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@@ -442,10 +442,10 @@ analyze_renderstate(const RenderState *rs) {
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_auto_shadow_on = shader_attrib->auto_shadow_on();
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}
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- // Check for unimplemented features and issue warnings.
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+ // Check for fog.
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const FogAttrib *fog = DCAST(FogAttrib, rs->get_attrib_def(FogAttrib::get_class_slot()));
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if (!fog->is_off()) {
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- pgraph_cat.error() << "Shader Generator does not support Fog yet.\n";
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+ _fog = true;
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}
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}
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@@ -462,6 +462,7 @@ clear_analysis() {
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_flat_colors = false;
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_lighting = false;
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_shadows = false;
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+ _fog = false;
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_have_ambient = false;
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_have_diffuse = false;
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_have_emission = false;
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@@ -608,10 +609,10 @@ update_shadow_buffer(NodePath light_np) {
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// - most texgen modes
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// - texmatrix
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// - 1D/2D/3D textures, cube textures
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+// - linear/exp/exp2 fog
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//
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// Not yet supported:
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// - dot3_rgb and dot3_rgba combine modes
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-// - fog
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//
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// Potential optimizations
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// - omit attenuation calculations if attenuation off
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@@ -643,6 +644,7 @@ synthesize_shader(const RenderState *rs) {
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char *world_normal_freg = 0;
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char *eye_position_freg = 0;
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char *eye_normal_freg = 0;
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+ char *hpos_freg = 0;
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if (_vertex_colors) {
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_vcregs_used = 1;
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@@ -734,12 +736,19 @@ synthesize_shader(const RenderState *rs) {
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}
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}
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}
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+ if (_fog) {
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+ hpos_freg = alloc_freg();
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+ text << "\t out float4 l_hpos : " << hpos_freg << ",\n";
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+ }
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text << "\t float4 vtx_position : POSITION,\n";
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text << "\t out float4 l_position : POSITION,\n";
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text << "\t uniform float4x4 mat_modelproj\n";
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text << ") {\n";
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text << "\t l_position = mul(mat_modelproj, vtx_position);\n";
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+ if (_fog) {
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+ text << "\t l_hpos = l_position;\n";
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+ }
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if (_need_world_position) {
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text << "\t l_world_position = mul(trans_model_to_world, vtx_position);\n";
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}
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@@ -789,7 +798,14 @@ synthesize_shader(const RenderState *rs) {
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}
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text << "}\n\n";
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+ // Fragment shader
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+
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text << "void fshader(\n";
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+ if (_fog) {
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+ text << "\t in float4 l_hpos : " << hpos_freg << ",\n";
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+ text << "\t in uniform float4 attr_fog,\n";
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+ text << "\t in uniform float4 attr_fogcolor,\n";
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+ }
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if (_need_world_position) {
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text << "\t in float4 l_world_position : " << world_position_freg << ",\n";
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}
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@@ -1378,6 +1394,24 @@ synthesize_shader(const RenderState *rs) {
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}
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}
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+ // Apply fog.
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+ if (_fog) {
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+ const FogAttrib *fog_attr = DCAST(FogAttrib, rs->get_attrib_def(FogAttrib::get_class_slot()));
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+ Fog *fog = fog_attr->get_fog();
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+
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+ switch (fog->get_mode()) {
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+ case Fog::M_linear:
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+ text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate((attr_fog.z - l_hpos.z) * attr_fog.w));\n";
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+ break;
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+ case Fog::M_exponential:
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+ text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate(exp2(attr_fog.x * l_hpos.z * -1.442695f)));\n";
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+ break;
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+ case Fog::M_exponential_squared:
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+ text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate(exp2(attr_fog.x * attr_fog.x * l_hpos.z * l_hpos.z * -1.442695f)));\n";
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+ break;
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+ }
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+ }
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+
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// The multiply is a workaround for a radeon driver bug.
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// It's annoying as heck, since it produces an extra instruction.
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text << "\t o_color = result * 1.000001;\n";
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