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ref: gl: fix fog with enabled overbrights and no vbo

master
Alibek Omarov 11 months ago
parent
commit
f162fbd806
  1. 20
      ref/gl/gl_rsurf.c

20
ref/gl/gl_rsurf.c

@ -224,10 +224,9 @@ every render pass applies new fog layer, resulting in wrong fog color
recalculate fog color for current pass count recalculate fog color for current pass count
=============================== ===============================
*/ */
void GL_SetupFogColorForSurfacesEx( int passes, float density, qboolean blend_lightmaps )
void GL_SetupFogColorForSurfacesEx( int passes, float density )
{ {
vec3_t fogColor; vec4_t fogColor;
float factor, div; float factor, div;
if( !glState.isFogEnabled ) if( !glState.isFogEnabled )
@ -244,6 +243,13 @@ void GL_SetupFogColorForSurfacesEx( int passes, float density )
fogColor[0] = pow( RI.fogColor[0] / div, ( 1.0f / factor )); fogColor[0] = pow( RI.fogColor[0] / div, ( 1.0f / factor ));
fogColor[1] = pow( RI.fogColor[1] / div, ( 1.0f / factor )); fogColor[1] = pow( RI.fogColor[1] / div, ( 1.0f / factor ));
fogColor[2] = pow( RI.fogColor[2] / div, ( 1.0f / factor )); fogColor[2] = pow( RI.fogColor[2] / div, ( 1.0f / factor ));
fogColor[3] = 1.0f; // ignored but GL_FOG_COLOR requires vec4_t
// because of enabled blending in R_BlendLightmaps, need to scale down fog color
// but only during lightmap blending & without VBO (it takes another route)
if( blend_lightmaps && gl_overbright.value )
VectorScale( fogColor, 0.5f, fogColor );
pglFogfv( GL_FOG_COLOR, fogColor ); pglFogfv( GL_FOG_COLOR, fogColor );
pglFogf( GL_FOG_DENSITY, RI.fogDensity * density ); pglFogf( GL_FOG_DENSITY, RI.fogDensity * density );
} }
@ -251,7 +257,7 @@ void GL_SetupFogColorForSurfacesEx( int passes, float density )
void GL_SetupFogColorForSurfaces( void ) void GL_SetupFogColorForSurfaces( void )
{ {
GL_SetupFogColorForSurfacesEx( r_detailtextures.value ? 3 : 2, 1.0f ); GL_SetupFogColorForSurfacesEx( r_detailtextures.value ? 3 : 2, 1.0f, false );
} }
void GL_ResetFogColor( void ) void GL_ResetFogColor( void )
@ -944,7 +950,7 @@ void R_BlendLightmaps( void )
if( !R_HasLightmap() ) if( !R_HasLightmap() )
return; return;
GL_SetupFogColorForSurfaces (); GL_SetupFogColorForSurfacesEx( r_detailtextures.value ? 3 : 2, 1.0f, true );
if( !r_lightmap->value ) if( !r_lightmap->value )
pglEnable( GL_BLEND ); pglEnable( GL_BLEND );
@ -1122,7 +1128,7 @@ void R_RenderDetails( int passes )
if( !draw_details ) if( !draw_details )
return; return;
GL_SetupFogColorForSurfacesEx( passes, passes == 2 ? 0.5f : 1.0f ); GL_SetupFogColorForSurfacesEx( passes, passes == 2 ? 0.5f : 1.0f, false );
pglEnable( GL_BLEND ); pglEnable( GL_BLEND );
pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR ); pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
@ -3029,7 +3035,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
if( !r_vbo.value ) if( !r_vbo.value )
return; return;
GL_SetupFogColorForSurfacesEx( 1, 0.5f ); GL_SetupFogColorForSurfacesEx( 1, 0.5f, false );
R_SetupVBOArrayStatic( vbo, drawlightmap, drawtextures ); R_SetupVBOArrayStatic( vbo, drawlightmap, drawtextures );
mtst.skiptexture = !drawtextures; mtst.skiptexture = !drawtextures;

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