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雾气的实现在Cool Looking Fog中提到过,不过怎么实现雾气随距离的变化?
在Initialize()函数中首先设置fog的褪色,颜色,开始透明度和结尾透明度等等。如下,
glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_LINEAR); // Fog fade is linear glFogfv(GL_FOG_COLOR, fogColor); // Set the color glFogf(GL_FOG_START, 0.0f); // Set the fog start (least dense) glFogf(GL_FOG_END, 1.0f); // Set the fog end (most dense) glHint(GL_FOG_HINT, GL_NICEST); // Per-pixel fog calculation glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); // Set fog based on vertice coordinate
glFogi()函数中的参数在Main文件头定义了,
#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 #define GL_FOG_COORDINATE_EXT 0x8451
在画雾气时,也就是Draw()函数中,glFogCoordfEXT()函数是用来设置fog的,这个函数用wglGetProcAddress()函数来得到。具体如下,
glFogCoordfEXT = (PFNGLFOGCOORDFEXTPROC)wglGetProcAddress("glFogCoordfEXT");
在Main文件开头定义了PFNGLFOGCOORDFEXTPROC,
typedef void(APIENTRY* PFNGLFOGCOORDFEXTPROC) (GLfloat coord); // Declare function prototype PFNGLFOGCOORDFEXTPROC glFogCoordfEXT = NULL; // glFogCoordfEXT function
代码如下,
#ifndef GL_FRAMEWORK_INCLUDED #define GL_FRAMEWORK_INCLUDED #include <windows.h> typedef struct { // Structure for keyboard stuff BOOL keyDown[256]; } Keys; typedef struct { // Contains information vital to applications HMODULE hInstance; // Application Instance const char* className; } Application; typedef struct { // Window creation info Application* application; char* title; int width; int height; int bitsPerPixel; BOOL isFullScreen; } GL_WindowInit; typedef struct { // Contains information vital to a window Keys* keys; HWND hWnd; // Windows handle HDC hDC; // Device context HGLRC hRC; // Rendering context GL_WindowInit init; BOOL isVisible; // Window visiable? DWORD lastTickCount; // Tick counter } GL_Window; void TerminateApplication(GL_Window* window); // Terminate the application void ToggleFullscreen(GL_Window* window); // Toggle fullscreen / Windowed mode BOOL Initialize(GL_Window* window, Keys* keys); void Deinitialize(void); void Update(DWORD milliseconds); void Draw(void); #endif
#include <Windows.h> #include <GL\glew.h> #include <GL\glut.h> #include "Previous.h" #define WM_TOGGLEFULLSCREEN (WM_USER+1) // Application define message for toggling // between fulscreen / windowed mode static BOOL g_isProgramLooping; // Window creation loop, for fullscreen / windowed mode static BOOL g_createFullScreen; // If true, then create window void TerminateApplication(GL_Window* window) // Terminate the application { PostMessage(window->hWnd, WM_QUIT, 0, 0); // Send a WM_QUIT message g_isProgramLooping = FALSE; // Stop looping of the program } void ToggleFullscreen(GL_Window* window) // Toggle fullscreen /windowed mode { PostMessage(window->hWnd, WM_TOGGLEFULLSCREEN, 0, 0); // Send a WM_TOGGLEFULLSCREEN message } void ReshapeGL(int width, int height) // Reshape the window when it‘s moved or resized { glViewport(0, 0, (GLsizei)(width), (GLsizei)(height)); // Reset the current viewport glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Calcutate the aspect ratio of the window gluPerspective(45.0f, (GLfloat)(width) / (GLfloat)(height), 1.0, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } BOOL ChangeScreenResolution(int width, int height, int bitsPerPixel) // Change the screen resolution { DEVMODE dmScreenSettings; // Device mode ZeroMemory(&dmScreenSettings, sizeof(DEVMODE)); // Make sure memory is cleared dmScreenSettings.dmSize = sizeof(DEVMODE); // Size of the devmode structure dmScreenSettings.dmPelsWidth = width; dmScreenSettings.dmPelsHeight = height; dmScreenSettings.dmBitsPerPel = bitsPerPixel; dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { return FALSE; // Display change failed } return TRUE; } BOOL CreateWindowGL(GL_Window* window) { DWORD windowStyle = WS_OVERLAPPEDWINDOW; // Define window style DWORD windowExtendedStyle = WS_EX_APPWINDOW; // Define the window‘s extended style PIXELFORMATDESCRIPTOR pdf = { sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format must support window PFD_SUPPORT_OPENGL | // Format