DisableGFog (void)
- {
- if (Fog_GetDensity() > 0)
- glDisable(GL_FOG);
- }
- /*
- =============
- Fog_StartAdditive
- called before drawing stuff that is additive blended -- sets fog color to black
- =============
- */
- void Fog_StartAdditive (void)
- {
- vec3_t color = {0,0,0};
- if (Fog_GetDensity() > 0)
- glFogfv(GL_FOG_COLOR, color);
- }
- /*
- =============
- Fog_StopAdditive
- called after drawing stuff that is additive blended -- restores fog color
- =============
- */
- void Fog_StopAdditive (void)
- {
- if (Fog_GetDensity() > 0)
- glFogfv(GL_FOG_COLOR, Fog_GetColor());
- }
- //==============================================================================
- //
- // VOLUMETRIC FOG
- //
- //==============================================================================
- cvar_t r_vfog = {"r_vfog", "1"};
- void Fog_DrawVFog (void){}
- void Fog_MarkModels (void){}
- //==============================================================================
- //
- // INIT
- //
- //==============================================================================
- /*
- =============
- Fog_NewMap
- called whenever a map is loaded
- =============
- */
- void Fog_NewMap (void)
- {
- Fog_ParseWorldspawn (); //for global fog
- Fog_MarkModels (); //for volumetric fog
- }
- /*
- =============
- Fog_Init
- called when quake initializes
- =============
- */
- void Fog_Init (void)
- {
- Cmd_AddCommand ("fog",Fog_FogCommand_f);
- //Cvar_RegisterVariable (&r_vfog, NULL);
- //set up global fog
- fog_density = 0.0;
- fog_red = 0.3;
- fog_green = 0.3;
- fog_blue = 0.3;
- glFogi(GL_FOG_MODE, GL_EXP2);
- }
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