mirror of
https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
108 lines
3.0 KiB
C
108 lines
3.0 KiB
C
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_FOG_INTERNAL_H
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#define SE_INCL_FOG_INTERNAL_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Graphics/Fog.h>
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// current fog parameters
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extern BOOL _fog_bActive;
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extern CFogParameters _fog_fp;
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extern CTexParams _fog_tpLocal;
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extern FLOAT _fog_fViewerH;
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extern FLOAT3D _fog_vViewPosAbs;
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extern FLOAT3D _fog_vViewDirAbs;
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extern FLOAT3D _fog_vHDirAbs;
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extern FLOAT3D _fog_vHDirView;
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extern FLOAT _fog_fMulZ;
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extern FLOAT _fog_fMulH;
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extern FLOAT _fog_fAddH;
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extern PIX _fog_pixSizeH;
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extern PIX _fog_pixSizeL;
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extern FLOAT _fog_fStart;
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extern FLOAT _fog_fEnd;
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extern ULONG _fog_ulAlpha;
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extern ULONG _fog_ulTexture;
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extern UBYTE *_fog_pubTable;
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// start fog with given parameters
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extern void StartFog( CFogParameters &fp, const FLOAT3D &vViewPosAbs,
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const FLOATmatrix3D &mAbsToView);
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// stop fog
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extern void StopFog(void);
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// current haze parameters
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extern BOOL _haze_bActive;
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extern CHazeParameters _haze_hp;
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extern CTexParams _haze_tpLocal;
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extern UBYTE *_haze_pubTable;
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extern FLOAT3D _haze_vViewPosAbs;
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extern FLOAT3D _haze_vViewDirAbs;
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extern FLOAT _haze_fMul;
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extern FLOAT _haze_fAdd;
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extern PIX _haze_pixSize;
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extern ULONG _haze_ulAlpha;
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extern ULONG _haze_ulTexture;
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extern FLOAT _haze_fStart;
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// start haze with given parameters
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extern void StartHaze( CHazeParameters &hp, const FLOAT3D &vViewPosAbs,
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const FLOATmatrix3D &mAbsToView);
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// stop haze
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extern void StopHaze(void);
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// returns lineary-interpolated fog strength in fog texture
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__forceinline ULONG GetFogAlpha( const GFXTexCoord &tex)
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{
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// point sampling of height
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PIX pixT = FloatToInt( tex.st.t * _fog_pixSizeH);
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pixT = Clamp( pixT, 0L, _fog_pixSizeH-1L) * _fog_pixSizeL;
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// linear interpolation of depth
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const PIX pixSF = FloatToInt( tex.st.s*(FLOAT)_fog_pixSizeL*255.499f);
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const PIX pixS1 = Clamp( (PIX)((pixSF>>8)+0), 0L, _fog_pixSizeL-1L);
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const PIX pixS2 = Clamp( (PIX)((pixSF>>8)+1), 0L, _fog_pixSizeL-1L);
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const ULONG ulF = pixSF & 255;
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const ULONG ulA1 = _fog_pubTable[pixT +pixS1];
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const ULONG ulA2 = _fog_pubTable[pixT +pixS2];
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return ((ulA1*(ulF^255)+ulA2*ulF) * _fog_ulAlpha) >>16;
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}
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// check if texture coord is in fog
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__forceinline BOOL InFog( const FLOAT fT)
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{
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return (fT>_fog_fStart && fT<_fog_fEnd);
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}
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// returns lineary-interpolated haze strength in haze texture
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__forceinline ULONG GetHazeAlpha( const FLOAT fS)
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{
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// linear interpolation of depth
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const PIX pixSH = FloatToInt( fS*(FLOAT)_haze_pixSize*255.4999f);
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const PIX pixS1 = Clamp( (PIX)((pixSH>>8)+0), 0L, _haze_pixSize-1L);
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const PIX pixS2 = Clamp( (PIX)((pixSH>>8)+1), 0L, _haze_pixSize-1L);
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const ULONG ulH = pixSH & 255;
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const ULONG ulA1 = _haze_pubTable[pixS1];
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const ULONG ulA2 = _haze_pubTable[pixS2];
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return ((ulA1*(ulH^255)+ulA2*ulH) * _haze_ulAlpha) >>16;
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}
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// check if texture coord is in haze
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__forceinline BOOL InHaze( const FLOAT fS)
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{
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return (fS>_haze_fStart);
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}
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#endif /* include-once check. */
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