must support openGL PFD_DOUBLEBUFFER, // Must support double buffering PFD_TYPE_RGBA, // Request an RGBA format window->init.bitsPerPixel, // Select color depth 0, 0, 0, 0, 0, 0, // Color bits ignored 0, // No alpha buffer 0, // Shift bit ignored 0, // No accumulation buffer 0, 0, 0, 0, // Accumulation bits ignored 16, // 16bits Z-buffer (depth buffer) 0, // No stencil buffer 0, // No auxiliary buffer PFD_MAIN_PLANE, // Main drawing layer 0, // Reserved 0, 0, 0 // Layer masks ignored }; RECT windowRect = { 0, 0, window->init.width, window->init.height }; // Window coordiantes GLuint PixelFormat; if (window->init.isFullScreen == TRUE) { if (ChangeScreenResolution(window->init.width, window->init.height, window->init.bitsPerPixel) == FALSE) { // Fullscreen mode failed, run in windowed mode instead MessageBox(HWND_DESKTOP, "Mode Switch Failed.\nRuning In Windowed Mode.", "Error", MB_OK | MB_ICONEXCLAMATION); window->init.isFullScreen = FALSE; } else { ShowCursor(FALSE); windowStyle = WS_POPUP; // Popup window windowExtendedStyle |= WS_EX_TOPMOST; } } else { // Adjust window, account for window borders AdjustWindowRectEx(&windowRect, windowStyle, 0, windowExtendedStyle); } // Create Opengl window window->hWnd = CreateWindowEx(windowExtendedStyle, // Extended style window->init.application->className, // Class name window->init.title, // Window title windowStyle, // Window style 0, 0, // Window X,Y position windowRect.right - windowRect.left, // Window width windowRect.bottom - windowRect.top, // Window height HWND_DESKTOP, // Desktop is window‘s parent 0, // No menu window->init.application->hInstance, // Pass the window instance window); if (window->hWnd == 0) { // Was window creation a success? return FALSE; } window->hDC = GetDC(window->hWnd); if (window->hDC == 0) { DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } PixelFormat = ChoosePixelFormat(window->hDC, &pdf); // Find a compatible pixel format if (PixelFormat == 0) { ReleaseDC(window->hWnd, window->hDC); // Release device context window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } if (SetPixelFormat(window->hDC, PixelFormat, &pdf) == FALSE) { // Try to set the pixel format ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } window->hRC = wglCreateContext(window->hDC); // Try to get a rendering context if (window->hRC == 0) { ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } // Make the rendering context our current rendering context if (wglMakeCurrent(window->hDC, window->hRC) == FALSE) { wglDeleteContext(window->hRC); // Delete the rendering context window->hRC = 0; ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } ShowWindow(window->hWnd, SW_NORMAL); // Make the window visiable window->isVisible = TRUE; ReshapeGL(window->init.width, window->init.height); // Reshape our GL window ZeroMemory(window->keys, sizeof(Keys)); // Clear all keys window->lastTickCount = GetTickCount(); return TRUE; } BOOL DestroyWindowGL(GL_Window* window) { if (window->hWnd != 0) { if (window->hDC != 0) { wglMakeCurrent(window->hDC, 0); // Setting current active rendering context to zero if (window->hRC != 0) { wglDeleteContext(window->hRC); window->hRC = 0; } ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; } DestroyWindow(window->hWnd); window->hWnd = 0; } if (window->init.isFullScreen) { ChangeDisplaySettings(NULL, 0); // Switch back to desktop resolution ShowCursor(TRUE); } return TRUE; } // Process window message callback LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { DWORD tickCount; // Get the window context GL_Window* window = (GL_Window*)(GetWindowLong(hWnd, GWL_USERDATA)); switch (uMsg) { // Evaluate window message case WM_PAINT: { tickCount = GetTickCount(); Update(tickCount - window->lastTickCount); window->lastTickCount = tickCount; Draw(); SwapBuffers(window->hDC); } return 0; case WM_SYSCOMMAND: // Intercept system commands { switch (wParam) { // Check system calls case SC_SCREENSAVE: // Screensaver trying to start? case SC_MONITORPOWER: // Mointer trying to enter powersave? return 