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Document fog functions Gfx_SetFog(2) and Play_SetFog
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2 changed files with 35 additions and 4 deletions
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@ -173,6 +173,10 @@ void func_800BC88C(PlayState* this) {
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this->transitionCtx.transitionType = -1;
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}
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/**
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* Set the default fog state controlled by the environment system.
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* If a custom fog state is used in rendering it is expected that it be reset back to this default state.
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*/
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Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
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return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,
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this->lightCtx.fogNear, 1000);
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@ -847,28 +847,50 @@ Gfx gEmptyDL[] = {
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gsSPEndDisplayList(),
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};
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/**
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* Set fog color and range.
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*
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* At or prior to fog near, geometry is unaffected by fog. At or beyond fog far, geometry is fully fogged.
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* Between near and far pixels will be linearly interpolated between the unfogged color and the supplied fog color.
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*
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* Fog far should be in the range 0 to 1000 and greater than or equal to fog near. If fog near is negative everything
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* will be fully fogged. If fog near is 1000 or greater there is no fog.
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*/
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Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
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// Ensure fog far is greater than near
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if (far == near) {
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far++;
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}
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ASSERT(near != far, "n != f", "../z_rcp.c", 1155);
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// Set the fog color, far away geometry will be rendered as this solid color.
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gDPSetFogColor(gfx++, r, g, b, a);
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if (near >= 1000) {
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// Fog far is expected to be at most 1000 so near >= far. Set a constant shade alpha of 0 for no fog
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gSPFogFactor(gfx++, 0, 0);
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} else if (near >= 997) {
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gSPFogFactor(gfx++, 0x7FFF, 0x8100);
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} else if (near > 996) {
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// Calculating the fog multiplier when far = 1000 and near >= 997 using `128000 / (far - near)` as in
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// SPFogPosition would result in an overflow since 128000 / (1000 - 997) > 32767. Avoid this overflow by
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// effectively clamping near to ~996. This is almost SPFogPosition(996.0937f, 1000)
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gSPFogFactor(gfx++, 0x7FFF, -0x7F00); // Fixed point: 0x7FFF = 1.0, -0x7F00 = -0.992
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} else if (near < 0) {
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// Fog near is out of range. Set a constant shade alpha of 255 for fully fogged
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gSPFogFactor(gfx++, 0, 255);
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} else {
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// Normal range. Shade alpha is 0 at z <= near and 255 at z >= far, linearly interpolated in between.
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//! @bug If the difference between near and far is not at least 4, the fog multiplier will overflow. This is
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//! handled above when fog far is 1000 but for closer fog far it is not accounted for.
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gSPFogPosition(gfx++, near, far);
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}
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return gfx;
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}
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/**
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* Like Gfx_SetFog but issues a pipesync before changing fog color.
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*
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* @see Gfx_SetFog
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*/
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Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
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if (far == near) {
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far++;
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@ -891,6 +913,11 @@ Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far)
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return gfx;
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}
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/**
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* Wrapper for Gfx_SetFog
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*
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* @see Gfx_SetFog
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*/
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Gfx* Gfx_SetFog2(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
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return Gfx_SetFog(gfx, r, g, b, a, near, far);
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}
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