add 'enable-fog' setting

This commit is contained in:
MihailRis 2026-09-26 19:13:08 +03:00
parent f5de330f3f
commit e467c85adc
4 changed files with 10 additions and 0 deletions

View file

@ -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) {

View file

@ -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");

View file

@ -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);

View file

@ -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};