0; // Prevent form happening } break; } return 0; case WM_CREATE: { CREATESTRUCT* creation = (CREATESTRUCT*)(lParam); // Store window structure pointer window = (GL_Window*)(creation->lpCreateParams); SetWindowLong(hWnd, GWL_USERDATA, (LONG)(window)); } return 0; case WM_CLOSE: TerminateApplication(window); return 0; case WM_SIZE: switch (wParam) { case SIZE_MINIMIZED: // Was window minimized? window->isVisible = FALSE; return 0; case SIZE_MAXIMIZED: window->isVisible = TRUE; ReshapeGL(LOWORD(lParam), HIWORD(lParam)); return 0; case SIZE_RESTORED: window->isVisible = TRUE; ReshapeGL(LOWORD(lParam), HIWORD(lParam)); return 0; } break; case WM_KEYDOWN: if ((wParam >= 0) && (wParam <= 255)) { window->keys->keyDown[wParam] = TRUE; // Set the selected key(wParam) to true return 0; } break; case WM_KEYUP: if ((wParam >= 0) && (wParam <= 255)) { window->keys->keyDown[wParam] = FALSE; return 0; } break; case WM_TOGGLEFULLSCREEN: g_createFullScreen = (g_createFullScreen == TRUE) ? FALSE : TRUE; PostMessage(hWnd, WM_QUIT, 0, 0); break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); // Pass unhandle message to DefWindowProc } BOOL RegisterWindowClass(Application* application) { WNDCLASSEX windowClass; ZeroMemory(&windowClass, sizeof(WNDCLASSEX)); // Make sure memory is cleared windowClass.cbSize = sizeof(WNDCLASSEX); // Size of the windowClass structure windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraws the window for any movement / resizing windowClass.lpfnWndProc = (WNDPROC)(WindowProc); // WindowProc handles message windowClass.hInstance = application->hInstance; // Set the instance windowClass.hbrBackground = (HBRUSH)(COLOR_APPWORKSPACE);// Class background brush color windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer windowClass.lpszClassName = application->className; // Sets the application className if (RegisterClassEx(&windowClass) == 0) { MessageBox(HWND_DESKTOP, "RegisterClassEx Failed!", "Error", MB_OK | MB_ICONEXCLAMATION); return FALSE; } return TRUE; } int WINAPI WinMain(HINSTANCE hIstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { Application application; GL_Window window; Keys keys; BOOL isMessagePumpActive; MSG msg; DWORD tickCount; application.className = "OpenGL"; application.hInstance = hIstance; ZeroMemory(&window, sizeof(GL_Window)); window.keys = &keys; // Window key structure window.init.application = &application; // Window application window.init.title = "Volumetric Fog Tutorial"; // Window title window.init.width = 640; // Window width window.init.height = 480; // Window height window.init.bitsPerPixel = 32; // Bits per pixel window.init.isFullScreen = TRUE; // Fullscreen? (set to TRUE) ZeroMemory(&keys, sizeof(Keys)); if (MessageBox(HWND_DESKTOP, "Would You Like To Run In Fullscreen Mode?", "Start FullScreen?", MB_YESNO | MB_ICONQUESTION) == IDNO) { window.init.isFullScreen = FALSE; } if (RegisterWindowClass(&application) == FALSE) { MessageBox(HWND_DESKTOP, "Error Registering Window Class!", "Error", MB_OK | MB_ICONEXCLAMATION); return -1; } g_isProgramLooping = TRUE; g_createFullScreen = window.init.isFullScreen; while (g_isProgramLooping) { // Loop until WM_QUIT is received window.init.isFullScreen = g_createFullScreen; // Set init param of window creation to fullscreen? if (CreateWindowGL(&window) == TRUE) { // Was window creation successful? // At this point we should have a window that is setup to render OpenGL if (Initialize(&window, &keys) == FALSE) { TerminateApplication(&window); // Close window, this will handle the shutdown } else { isMessagePumpActive = TRUE; while (isMessagePumpActive == TRUE) { // Success creating window. Check for window messages if (PeekMessage(&msg, window.hWnd, 0, 0, PM_REMOVE) != 0) { if (msg.message != WM_QUIT) { DispatchMessage(&msg); } else { isMessagePumpActive = FALSE; // Terminate the message pump } } else { if (window.isVisible == FALSE) { WaitMessage(); // Application is minimized wait for a message } //else { // // Process application loop // tickCount = GetTickCount(); // Get the tick count // Update(tickCount - window.lastTickCount); // Update the counter // window.lastTickCount = tickCount;// Set last count to current count // Draw(); // Draw screen // SwapBuffers(window.hDC); //} } } } // Application is finished Deinitialize(); DestroyWindowGL(&window); } else { MessageBox(HWND_DESKTOP, "Error Creating OpenGL Window", "Error", MB_OK | MB_ICONEXCLAMATION); g_isProgramLooping = FALSE; } } UnregisterClass(application.className, application.hInstance); // UnRegister window class return 0; }
