/* FFB fog support: * * There are two levels of support for FOG in the Creator3D series. * Both involve a depth cue unit and 1 or 4 slope factors and scales * for varying the pixel intensity. * * Chips prior to FFB2 only have a single set of such settings, FFB2 * and later have 4 settings. * * The basic depth cueing equation is: * * C_final = dcsf(z) * C_orig + (1 - dcsf(z)) * C_fog * * C_final -- The final color passed to blend unit or frame * buffer (if blending is disabled). * * C_orig -- The color we start with, which comes either from * the raster processor or cpu writes to the smart * framebuffer aperture. * * C_fog -- This is the "fog" color, ie. the desired color * at the deepest Z. * * dcsf(z) -- The depth cue scale as a function of Z. * * With pre-FFB2 chips there are four parameters to control the depth * cue scaling. Here is a diagram: * * 1.0 ------------- * | | | | * | | | | * Sfront XXXXX---+---+ * | |X | | * dcsf(z) | | X | | * | | X| | * Sback +---+---XXXXX * | | | | * 0.0 ------------- * 0.0 Zf Zb 1.0 * * z * Therefore: * * for Zf < z < Zb * * dcsf(z) = Sback + ((Sfront - Sback) / (Zf - Zb)) * (Zb - z) * * for z <= Zf * * dcsf(z) = Sfront * * for z >= Zb * * dcsf(z) = Sback * * With FFB2 and later, 3 more slope regions are provided, the first of * them starts at the end of the region defined above and ends at a * specified depth value, the next slop region starts there and ends * at the next specified depth value, and so on. Each of the 3 slope * regions also have scale and slope settings of their own. * * The C_fog color is programmed into the alpha blending unit color1 * and color2 registers as follows: * * color1: -(C_fog) * color2: C_fog - bg * * If alpha blending is disabled, the bg factor is zero. Note that * the alpha blending color registers specify each of the RGB values * as 9 bit 1:8 signed numbers in the range -1.00 to 0.ff inclusive. * (ie. 0x100 == -1.00 and 0x0ff == +0.ff) */