Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."

This reverts commit 8b26b6dd1e.

This was causing problems with light mode 2 because some edge cases were no longer handled properly.
This commit is contained in:
Christoph Oelckers 2018-09-16 22:38:20 +02:00
commit bc1e659c7b
9 changed files with 32 additions and 19 deletions

View file

@ -119,7 +119,7 @@ bool FRenderState::ApplyShader()
static uint64_t firstFrame = 0;
// if firstFrame is not yet initialized, initialize it to current time
// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1 << 24) || level.ShaderStartTime >= firstFrame)
if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1<<24) || level.ShaderStartTime >= firstFrame)
firstFrame = screen->FrameTime;
static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
@ -133,15 +133,31 @@ bool FRenderState::ApplyShader()
activeShader->Bind();
}
int fogset = 0;
if (mFogEnabled)
{
if (mFogEnabled == 2)
{
fogset = -3; // 2D rendering with 'foggy' overlay.
}
else if ((mFogColor & 0xffffff) == 0)
{
fogset = gl_fogmode;
}
else
{
fogset = -gl_fogmode;
}
}
glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
activeShader->muDesaturation.Set(mDesaturation / 255.f);
activeShader->muFogEnabled.Set(fogset);
activeShader->muTextureMode.Set(mTextureMode == TM_MODULATE && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
float fds = mLightParms[2];
if (!mFogEnabled) mLightParms[2] = 0;
activeShader->muLightParms.Set(mLightParms);
mLightParms[2] = fds;
activeShader->muFogColor.Set(mFogColor);
activeShader->muObjectColor.Set(mObjectColor);
activeShader->muObjectColor2.Set(mObjectColor2);