WINTERMUTE: WME3D: Restore original code for fog parameters handling

This commit is contained in:
Paweł Kołodziejski 2022-07-02 22:39:01 +02:00
parent 3ffbb3b030
commit 599097964f
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GPG key ID: 0BDADC9E74440FF7
7 changed files with 36 additions and 44 deletions

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@ -632,17 +632,18 @@ bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
_lastViewMatrix = viewMatrix;
}
FogParameters fogParameters;
bool fogEnabled;
uint32 fogColor;
float fogStart, fogEnd;
_gameRef->getFogParams(fogParameters);
if (fogParameters._enabled) {
_gameRef->getFogParams(&fogEnabled, &fogColor, &fogStart, &fogEnd);
if (fogEnabled) {
// TODO: Implement fog
GLfloat color[4];
color[0] = RGBCOLGetR(fogParameters._color) / 255.0f;
color[1] = RGBCOLGetG(fogParameters._color) / 255.0f;
color[2] = RGBCOLGetB(fogParameters._color) / 255.0f;
color[3] = RGBCOLGetA(fogParameters._color) / 255.0f;
color[0] = RGBCOLGetR(fogColor) / 255.0f;
color[1] = RGBCOLGetG(fogColor) / 255.0f;
color[2] = RGBCOLGetB(fogColor) / 255.0f;
color[3] = RGBCOLGetA(fogColor) / 255.0f;
debug(5, "BaseRenderOpenGL3DShader::setup3D fog not yet implemented! [%f %f %f %f]", color[0], color[1], color[2], color[3]);
} else {
// TODO: Disable fog in shader