Supermodel/Src/Graphics/New3D/R3DScrollFog.cpp
Ian Curtis c5f9a3ad26 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.
2023-10-24 10:17:15 +01:00

127 lines
2.8 KiB
C++

#include "R3DScrollFog.h"
#include "Graphics/Shader.h"
namespace New3D {
static const char *vertexShaderFog = R"glsl(
#version 410 core
void main(void)
{
const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
vec4(-1.0, 1.0, 0.0, 1.0),
vec4( 1.0, -1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0));
gl_Position = vertices[gl_VertexID % 4];
}
)glsl";
static const char *fragmentShaderFog = R"glsl(
#version 410 core
uniform float fogAttenuation;
uniform float fogAmbient;
uniform vec4 fogColour;
// outputs
layout(location = 0) out vec4 out0; // opaque
layout(location = 1) out vec4 out1; // trans layer 1
layout(location = 2) out vec4 out2; // trans layer 2
void WriteOutputs(vec4 colour)
{
vec4 blank = vec4(0.0);
out0 = colour;
out1 = blank;
out2 = blank;
}
void main()
{
// Scroll fog base color
vec3 lFogColor = fogColour.rgb * fogAmbient;
// Scroll fog density
vec4 scrollFog = vec4(lFogColor, fogColour.a * (1.0 - fogAttenuation));
// Final Color
WriteOutputs(scrollFog);
}
)glsl";
R3DScrollFog::R3DScrollFog(const Util::Config::Node &config)
: m_config(config),
m_vao(0)
{
m_shaderProgram = 0;
m_vertexShader = 0;
m_fragmentShader = 0;
AllocResources();
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
// no states needed since we do it in the shader
glBindVertexArray(0);
}
R3DScrollFog::~R3DScrollFog()
{
DeallocResources();
if (m_vao) {
glDeleteVertexArrays(1, &m_vao);
m_vao = 0;
}
}
void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient)
{
// some ogl states
glDepthMask (GL_FALSE); // disable z writes
glDisable (GL_DEPTH_TEST); // disable depth testing
glBindVertexArray (m_vao);
glUseProgram (m_shaderProgram);
glUniform4fv (m_locFogColour, 1, rgba);
glUniform1f (m_locFogAttenuation, attenuation);
glUniform1f (m_locFogAmbient, ambient);
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
glUseProgram (0);
glBindVertexArray (0);
glDisable (GL_BLEND);
glDepthMask (GL_TRUE);
}
void R3DScrollFog::AllocResources()
{
bool success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, m_config["VertexShaderFog"].ValueAs<std::string>(), m_config["FragmentShaderFog"].ValueAs<std::string>(), vertexShaderFog, fragmentShaderFog);
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
}
void R3DScrollFog::DeallocResources()
{
if (m_shaderProgram) {
DestroyShaderProgram(m_shaderProgram, m_vertexShader, m_fragmentShader);
}
m_shaderProgram = 0;
m_vertexShader = 0;
m_fragmentShader = 0;
}
}