Merge pull request #989 from MihailRis/enable-fog-setting

Add fog setting
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MihailRis 2026-09-26 19:56:13 +03:00 • committed by GitHub
commit 476d7094a4
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GPG key ID: B5690EEEBB952194
8 changed files with 15 additions and 1 deletions

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@ -1,2 +1,2 @@
<panel size='400' color='0' interval='1' context='menu'>
<panel size='400' max-length='420' padding='0,0,16,0' color='0' interval='1' context='menu'>
</panel>

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@ -40,6 +40,7 @@ function on_open()
create_trackbar_setting("chunks.load-speed", "Load Speed", 1)
create_trackbar_setting("graphics.fog-curve", "Fog Curve", 0.1)
create_checkbox("graphics.enable-fog", "Fog", "graphics.enable-fog.tooltip")
create_checkbox("graphics.backlight", "Backlight", "graphics.backlight.tooltip")
create_checkbox("graphics.soft-lighting", "Soft lighting", "graphics.soft-lighting.tooltip")
create_checkbox("graphics.dense-render", "Dense blocks render", "graphics.dense-render.tooltip")

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@ -8,12 +8,16 @@ uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
float calc_fog(float depth, float fogFactor, float fogCurve) {
#ifdef ENABLE_FOG
return min(
1.0,
max(pow(depth * u_fogFactor * fogFactor, u_fogCurve * fogCurve),
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
u_weatherFogOpacity))
);
#else
return 0.0;
#endif
}
float calc_fog(float depth) {

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@ -19,6 +19,7 @@ devtools.output=Output
# Tooltips
audio.acoustic-effects.tooltip=Acoustic effects may not be supported by your system
audio.recording-enabled.tooltip=Enables audio recording features
graphics.enable-fog.tooltip=Enables fog
graphics.gamma.tooltip=Lighting brightness curve
graphics.backlight.tooltip=Backlight to prevent total darkness
graphics.dense-render.tooltip=Enables transparency in blocks like leaves

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@ -40,6 +40,7 @@ pack.remove-confirm=Удалить весь поставляемый паком/
# Подсказки
audio.acoustic-effects.tooltip=Акустические эффекты могут не поддерживаться системой
audio.recording-enabled.tooltip=Включает функции записи звука
graphics.enable-fog.tooltip=Отображать туман / дымку
graphics.gamma.tooltip=Кривая яркости освещения
graphics.backlight.tooltip=Подсветка, предотвращающая полную темноту
graphics.dense-render.tooltip=Включает прозрачность блоков, таких как листья
@ -89,6 +90,7 @@ settings.Soft lighting=Мягкое освещение
settings.Camera Shaking=Тряска Камеры
settings.Camera Inertia=Инерция Камеры
settings.Camera FOV Effects=Эффекты поля зрения
settings.Fog=Туман
settings.Fog Curve=Кривая Тумана
settings.FOV=Поле Зрения
settings.Fullscreen=Полный экран

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@ -135,6 +135,7 @@ WorldRenderer::WorldRenderer(
debugLines = std::make_unique<DebugLinesRenderer>(level);
cloudsRenderer = std::make_unique<CloudsRenderer>();
keepAlive(observe_setting(settings.graphics.enableFog, dirtySettings));
keepAlive(observe_setting(settings.graphics.advancedRender, dirtySettings));
keepAlive(observe_setting(settings.graphics.shadowsQuality, dirtySettings));
keepAlive(observe_setting(settings.graphics.ssao, dirtySettings));
@ -156,10 +157,12 @@ void WorldRenderer::refreshSettings() {
gbufferPipeline = graphics.advancedRender.get();
int shadowsQuality = graphics.shadowsQuality.get() * gbufferPipeline;
bool enableFog = graphics.enableFog.get();
shadowMapping->setQuality(shadowsQuality);
std::vector<std::string> defines;
if (shadowsQuality != 0) defines.emplace_back("ENABLE_SHADOWS");
if (enableFog) defines.emplace_back("ENABLE_FOG");
if (graphics.ssao.get()) defines.emplace_back("ENABLE_SSAO");
if (gbufferPipeline) defines.emplace_back("ADVANCED_RENDER");

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@ -69,6 +69,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
builder.add("padding", &settings.chunks.padding);
builder.addSection("graphics");
builder.add("enable-fog", &settings.graphics.enableFog);
builder.add("fog-curve", &settings.graphics.fogCurve);
builder.add("backlight", &settings.graphics.backlight);
builder.add("dense-render", &settings.graphics.denseRender);

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@ -63,6 +63,8 @@ struct CameraSettings {
};
struct GraphicsSettings {
/// @brief Enable fog
FlagSetting enableFog {true};
/// @brief Fog opacity is calculated as `pow(depth*k, fogCurve)` where k depends on chunksLoadDistance.
/// 1.0 is linear, 2.0 is quadratic
NumberSetting fogCurve {1.0f, 1.0f, 6.0f};