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Dragorn421 2025-06-07 01:00:04 +02:00
parent 9505ae4582
commit f968f873be
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2 changed files with 12 additions and 12 deletions

View file

@ -225,8 +225,8 @@ void func_800BC88C(PlayState* this) {
} }
/** /**
* Set the default fog state controlled by the environment system. * Set the environment fog, from parameters controlled by the environment system.
* If a custom fog state is used in rendering it is expected that it be reset back to this default state. * If a custom fog state is momentarily used in drawing, the environment fog is expected to be restored afterwards.
*/ */
Gfx* Play_SetFog(PlayState* this, Gfx* gfx) { Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0, return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,

View file

@ -858,13 +858,13 @@ Gfx gEmptyDL[] = {
* Set fog color and range. * Set fog color and range.
* *
* At or prior to fog near, geometry is unaffected by fog. At or beyond fog far, geometry is fully fogged. * At or prior to fog near, geometry is unaffected by fog. At or beyond fog far, geometry is fully fogged.
* Between near and far pixels will be linearly interpolated between the unfogged color and the supplied fog color. * Between near and far the geometry color will be interpolated between the unfogged color and the supplied fog color.
* *
* Fog far should be in the range 0 to 1000 and greater than or equal to fog near. If fog near is negative everything * Fog far should be in the range 0 to 1000 and greater than or equal to fog near. If fog near is negative everything
* will be fully fogged. If fog near is 1000 or greater there is no fog. * will be fully fogged. If fog near is 1000 or greater there is no fog.
*/ */
Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) { Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
// Ensure fog far is greater than near // Avoid 0 divisor in gSPFogPosition below
if (far == near) { if (far == near) {
far++; far++;
} }
@ -874,20 +874,20 @@ Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
gDPSetFogColor(gfx++, r, g, b, a); gDPSetFogColor(gfx++, r, g, b, a);
if (near >= 1000) { if (near >= 1000) {
// Fog far is expected to be at most 1000 so near >= far. Set a constant shade alpha of 0 for no fog // Set a constant shade alpha of 0 for no fog
gSPFogFactor(gfx++, 0, 0); gSPFogFactor(gfx++, 0, 0);
} else if (near > 996) { } else if (near > 996) {
// Calculating the fog multiplier when far = 1000 and near >= 997 using `128000 / (far - near)` as in // Avoid an overflow when near and far are close (see bug below), by effectively clamping near to ~996.
// SPFogPosition would result in an overflow since 128000 / (1000 - 997) > 32767. Avoid this overflow by // This is almost SPFogPosition(996.0937f, 1000)
// effectively clamping near to ~996. This is almost SPFogPosition(996.0937f, 1000) gSPFogFactor(gfx++, 0x7FFF, -0x7F00);
gSPFogFactor(gfx++, 0x7FFF, -0x7F00); // Fixed point: 0x7FFF = 1.0, -0x7F00 = -0.992
} else if (near < 0) { } else if (near < 0) {
// Fog near is out of range. Set a constant shade alpha of 255 for fully fogged // Set a constant shade alpha of 255 for fully fogged
gSPFogFactor(gfx++, 0, 255); gSPFogFactor(gfx++, 0, 255);
} else { } else {
// Normal range. Shade alpha is 0 at z <= near and 255 at z >= far, linearly interpolated in between. // Normal range. Shade alpha is 0 at z <= near and 255 at z >= far, linearly interpolated in between.
//! @bug If the difference between near and far is not at least 4, the fog multiplier will overflow. This is //! @bug If far - near < 4, the computed `fm` fog factor coefficient will overflow.
//! handled above when fog far is 1000 but for closer fog far it is not accounted for. //! For example: 128000 / (983 - 980) > 32767
//! This is handled above in the case of near > 996, but the general case is not accounted for.
gSPFogPosition(gfx++, near, far); gSPFogPosition(gfx++, near, far);
} }
return gfx; return gfx;