#include <Windows.h> #include <GL/glew.h> #include <GL/glut.h> #include <GL/GLUAX.H> #include <math.h> #include <stdio.h> #include <olectl.h> #include "Previous.h" #pragma comment(lib, "legacy_stdio_definitions.lib") #ifndef CDS_FULLSCREEN #define CDS_FULLSCREEN 4 #endif GL_Window* g_window; Keys* g_keys; GLfloat fogColor[4] = { 0.6f, 0.3f, 0.0f, 1.0f }; // Fog colour GLfloat camz; // Camera Z depth #define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 #define GL_FOG_COORDINATE_EXT 0x8451 typedef void(APIENTRY* PFNGLFOGCOORDFEXTPROC) (GLfloat coord); // Declare function prototype PFNGLFOGCOORDFEXTPROC glFogCoordfEXT = NULL; // glFogCoordfEXT function GLuint texture[1]; int BuildTexture(char* szPathName, GLuint& texid) { HDC hdcTemp; HBITMAP hbmpTemp; // Holds the bitmap temporarily IPicture* pPicture; // IPicture interface OLECHAR wszPath[MAX_PATH + 1]; // Full path to picture (wchar) char szPath[MAX_PATH + 1]; // Full path to picture long lWidth; long lHeight; long lWidthPixels; long lHeightPixels; GLint glMaxTexDim; // Maximum texture size if (strstr(szPathName, "https://")) { strcpy(szPath, szPathName); } else { GetCurrentDirectory(MAX_PATH, szPath); strcat(szPath, "\\"); strcat(szPath, szPathName); } // Convert from ASCII to Unicode MultiByteToWideChar( CP_ACP, // ANSI Codepage 0, // Specifies the handling of unmapped characters szPath, // The wide-character string to be converted -1, // The width of the wide-character string wszPath, // The translated string MAX_PATH // The maximum size of our file path 256 characters ); // Load the image HRESULT hr = OleLoadPicturePath(wszPath, 0, 0, 0, IID_IPicture, (void**)&pPicture); if (FAILED(hr)) { return FALSE; } hdcTemp = CreateCompatibleDC(GetDC(0)); // Create the windows compatible device context if (!hdcTemp) { pPicture->Release(); return FALSE; } glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glMaxTexDim); // Get maximum texture size supported pPicture->get_Width(&lWidth); // Get IPicture width lWidthPixels = MulDiv(lWidth, GetDeviceCaps(hdcTemp, LOGPIXELSX), 2540); // Convert to pixels pPicture->get_Height(&lHeight); // Get IPicture height lHeightPixels = MulDiv(lHeight, GetDeviceCaps(hdcTemp, LOGPIXELSX), 2540); // Convert to pixels if (lWidthPixels <= glMaxTexDim) { lWidthPixels = 1 << (int)floor((log((double)lWidthPixels) / log(2.0f)) + 0.5f); } else { lWidthPixels = glMaxTexDim; } if (lHeightPixels <= glMaxTexDim) { lHeightPixels = 1 << (int)floor((log((double)lHeightPixels) / log(2.0f)) + 0.5f); } else { lHeightPixels = glMaxTexDim; } BITMAPINFO bi = {0}; // The type of bit map DWORD* pBits = 0; bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); // Structure size bi.bmiHeader.biBitCount = 32; bi.bmiHeader.biWidth = lWidthPixels; // Power of two width bi.bmiHeader.biHeight = lHeightPixels; bi.bmiHeader.biCompression = BI_RGB; // RGB encoding bi.bmiHeader.biPlanes = 1; // 1 bitplane hbmpTemp = CreateDIBSection(hdcTemp, &bi, DIB_RGB_COLORS, (void**)&pBits, 0, 0); if (!hbmpTemp) { DeleteDC(hdcTemp); pPicture->Release(); return FALSE; } SelectObject(hdcTemp, hbmpTemp); // Render the IPicture on to the bitmap pPicture->Render(hdcTemp, 0, 0, lWidthPixels, lHeightPixels, 0, lHeight, lWidth, -lHeight, 0); // BGR for (long i = 0; i < lWidthPixels * lHeightPixels; ++i) { BYTE* pPixel = (BYTE*)(&pBits[i]); // Grab the current pixel BYTE temp = pPixel[0]; pPixel[0] = pPixel[2]; pPixel[2] = temp; pPixel[3] = 