Esempio n. 1
0
//***************************************************************************
//
// pie_EnableFog(bool val)
//
// Global enable/disable fog to allow fog to be turned of ingame
//
//***************************************************************************
void pie_EnableFog(bool val)
{
	if (rendStates.fogEnabled != val)
	{
		debug(LOG_FOG, "pie_EnableFog: Setting fog to %s", val ? "ON" : "OFF");
		rendStates.fogEnabled = val;
		if (val)
		{
			pie_SetFogColour(WZCOL_FOG);
		}
		else
		{
			pie_SetFogColour(WZCOL_BLACK); // clear background to black
		}
	}
}
Esempio n. 2
0
void pie_SetDefaultStates(void)//Sets all states
{
//		pie_SetFogColour(0x00B08f5f);//nicks colour
	//fog off
	rendStates.fogEnabled = FALSE;// enable fog before renderer
	rendStates.fog = FALSE;//to force reset to false
	pie_SetFogStatus(FALSE);
	pie_SetFogColour(0x00000000);//nicks colour

	//depth Buffer on
	rendStates.depthBuffer = FALSE;//to force reset to true
	pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);

	//set render mode
	pie_SetTranslucent(TRUE);
	pie_SetAdditive(TRUE);
	
	//basic gouraud textured rendering
	rendStates.texCombine = TEX_NONE;//to force reset to GOURAUD_TEX
	pie_SetTexCombine(TEX_LOCAL);
	rendStates.colourCombine = COLOUR_FLAT_CONSTANT;//to force reset to GOURAUD_TEX
	pie_SetColourCombine(COLOUR_TEX_ITERATED);
	rendStates.alphaCombine = ALPHA_ITERATED;//to force reset to GOURAUD_TEX
	pie_SetAlphaCombine(ALPHA_CONSTANT);
	rendStates.transMode = TRANS_ALPHA;//to force reset to DECAL
	pie_SetTranslucencyMode(TRANS_DECAL);

	//chroma keying on black
	rendStates.keyingOn = FALSE;//to force reset to true
	pie_SetColourKeyedBlack(TRUE);

	//bilinear filtering
	rendStates.bilinearOn = FALSE;//to force reset to true
	pie_SetBilinear(TRUE);
}
Esempio n. 3
0
//***************************************************************************
//
// pie_EnableFog(bool val)
//
// Global enable/disable fog to allow fog to be turned of ingame
//
//***************************************************************************
void pie_EnableFog(bool val)
{
	if (rendStates.fogEnabled != val)
	{
		debug(LOG_FOG, "pie_EnableFog: Setting fog to %s", val ? "ON" : "OFF");
		rendStates.fogEnabled = val;
		if (val == true)
		{
			pie_SetFogColour(WZCOL_FOG);
		}
		else
		{
			PIELIGHT black;

			black.rgba = 0;
			black.byte.a = 255;
			pie_SetFogColour(black); // clear background to black
		}
	}
}
Esempio n. 4
0
void pie_EnableFog(BOOL val)
{
	if (rendStates.fogCap == FOG_CAP_NO)
	{
		val = FALSE;
	}
	if (rendStates.fogEnabled != val)
	{
		rendStates.fogEnabled = val;
		if (val == TRUE)
		{
//			pie_SetFogColour(0x0078684f);//(nicks colour + 404040)/2
			pie_SetFogColour(0x00B08f5f);//nicks colour
		}
		else
		{
			pie_SetFogColour(0x00000000);//clear background to black
		}

	}
}
Esempio n. 5
0
void pie_SetDefaultStates()//Sets all states
{
	PIELIGHT black;

	//fog off
	rendStates.fogEnabled = false;// enable fog before renderer
	rendStates.fog = false;//to force reset to false
	pie_SetFogStatus(false);
	black.rgba = 0;
	black.byte.a = 255;
	pie_SetFogColour(black);

	//depth Buffer on
	pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);

	rendStates.rendMode = REND_ALPHA;	// to force reset to REND_OPAQUE
	pie_SetRendMode(REND_OPAQUE);
}
Esempio n. 6
0
void war_SetFog(bool val)
{
	debug(LOG_FOG, "Visual fog turned %s", val ? "ON" : "OFF");

	if (warGlobs.bFog != val)
	{
		warGlobs.bFog = val;
	}
	if (warGlobs.bFog == true)
	{
		setRevealStatus(false);
	}
	else
	{
		PIELIGHT black;

		setRevealStatus(true);
		black.rgba = 0;
		black.byte.a = 255;
		pie_SetFogColour(black);
	}
}