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-rw-r--r--builtin/settingtypes.txt3
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl2
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl2
-rw-r--r--client/shaders/wielded_shader/opengl_fragment.glsl2
-rw-r--r--minetest.conf.example4
-rw-r--r--src/defaultsettings.cpp1
-rw-r--r--src/game.cpp37
-rw-r--r--src/shader.cpp4
8 files changed, 43 insertions, 12 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index b1f31054e..10db4787d 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -529,6 +529,9 @@ ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
# Enables animation of inventory items.
inventory_items_animations (Inventory items animations) bool false
+# Fraction of the visible distance at which fog starts to be rendered
+fog_start (Fog Start) float 0.4 0.0 0.99
+
[**Menus]
# Use a cloud animation for the main menu background.
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 149aa2bc5..71ded2b9d 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -19,7 +19,7 @@ bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
-const float fogStart = 0.4;
+const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
#ifdef ENABLE_TONE_MAPPING
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 4164870c7..c4e78470d 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -21,7 +21,7 @@ bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
-const float fogStart = 0.4;
+const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
#ifdef ENABLE_TONE_MAPPING
diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl
index 7c38b749a..ba7a8f12d 100644
--- a/client/shaders/wielded_shader/opengl_fragment.glsl
+++ b/client/shaders/wielded_shader/opengl_fragment.glsl
@@ -19,7 +19,7 @@ bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
-const float fogStart = 0.4;
+const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
void get_texture_flags()
diff --git a/minetest.conf.example b/minetest.conf.example
index 361311ba0..90d7af0a3 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -615,6 +615,10 @@
# type: bool
# inventory_items_animations = false
+# Fraction of the visible distance at which fog starts to be rendered
+# Range 0 - 0.99
+# fog_start = 0.4
+
### Menus
# Use a cloud animation for the main menu background.
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 2cb57532d..bd88cf530 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -106,6 +106,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("client_unload_unused_data_timeout", "600");
settings->setDefault("client_mapblock_limit", "5000");
settings->setDefault("enable_fog", "true");
+ settings->setDefault("fog_start", "0.4");
settings->setDefault("fov", "72");
settings->setDefault("view_bobbing", "true");
settings->setDefault("leaves_style", "fancy");
diff --git a/src/game.cpp b/src/game.cpp
index e6d38d0a0..cc6e5a0e3 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1825,6 +1825,8 @@ private:
f32 m_cache_mouse_sensitivity;
f32 m_cache_joystick_frustum_sensitivity;
f32 m_repeat_right_click_time;
+ f32 m_cache_cam_smoothing;
+ f32 m_cache_fog_start;
#ifdef __ANDROID__
bool m_cache_hold_aux1;
@@ -1876,6 +1878,12 @@ Game::Game() :
&settingChangedCallback, this);
g_settings->registerChangedCallback("free_move",
&settingChangedCallback, this);
+ g_settings->registerChangedCallback("cinematic",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("cinematic_camera_smoothing",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("camera_smoothing",
+ &settingChangedCallback, this);
readSettings();
@@ -1929,6 +1937,12 @@ Game::~Game()
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("free_move",
&settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("cinematic",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("camera_smoothing",
+ &settingChangedCallback, this);
}
bool Game::startup(bool *kill,
@@ -2034,16 +2048,10 @@ void Game::run()
processUserInput(&flags, &runData, dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, &flags, dtime);
- float cam_smoothing = 0;
- if (g_settings->getBool("cinematic"))
- cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
- else
- cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
- cam_smoothing = rangelim(cam_smoothing, 0.01f, 1.0f);
cam_view.camera_yaw += (cam_view_target.camera_yaw -
- cam_view.camera_yaw) * cam_smoothing;
+ cam_view.camera_yaw) * m_cache_cam_smoothing;
cam_view.camera_pitch += (cam_view_target.camera_pitch -
- cam_view.camera_pitch) * cam_smoothing;
+ cam_view.camera_pitch) * m_cache_cam_smoothing;
updatePlayerControl(cam_view);
step(&dtime);
processClientEvents(&cam_view_target, &runData.damage_flash);
@@ -4284,7 +4292,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
- runData->fog_range * 0.4,
+ runData->fog_range * m_cache_fog_start,
runData->fog_range * 1.0,
0.01,
false, // pixel fog
@@ -4660,7 +4668,18 @@ void Game::readSettings()
m_cache_enable_noclip = g_settings->getBool("noclip");
m_cache_enable_free_move = g_settings->getBool("free_move");
+ m_cache_fog_start = g_settings->getFloat("fog_start");
+
+ m_cache_cam_smoothing = 0;
+ if (g_settings->getBool("cinematic"))
+ m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
+ else
+ m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
+
+ m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
+ m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
+
}
/****************************************************************************/
diff --git a/src/shader.cpp b/src/shader.cpp
index d51c1e308..c0ecf738d 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -751,6 +751,10 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
if (g_settings->getBool("tone_mapping"))
shaders_header += "#define ENABLE_TONE_MAPPING\n";
+ shaders_header += "#define FOG_START ";
+ shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
+ shaders_header += "\n";
+
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;