remove fog start and fog end parameters
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8a5d639f95
commit
3f9906a918
@ -13,7 +13,7 @@
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#define TERRAIN_FREQUENCY 0.15f
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#define TERRAIN_FREQUENCY 0.15f
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#define TERRAIN_DISTANCE 32
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#define TERRAIN_DISTANCE 64
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#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
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#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
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#define PLAYER_HEIGHT 0.6f
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#define PLAYER_HEIGHT 0.6f
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@ -225,8 +225,7 @@ static void ingame_tick(State *state) {
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draw_skybox("/assets/miramar/miramar_*.tga");
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draw_skybox("/assets/miramar/miramar_*.tga");
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ctx.fog_color = (Color){ 140, 147, 160, 255 };
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ctx.fog_color = (Color){ 140, 147, 160, 255 };
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ctx.fog_start = 0.9f;
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ctx.fog_density = 0.03f;
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ctx.fog_density = 0.05f;
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}
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}
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@ -24,7 +24,7 @@ typedef struct Context {
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float frame_duration;
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float frame_duration;
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/* it is disabled by having fog_density approximately equal to zero */
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/* it is disabled by having fog_density approximately equal to zero */
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float fog_start, fog_end, fog_density;
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float fog_density;
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Color fog_color;
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Color fog_color;
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/* resolution is set from config and dictates both logical and drawing space, as they're related */
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/* resolution is set from config and dictates both logical and drawing space, as they're related */
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@ -281,8 +281,6 @@
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"fields": [
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"fields": [
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{ "name": "frame_number", "type": "float" },
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{ "name": "frame_number", "type": "float" },
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{ "name": "frame_duration", "type": "float" },
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{ "name": "frame_duration", "type": "float" },
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{ "name": "fog_start", "type": "float" },
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{ "name": "fog_end", "type": "float" },
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{ "name": "fog_density", "type": "float" },
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{ "name": "fog_density", "type": "float" },
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{ "name": "fog_color", "type": "Color" },
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{ "name": "fog_color", "type": "Color" },
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{ "name": "resolution", "type": "Vec2" },
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{ "name": "resolution", "type": "Vec2" },
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@ -454,8 +454,6 @@ void finally_draw_command(DeferredCommandDraw command) {
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ctx.game_copy.fog_density = clampf(ctx.game_copy.fog_density, 0.0, 1.0);
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ctx.game_copy.fog_density = clampf(ctx.game_copy.fog_density, 0.0, 1.0);
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glFogf(GL_FOG_DENSITY, ctx.game_copy.fog_density);
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glFogf(GL_FOG_DENSITY, ctx.game_copy.fog_density);
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glFogf(GL_FOG_START, ctx.game_copy.fog_start);
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glFogf(GL_FOG_END, ctx.game_copy.fog_end);
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float color_conv[4];
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float color_conv[4];
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color_conv[0] = (float)ctx.game_copy.fog_color.r / UINT8_MAX;
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color_conv[0] = (float)ctx.game_copy.fog_color.r / UINT8_MAX;
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@ -604,7 +604,6 @@ static bool initialize(void) {
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ctx.window_mouse_resident = true;
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ctx.window_mouse_resident = true;
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ctx.game.fog_color = (Color){ 255, 255, 255, 255 }; /* TODO: pick some grey? */
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ctx.game.fog_color = (Color){ 255, 255, 255, 255 }; /* TODO: pick some grey? */
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ctx.game.fog_end = 1.0f;
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update_viewport();
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update_viewport();
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