]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
gl_rmain: Fix skybox fog disappearing with certain explosion effects
[xonotic/darkplaces.git] / gl_rmain.c
index 6c2890348efe04e8d4107414d785788eff39751e..439ff002d3beedebcf5353ca2c744940c601ff1f 100644 (file)
@@ -1557,7 +1557,7 @@ static int R_BlendFuncFlags(int src, int dst)
        return r;
 }
 
-void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy)
+void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -1824,7 +1824,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                // lightmapped wall
                if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
-               if (r_refdef.fogenabled && !notrippy)
+               if (r_refdef.fogenabled && !ui)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (t->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
@@ -1896,7 +1896,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
        }
        if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
                permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
-       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
+       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
                permutation |= SHADERPERMUTATION_FOGALPHAHACK;
        switch(vid.renderpath)
        {
@@ -1958,7 +1958,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                                if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
                        }
                        // additive passes are only darkened by fog, not tinted
-                       if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
+                       if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
                        {
                                if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
                                        qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
@@ -8741,7 +8741,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        {
                // render screenspace normalmap to texture
                GL_DepthMask(true);
-               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
+               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
                RSurf_DrawBatch();
                return;
        }
@@ -8769,18 +8769,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                        {
                                // render water or distortion background
                                GL_DepthMask(true);
-                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
+                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
                                RSurf_DrawBatch();
                                // blend surface on top
                                GL_DepthMask(false);
-                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
+                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
                                RSurf_DrawBatch();
                        }
                        else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
                        {
                                // render surface with reflection texture as input
                                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
+                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
                                RSurf_DrawBatch();
                        }
                }
@@ -8789,7 +8789,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
 
        // render surface batch normally
        GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-       R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
+       R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
        RSurf_DrawBatch();
 }