Fog fixes
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@@ -7,6 +7,19 @@
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#include "PropertyLoader.h"
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// MR-14: Fog update by Alaric
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// Not the proper way to handle this but I'm lazy
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#ifdef _DEBUG
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#undef _DEBUG
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#include <python/python.h>
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#define _DEBUG
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#else
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#include <python/python.h>
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#endif
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#include "UserInterface/PythonSystem.h"
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// MR-14: -- END OF -- Fog update by Alaric
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//////////////////////////////////////////////////////////////////////////
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// 기본 함수
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//////////////////////////////////////////////////////////////////////////
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@@ -251,12 +264,30 @@ void CMapManager::BeginEnvironment()
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DWORD dwFogColor = mc_pcurEnvironmentData->FogColor;
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STATEMANAGER.SetRenderState(D3DRS_FOGCOLOR, dwFogColor);
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if (mc_pcurEnvironmentData->bDensityFog)
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// MR-14: Fog update by Alaric
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// DIFFERENCE WITH THE OFFICIAL VERSION:
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/*
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Currently the official does not use the buttons "Dense", "Middle", "Light" for fog density. Instead,
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they use an On/Off boolean variable. To maintain the classic feel in the settings, we customized the
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modern official functionality into the 3-way button controls.
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To migrate to boolean (official-like), replace mc_pcurEnvironmentData->bDensityFog with m_isFogModeEnabled
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and remove the const float fFogDensityLevel[3] and instead, multiple mc_pcurEnvironmentData->bFogLevel with
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the official 0.000010f value for the fDensity.
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To migrate with the official, other variables in this update must be adjusted as well.
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*/
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if (mc_pcurEnvironmentData->bDensityFog && mc_pcurEnvironmentData->bFogLevel != 0)
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{
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float fDensity = 0.00015f;
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const float fFogDensityLevel[3] = { 0.000020f, 0.000010f, 0.000005f };
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float fDensity = mc_pcurEnvironmentData->bFogLevel * fFogDensityLevel[CPythonSystem::Instance().GetFogLevel()];
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STATEMANAGER.SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP); // pixel fog
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STATEMANAGER.SetRenderState(D3DRS_FOGDENSITY, *((DWORD *) &fDensity)); // vertex fog
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}
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// MR-14: -- END OF -- Fog update by Alaric
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else
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{
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CSpeedTreeForestDirectX8& rkForest=CSpeedTreeForestDirectX8::Instance();
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@@ -267,6 +298,7 @@ void CMapManager::BeginEnvironment()
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float fFogNear=mc_pcurEnvironmentData->GetFogNearDistance();
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float fFogFar=mc_pcurEnvironmentData->GetFogFarDistance();
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STATEMANAGER.SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); // vertex fox
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STATEMANAGER.SetRenderState(D3DRS_RANGEFOGENABLE, TRUE); // vertex fox
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STATEMANAGER.SetRenderState(D3DRS_FOGSTART, *((DWORD *) &fFogNear)); // USED BY D3DFOG_LINEAR
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