255; } glGenTextures(1, &texid); glBindTexture(GL_TEXTURE_2D, texid); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, lWidthPixels, lHeightPixels, 0, GL_RGBA, GL_UNSIGNED_BYTE, pBits); DeleteObject(hbmpTemp); // Delete the object DeleteDC(hdcTemp); pPicture->Release(); // Decrements IPicture reference count return TRUE; } int Extension_Init() { char Extension_Name[] = "EXT_fog_coord"; // Allocate memory for our extension string char* glextstring = (char*)malloc(strlen((char*)glGetString(GL_EXTENSIONS)) + 1); strcpy(glextstring, (char*)glGetString(GL_EXTENSIONS)); // Store if (!strstr(glextstring, Extension_Name)) { return FALSE; } free(glextstring); // Setup and enable glFogCoordfEXT glFogCoordfEXT = (PFNGLFOGCOORDFEXTPROC)wglGetProcAddress("glFogCoordfEXT"); return TRUE; } BOOL Initialize(GL_Window* window, Keys* keys) { g_window = window; g_keys = keys; if (!Extension_Init()) { // Fog extension return FALSE; } if (!BuildTexture("data/wall.bmp", texture[0])) { return FALSE; } glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_LINEAR); // Fog fade is linear glFogfv(GL_FOG_COLOR, fogColor); // Set the color glFogf(GL_FOG_START, 0.0f); // Set the fog start (least dense) glFogf(GL_FOG_END, 1.0f); // Set the fog end (most dense) glHint(GL_FOG_HINT, GL_NICEST); // Per-pixel fog calculation glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); // Set fog based on vertice coordinate camz = -19.0f; // Set camera Z position to -19 return TRUE; } void Deinitialize(void) {} void Update(DWORD milliseconds) { if (g_keys->keyDown[VK_ESCAPE] == TRUE) TerminateApplication(g_window); if (g_keys->keyDown[VK_F1] == TRUE) ToggleFullscreen(g_window); if (g_keys->keyDown[VK_UP] == TRUE && camz < 14.0f) camz += (float)(milliseconds) / 100.0f; if (g_keys->keyDown[VK_DOWN] == TRUE && camz > -19.0f) camz -= (float)(milliseconds) / 100.0f; } void Draw(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f, 0.0f, camz); glBegin(GL_QUADS); // Back wall glFogCoordfEXT(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f, -2.5f, -15.0f); glFogCoordfEXT(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(2.5f, -2.5f, -15.0f); glFogCoordfEXT(1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(2.5f, 2.5f, -15.0f); glFogCoordfEXT(1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f, -15.0f); glEnd(); glBegin(GL_QUADS); // Floor glFogCoordfEXT(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f, -2.5f, -15.0f); glFogCoordfEXT(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(2.5f, -2.5f, -15.0f); glFogCoordfEXT(0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(2.5f, -2.5f, 15.0f); glFogCoordfEXT(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, -2.5f, 15.0f); glEnd(); glBegin(GL_QUADS); // Roof glFogCoordfEXT(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f, 2.5f, -15.0f); glFogCoordfEXT(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(2.5f, 2.5f, -15.0f); glFogCoordfEXT(0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(2.5f, 2.5f, 15.0f); glFogCoordfEXT(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f, 15.0f); glEnd(); glBegin(GL_QUADS); // Right Wall glFogCoordfEXT(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(2.5f, -2.5f, 15.0f); glFogCoordfEXT(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(2.5f, 2.5f, 15.0f); glFogCoordfEXT(1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(2.5f, 2.5f, -15.0f); glFogCoordfEXT(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(2.5f, -2.5f, -15.0f); glEnd(); glBegin(GL_QUADS); // Left Wall glFogCoordfEXT(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f, -2.5f, 15.0f); glFogCoordfEXT(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f, 15.0f); glFogCoordfEXT(1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-2.5f, 2.5f, -15.0f); glFogCoordfEXT(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-2.5f, -2.5f, -15.0f); glEnd(); glFlush(); }
Thanks for Nehe‘s tutorials, this is his home.
outdated: 41.Volumetric Fog & IPicture Image Loading
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原文地址:http://www.cnblogs.com/clairvoyant/p/5943322.html