/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "Engine/StdH.h" #include #include #include #include #include #include #include #include #include #include #ifdef USE_PORTABLE_C # include #endif // asm shortcuts #define O offset #define Q qword ptr #define D dword ptr #define W word ptr #define B byte ptr // current fog parameters BOOL _fog_bActive = FALSE; CFogParameters _fog_fp; CTexParams _fog_tpLocal; FLOAT _fog_fViewerH = 0.0f; FLOAT3D _fog_vViewPosAbs; FLOAT3D _fog_vViewDirAbs; FLOAT3D _fog_vHDirAbs; FLOAT3D _fog_vHDirView; FLOAT _fog_fMulZ=0; FLOAT _fog_fMulH=0; FLOAT _fog_fAddH=0; ULONG _fog_ulAlpha=0; ULONG _fog_ulTexture=0; ULONG _fog_ulFormat=0; PIX _fog_pixSizeH=0; PIX _fog_pixSizeL=0; FLOAT _fog_fStart=0; // where in height fog starts FLOAT _fog_fEnd=0; // where in height fog ends UBYTE *_fog_pubTable=NULL; extern INDEX gfx_bRenderFog; extern BOOL _bMultiPlayer; // prepares fog and haze parameters and eventualy converts texture ULONG PrepareTexture( UBYTE *pubTexture, PIX pixSizeI, PIX pixSizeJ) { // need to upload from RGBA format const PIX pixTextureSize = pixSizeI*pixSizeJ; #if (defined USE_PORTABLE_C) UBYTE* src = pubTexture; DWORD* dst = (DWORD*)(pubTexture+pixTextureSize); for (int i=0; i>CT_ASHIFT; // get parameters const FLOAT fH0 = _fog_fp.fp_fH0; // lowest point in LUT ->texture t=1 const FLOAT fH1 = _fog_fp.fp_fH1; // bottom of fog in LUT const FLOAT fH2 = _fog_fp.fp_fH2; // top of fog in LUT const FLOAT fH3 = _fog_fp.fp_fH3; // highest point in LUT ->texture t=0 const FLOAT fFar = _fog_fp.fp_fFar; // farthest point in LUT ->texture s=1 const FLOAT fDensity = _fog_fp.fp_fDensity; const AttenuationType at = _fog_fp.fp_atType; const FogGraduationType fgt = _fog_fp.fp_fgtType; const FLOAT fHFogSize = fH2-fH1; const FLOAT fHV = -_fog_fViewerH; const FLOAT fEpsilon = 0.001f; ASSERT( fHFogSize>0); // for each row (height in fog) for( PIX pixH=0; pixHfHV+fEpsilon) { fHA=fHV; fHB=fHP; } else { fHA=fHV-fEpsilon; fHB=fHP+fEpsilon; } // get distance between the two points in height axis FLOAT fDH = fHB-fHA; FLOAT fOoDH = 1/fDH; // calculate relative part of height that goes through the fog FLOAT fA2 = (fH2-fHA)*fOoDH; fA2 = Clamp(fA2,0.0f,1.0f); FLOAT fA1 = (fH1-fHA)*fOoDH; fA1 = Clamp(fA1,0.0f,1.0f); FLOAT fA = fA2-fA1; fA = Clamp(fA,0.0f,1.0f); // if not constant graduation if( fgt!=FGT_CONSTANT) { // calculate fog height for two points, limited to be inside fog FLOAT fFH0 = (fHFogSize-Clamp(fHA-fH1, 0.0f, fHFogSize)); FLOAT fFH1 = (fHFogSize-Clamp(fHB-fH1, 0.0f, fHFogSize)); // multiply the heights by graduation factor fFH0 *= _fog_fp.fp_fGraduation; fFH1 *= _fog_fp.fp_fGraduation; FLOAT fDens; // if linear graduation if (fgt==FGT_LINEAR) { // get linear integrated density factor fDens = (fFH0+fFH1)/2.0f; // if exponential graduation } else { ASSERT(fgt==FGT_EXP); // sort the two heights and make sure they are not same FLOAT fFA, fFB; if (fFH0fFH1+fEpsilon) { fFA=fFH1; fFB=fFH0; } else { fFA=fFH1-fEpsilon; fFB=fFH0+fEpsilon; } // calculate exponential integrated density factor normally fDens = 1.0f+(exp(-fFB)-exp(-fFA))/(fFB-fFA); } // limit the intergrated density factor fDens = Clamp(fDens, 0.0f, 1.0f); // relative size multiplied by integrated density factor gives total fog sum fA *= fDens; } // do per-row loop switch(at) { // linear fog case