Cvar_Set("gl_fogblue", "0.3");
}
r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 1000000000;
}
-float FogPoint_World(const vec3_t p)
+float FogForDistance(vec_t dist)
{
- unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+ unsigned int fogmasktableindex = (unsigned int)(bound(0, dist - r_refdef.fog_start, r_refdef.fog_end - r_refdef.fog_start) * r_refdef.fogmasktabledistmultiplier);
return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
+float FogPoint_World(const vec3_t p)
+{
+ return FogForDistance(VectorDistance((p), r_view.origin));
+}
+
float FogPoint_Model(const vec3_t p)
{
- unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
- return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+ return FogForDistance(VectorDistance((p), rsurface.modelorg));
}
static void R_BuildBlankTextures(void)
"uniform float OffsetMapping_Scale;\n"
"uniform float OffsetMapping_Bias;\n"
"uniform float FogRangeRecip;\n"
+"uniform float FogStart;\n"
+"uniform float FogLength;\n"
"\n"
"uniform myhalf AmbientScale;\n"
"uniform myhalf DiffuseScale;\n"
"# endif\n"
"#endif\n"
"\n"
-"#ifdef USEFOG\n"
-" // apply fog\n"
-" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
-"#endif\n"
-"\n"
"#ifdef USECONTRASTBOOST\n"
" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
"#endif\n"
"\n"
" color.rgb *= SceneBrightness;\n"
"\n"
+"#ifdef USEFOG\n"
+" // apply fog\n"
+" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(max(0.0, min(length(EyeVectorModelSpace) - FogStart, FogLength))*FogRangeRecip, 0.0))));\n"
+//" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
+"#endif\n"
+"\n"
" gl_FragColor = vec4(color);\n"
"}\n"
"#endif // MODE_REFRACTION\n"
int loc_Color_Pants;
int loc_Color_Shirt;
int loc_FogRangeRecip;
+ int loc_FogStart;
+ int loc_FogLength;
int loc_AmbientScale;
int loc_DiffuseScale;
int loc_SpecularScale;
p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+ p->loc_FogStart = qglGetUniformLocationARB(p->program, "FogStart");
+ p->loc_FogLength = qglGetUniformLocationARB(p->program, "FogLength");
p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
else
- /*
- {
- vec3_t fogvec;
- // color.rgb *= SceneBrightness;
- VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
- if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
- {
- // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
- fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
- fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
- fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
- }
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
- }
- */
qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
}
if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
}
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
+ if (r_glsl_permutation->loc_FogStart >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogStart, r_refdef.fog_start);
+ if (r_glsl_permutation->loc_FogLength >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogLength, r_refdef.fog_end - r_refdef.fog_start);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
}
}
+static void R_UpdateFogColor(void); // needs to be called before HDR subrender too, as that changes colorscale!
+
void R_HDR_RenderBloomTexture(void)
{
int oldwidth, oldheight;
r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
if (r_hdr.integer)
r_view.colorscale /= r_hdr_range.value;
+
+ R_UpdateFogColor();
+
r_waterstate.numwaterplanes = 0;
R_RenderScene(r_waterstate.enabled);
r_view.showdebug = true;
matrix4x4_t r_waterscrollmatrix;
+static void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
+{
+ if (r_refdef.fog_density)
+ {
+ r_refdef.fogcolor[0] = r_refdef.fog_red;
+ r_refdef.fogcolor[1] = r_refdef.fog_green;
+ r_refdef.fogcolor[2] = r_refdef.fog_blue;
+
+ {
+ vec3_t fogvec;
+ // color.rgb *= SceneBrightness;
+ VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
+ if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
+ {
+ // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+ fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+ fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+ fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+ }
+ r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
+ r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
+ r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
+ }
+ }
+}
+
void R_UpdateVariables(void)
{
R_Textures_Frame();
r_refdef.fog_blue = 0;
}
}
- if (r_refdef.fog_density)
+
+ if (r_refdef.fog_start >= r_refdef.fog_end || r_refdef.fog_start < 0)
{
- r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
- r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
- r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 1000000000;
+ // TODO update fog cvars here too
}
+
+ R_UpdateFogColor();
+
if (r_refdef.fog_density)
{
r_refdef.fogenabled = true;
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
fog = 1 - fog;
- GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
+ GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
}