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Document fog functions Gfx_SetFog(2) and Play_SetFog (#1922)
* Document fog functions Gfx_SetFog(2) and Play_SetFog * review * Apply suggestions from code review Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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@ -224,6 +224,10 @@ void func_800BC88C(PlayState* this) {
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this->transitionCtx.transitionType = -1;
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this->transitionCtx.transitionType = -1;
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}
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}
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/**
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* Set the environment fog, from parameters controlled by the environment system.
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* If a custom fog state is used at any point in drawing, the environment fog is expected to be restored afterwards.
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*/
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Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
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Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
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return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,
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return Gfx_SetFog2(gfx, this->lightCtx.fogColor[0], this->lightCtx.fogColor[1], this->lightCtx.fogColor[2], 0,
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this->lightCtx.fogNear, 1000);
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this->lightCtx.fogNear, 1000);
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@ -854,28 +854,50 @@ Gfx gEmptyDL[] = {
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gsSPEndDisplayList(),
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gsSPEndDisplayList(),
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};
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};
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/**
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* Set fog color and range.
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*
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* At or prior to fog near, geometry is unaffected by fog. At or beyond fog far, geometry is fully fogged.
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* Between near and far, rendered geometry will be blended between the unfogged color and the supplied fog color.
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*
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* Fog far should be in the range 0 to 1000 and greater than or equal to fog near. If fog near is negative everything
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* will be fully fogged. If fog near is 1000 or greater there is no fog.
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*/
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Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
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Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
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// Avoid 0 divisor in gSPFogPosition below
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if (far == near) {
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if (far == near) {
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far++;
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far++;
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}
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}
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ASSERT(near != far, "n != f", "../z_rcp.c", 1155);
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ASSERT(near != far, "n != f", "../z_rcp.c", 1155);
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// Set the fog color, far away geometry will be rendered as this solid color.
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gDPSetFogColor(gfx++, r, g, b, a);
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gDPSetFogColor(gfx++, r, g, b, a);
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if (near >= 1000) {
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if (near >= 1000) {
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// Set a constant shade alpha of 0 for no fog
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gSPFogFactor(gfx++, 0, 0);
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gSPFogFactor(gfx++, 0, 0);
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} else if (near >= 997) {
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} else if (near > 996) {
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gSPFogFactor(gfx++, 0x7FFF, 0x8100);
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// Avoid an overflow when near and far are close (see bug below), by effectively clamping near to ~996.
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// This is almost SPFogPosition(996.0937f, 1000)
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gSPFogFactor(gfx++, 0x7FFF, -0x7F00);
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} else if (near < 0) {
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} else if (near < 0) {
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// Set a constant shade alpha of 255 for fully fogged
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gSPFogFactor(gfx++, 0, 255);
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gSPFogFactor(gfx++, 0, 255);
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} else {
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} else {
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// Normal range. Shade alpha is 0 at z <= near and 255 at z >= far, linearly interpolated in between.
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//! @bug If far - near < 4, the computed `fm` fog factor coefficient will overflow.
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//! For example: 128000 / (983 - 980) > 32767
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//! This is handled above in the case of near > 996, but the general case is not accounted for.
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gSPFogPosition(gfx++, near, far);
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gSPFogPosition(gfx++, near, far);
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}
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}
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return gfx;
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return gfx;
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}
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}
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/**
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* Like Gfx_SetFog but issues a pipesync before changing fog color.
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*
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* @see Gfx_SetFog
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*/
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Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
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Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
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if (far == near) {
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if (far == near) {
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far++;
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far++;
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@ -898,6 +920,11 @@ Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far)
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return gfx;
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return gfx;
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}
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}
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/**
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* Wrapper for Gfx_SetFog
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*
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* @see Gfx_SetFog
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*/
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Gfx* Gfx_SetFog2(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
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Gfx* Gfx_SetFog2(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far) {
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return Gfx_SetFog(gfx, r, g, b, a, near, far);
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return Gfx_SetFog(gfx, r, g, b, a, near, far);
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}
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}
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