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"
"\n"
"#ifdef USEFOG\n"
" // apply fog\n"
-" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\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"
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");
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);
}
}
+ if (r_refdef.fog_start >= r_refdef.fog_end || r_refdef.fog_start < 0)
+ {
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 1000000000;
+ // TODO update fog cvars here too
+ }
+
if (r_refdef.fog_density)
{
r_refdef.fogenabled = true;