Amend the ambient fog logic to be disabled if fog density/start is set to zero. This fixes a regression where the sky stops drawing in lost world.

Rewrite the scroll fog shader slightly. Scroll fog is a 2d layer, it has no depth, or can be considered to be drawn at infinity, therefore is not effected by the viewport light. The scroll attenatuion value also I think attenatutes the scroll fog alpha value. This fixes various effects in emergency call ambulance.
This commit is contained in:
Ian Curtis 2023-10-24 10:17:15 +01:00
parent a214c6dae8
commit c5f9a3ad26
3 changed files with 14 additions and 36 deletions

View file

@ -207,7 +207,7 @@ void CNew3D::DrawScrollFog()
rgba[2] = vp.fogParams[2];
rgba[3] = vp.scrollFog;
glViewport(vp.x, vp.y, vp.width, vp.height);
m_r3dScrollFog.DrawScrollFog(rgba, vp.scrollAtt, vp.fogParams[6], vp.spotFogColor, vp.spotEllipse);
m_r3dScrollFog.DrawScrollFog(rgba, vp.scrollAtt, vp.fogParams[6]);
}
}
}
@ -223,22 +223,29 @@ void CNew3D::DrawAmbientFog()
// Does this work with scroll fog? Well technically scroll fog already takes into account the fog ambient as it darkens the fog colour
// Let's pick the lowest fog ambient value
// Check for fog density or a fog start value, otherwise the effect seems to be disabled (lost world)
float fogAmbient = 1.0f;
Node* nodePtr = nullptr;
for (auto& n : m_nodes) {
// check to see if we have a fog density or fog start
if (n.viewport.fogParams[3] <= 0.0f && n.viewport.fogParams[4] <= 0.0f) {
continue;
}
if (n.viewport.fogParams[6] < fogAmbient) {
nodePtr = &n;
fogAmbient = n.viewport.fogParams[6];
}
}
if (fogAmbient < 1.0f) {
if (nodePtr) {
auto& vp = nodePtr->viewport;
float rgba[] = { 0.0f, 0.0f, 0.0f, 1.0f - fogAmbient };
glViewport(vp.x, vp.y, vp.width, vp.height);
m_r3dScrollFog.DrawScrollFog(rgba, vp.scrollAtt, vp.fogParams[6], vp.spotFogColor, vp.spotEllipse);
m_r3dScrollFog.DrawScrollFog(rgba, 0.0f, 1.0f);
}
}

View file

@ -26,18 +26,6 @@ static const char *fragmentShaderFog = R"glsl(
uniform float fogAttenuation;
uniform float fogAmbient;
uniform vec4 fogColour;
uniform vec3 spotFogColor;
uniform vec4 spotEllipse;
// Spotlight on fog
float ellipse;
vec2 position, size;
vec3 lSpotFogColor;
// Scroll fog
float lfogAttenuation;
vec3 lFogColor;
vec4 scrollFog;
// outputs
layout(location = 0) out vec4 out0; // opaque
@ -56,21 +44,10 @@ void WriteOutputs(vec4 colour)
void main()
{
// Scroll fog base color
lFogColor = fogColour.rgb * fogAmbient;
// Spotlight on fog (area)
position = spotEllipse.xy;
size = spotEllipse.zw;
ellipse = length((gl_FragCoord.xy - position) / size);
ellipse = ellipse * ellipse; // decay rate = square of distance from center
ellipse = 1.0 - ellipse; // invert
ellipse = max(0.0, ellipse); // clamp
// Spotlight on fog (color)
lSpotFogColor = mix(spotFogColor * ellipse * fogColour.rgb, vec3(0.0), fogAttenuation);
vec3 lFogColor = fogColour.rgb * fogAmbient;
// Scroll fog density
scrollFog = vec4(lFogColor + lSpotFogColor, fogColour.a);
vec4 scrollFog = vec4(lFogColor, fogColour.a * (1.0 - fogAttenuation));
// Final Color
WriteOutputs(scrollFog);
@ -105,7 +82,7 @@ R3DScrollFog::~R3DScrollFog()
}
}
void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient, float *spotRGB, float *spotEllipse)
void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient)
{
// some ogl states
glDepthMask (GL_FALSE); // disable z writes
@ -116,8 +93,6 @@ void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient
glUniform4fv (m_locFogColour, 1, rgba);
glUniform1f (m_locFogAttenuation, attenuation);
glUniform1f (m_locFogAmbient, ambient);
glUniform3fv (m_locSpotFogColor, 1, spotRGB);
glUniform4fv (m_locSpotEllipse, 1, spotEllipse);
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
@ -135,8 +110,6 @@ void R3DScrollFog::AllocResources()
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
}
void R3DScrollFog::DeallocResources()

View file

@ -13,7 +13,7 @@ public:
R3DScrollFog(const Util::Config::Node &config);
~R3DScrollFog();
void DrawScrollFog(float rbga[4], float attenuation, float ambient, float *spotRGB, float *spotEllipse);
void DrawScrollFog(float rbga[4], float attenuation, float ambient);
private:
@ -29,8 +29,6 @@ private:
GLint m_locFogColour;
GLint m_locFogAttenuation;
GLint m_locFogAmbient;
GLint m_locSpotFogColor;
GLint m_locSpotEllipse;
GLuint m_vao;
};