AT_LINEAR: { // calculate linear step for the fog parameter FLOAT fT = 0.0f; FLOAT fTStep = 1.0f/pixSizeL *fFar*fDensity*fA *255; // fog is just clamped fog parameter in each pixel for( INDEX pixL=0; pixL0; pix--) { if( (_fog_pubTable[(pix+1)*pixSizeL-1]*_fog_ulAlpha)>>8) break; } if( pix<(pixSizeH-1)) _fog_fEnd = (FLOAT)(pix+1) / (FLOAT)(pixSizeH-1); } else { // going from top for( pix=0; pix>8) break; } if( pix>0) _fog_fStart = (FLOAT)(pix-1) / (FLOAT)(pixSizeH-1); } // prepare and upload the fog table _fog_tpLocal.tp_bSingleMipmap = TRUE; const ULONG ulFormat = PrepareTexture( _fog_pubTable, _fog_pixSizeL, _fog_pixSizeH); if( _fog_ulFormat!=ulFormat) { _fog_ulFormat = ulFormat; bNoDiscard = FALSE; } // set'n'upload gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP); gfxSetTexture( _fog_ulTexture, _fog_tpLocal); gfxUploadTexture( (ULONG*)(_fog_pubTable + _fog_pixSizeL*_fog_pixSizeH), _fog_pixSizeL, _fog_pixSizeH, ulFormat, bNoDiscard); } // stop fog void StopFog(void) { _fog_bActive = FALSE; } // current haze parameters BOOL _haze_bActive = FALSE; CHazeParameters _haze_hp; CTexParams _haze_tpLocal; PIX _haze_pixSize=0; FLOAT _haze_fStart=0; // where in depth haze starts UBYTE *_haze_pubTable=NULL; FLOAT3D _haze_vViewPosAbs; FLOAT3D _haze_vViewDirAbs; FLOAT _haze_fMul=0; FLOAT _haze_fAdd=0; ULONG _haze_ulAlpha=0; ULONG _haze_ulTexture=0; ULONG _haze_ulFormat=0; // start haze with given parameters void StartHaze( CHazeParameters &hp, const FLOAT3D &vViewPosAbs, const FLOATmatrix3D &mAbsToView) { ASSERT( !_haze_bActive); if( _bMultiPlayer) gfx_bRenderFog = 1; if( !gfx_bRenderFog) return; _haze_bActive = TRUE; _haze_hp = hp; _haze_vViewPosAbs = vViewPosAbs; _haze_vViewDirAbs(1) = -mAbsToView(3, 1); _haze_vViewDirAbs(2) = -mAbsToView(3, 2); _haze_vViewDirAbs(3) = -mAbsToView(3, 3); // calculate haze mapping factors _haze_fMul = 1/(_haze_hp.hp_fFar-_haze_hp.hp_fNear); _haze_fAdd = -_haze_hp.hp_fNear; PIX pixSize = _haze_hp.hp_iSize; BOOL bNoDiscard = TRUE; // if haze table is not allocated in right size if( _haze_pixSize!=pixSize && _haze_pubTable!=NULL) { FreeMemory( _haze_pubTable); // free it _haze_pubTable = NULL; } // allocate table if needed if( _haze_pubTable==NULL) { // allocate byte table (for intensity values) and ULONG table (color values for uploading) right behind! _haze_pubTable = (UBYTE*)AllocMemory(pixSize *(sizeof(UBYTE)+sizeof(ULONG))); _haze_pixSize = pixSize; _haze_tpLocal.Clear(); bNoDiscard = FALSE; } // update fog alpha value _haze_ulAlpha = (_haze_hp.hp_colColor&CT_AMASK)>>CT_ASHIFT; // get parameters FLOAT fNear = _haze_hp.hp_fNear; FLOAT fFar = _haze_hp.hp_fFar; FLOAT fDensity = _haze_hp.hp_fDensity; AttenuationType at = _haze_hp.hp_atType; // generate table INDEX pix; for( pix=0; pix>8) break; _haze_fStart = (FLOAT)(pix-1) / (FLOAT)(pixSize-1); // prepare haze table _haze_tpLocal.tp_bSingleMipmap = TRUE; const ULONG ulFormat = PrepareTexture( _haze_pubTable, _haze_pixSize, 1); if( _haze_ulFormat!=ulFormat) { _haze_ulFormat = ulFormat; bNoDiscard = FALSE; } // set'n'upload gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP); gfxSetTexture( _haze_ulTexture, _haze_tpLocal); gfxUploadTexture( (ULONG*)(_haze_pubTable + _haze_pixSize*1), _haze_pixSize, 1, ulFormat, bNoDiscard); } // stop haze void StopHaze(void) { _haze_bActive = FALSE; }