Changeset 7557 in orxonox.OLD for branches/atmospheric_engine/src
- Timestamp:
- May 9, 2006, 7:18:24 PM (19 years ago)
- Location:
- branches/atmospheric_engine/src/lib/graphics/effects
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/atmospheric_engine/src/lib/graphics/effects/volfog_effect.cc
r7546 r7557 33 33 this->loadParams(root); 34 34 35 // Initialize Effect 35 36 this->init(); 36 37 37 //if (! this->init()) // Check And Enable Fog Extension If Available 38 //return false; // Return False If Extension Not Supported 39 40 // Set Up Fog 41 //glEnable(GL_FOG); // Enable Fog 42 //glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Fade Is Linear 43 //glFogfv(GL_FOG_COLOR, fogColor); // Set The Fog Color 44 //glFogf(GL_FOG_START, 1.0f); // Set The Fog Start 45 //glFogf(GL_FOG_END, 0.0f); // Set The Fog End 46 //glHint(GL_FOG_HINT, GL_NICEST); // Per-Pixel Fog Calculation 47 //glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); // Set Fog Based On Vertice Coordinates 48 38 // Activate Effect 49 39 this->activate(); 50 40 } … … 65 55 PRINTF(0)("Initalize VolFogEffect\n"); 66 56 67 fogColor[0] = 0.6f; 68 fogColor[1] = 0.3f; 69 fogColor[2] = 0.0f; 70 fogColor[3] = 1.0f; 57 // Set fog color 58 float fogColor[4] = {0.4, 0.4, 0.4, 1.0}; 71 59 72 //glDepthFunc (GL_LEQUAL); // The Type Of Depth Testing 73 //glEnable (GL_DEPTH_TEST); // Enable Depth Testing 74 //glShadeModel (GL_SMOOTH); // Select Smooth Shading 75 //glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most AccurateAbility 60 // glClearColor(0.0, 0.0, 0.0, 1.0); //sets bg color?! 61 62 /* set up fog params */ 63 glEnable(GL_FOG); // Enable Fog 64 glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Fade Is Linear 65 glFogfv(GL_FOG_COLOR, fogColor); // Set The Fog Color 66 glFogf(GL_FOG_START, 0.0f); // Set The Fog Start 67 glFogf(GL_FOG_END, 1.0f); // Set The Fog End 68 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); // Set Perspective Calculations To Most Accurate 69 // glHint(GL_FOG_HINT, GL_NICEST); // Per-Pixel Fog Calculation 70 71 /* enable texturing & set texturing function */ 72 glEnable(GL_TEXTURE_2D); 73 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 74 75 // ********************************************* 76 76 77 77 char extensions[ 16384 ]; … … 92 92 93 93 PRINTF(0)( "%s\n", (char *)glGetString( GL_EXTENSIONS ) ); 94 PRINTF(0)( "%s not found , dammit.\n", Extension_Name );94 PRINTF(0)( "%s not found.\n", Extension_Name ); 95 95 return false; 96 96 } … … 113 113 void VolFogEffect::draw() const 114 114 { 115 glPushAttrib(GL_ENABLE_BIT); 115 //glPushAttrib(GL_ENABLE_BIT); 116 117 /* clear all pixels in colour buffer */ 118 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 116 119 117 glClearDepth (1.0f); 118 glDepthFunc (GL_LEQUAL); // The Type Of Depth Testing 119 glEnable (GL_DEPTH_TEST); // Enable Depth Testing 120 glShadeModel (GL_SMOOTH); // Select Smooth Shading 121 glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most AccurateAbili 120 //glLoadIdentity (); // Reset The Modelview Matrix 122 121 123 122 124 // Set Up Fog 125 glEnable(GL_FOG); // Enable Fog 126 glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Fade Is Linear127 glFogfv(GL_FOG_COLOR, fogColor); // Set The Fog Color 128 glFogf(GL_FOG_START, 1.0f); // Set The Fog Start 129 glFogf(GL_FOG_END, 0.0f); // Set The Fog End 130 glHint(GL_FOG_HINT, GL_NICEST); // Per-Pixel Fog Calculation 131 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); // Set Fog Based On Vertice Coordinates 123 // glBindTexture(GL_TEXTURE_2D, 0); 124 /* draw the panels */ 125 glBegin(GL_QUADS); // Floor 126 glFogCoordfEXT(0.0f); glVertex3f(0.0f,0.0f,0.0f); 127 glFogCoordfEXT(0.0f); glVertex3f(100.0f,0.0f,0.0f); 128 glFogCoordfEXT(0.0f); glVertex3f(100.0f,0.0f, 100.0f); 129 glFogCoordfEXT(0.0f); glVertex3f(0.0f,0.0f, 100.0f); 130 glEnd(); 132 131 132 glBegin(GL_QUADS); // Roof 133 glFogCoordfEXT(5.0f);glVertex3f(0.0f, 100.0f,0.0f); 134 glFogCoordfEXT(5.0f);glVertex3f( 100.0f, 100.0f,0.0f); 135 glFogCoordfEXT(5.0f);glVertex3f( 100.0f, 100.0f, 100.0f); 136 glFogCoordfEXT(5.0f);glVertex3f(0.0f, 100.0f, 100.0f); 137 glEnd(); 133 138 139 glBegin(GL_QUADS); // Back Wall 140 glFogCoordfEXT(0.0f); glVertex3f(0.0f,0.0f,0.0f); 141 glFogCoordfEXT(0.0f); glVertex3f( 100.0f,0.0f,0.0f); 142 glFogCoordfEXT(5.0f);glVertex3f( 100.0f, 100.0f,0.0f); 143 glFogCoordfEXT(5.0f);glVertex3f(0.0f, 100.0f,0.0f); 144 glEnd(); 134 145 135 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer 136 //glLoadIdentity (); // Reset The Modelview Matrix 146 glBegin(GL_QUADS); // Front Wall 147 glFogCoordfEXT(0.0f); glVertex3f(0.0f,0.0f,100.0f); 148 glFogCoordfEXT(0.0f); glVertex3f( 100.0f,0.0f,100.0f); 149 glFogCoordfEXT(5.0f);glVertex3f( 100.0f, 100.0f,100.0f); 150 glFogCoordfEXT(5.0f);glVertex3f(0.0f, 100.0f,100.0f); 151 glEnd(); 137 152 138 //glTranslatef(camx, 0.0f, camz); // Move To Our Camera Z/X Position 153 glBegin(GL_QUADS); // Right Wall 154 glFogCoordfEXT(0.0f); glVertex3f( 100.0f,0.0f, 100.0f); 155 glFogCoordfEXT(5.0f);glVertex3f( 100.0f, 100.0f, 100.0f); 156 glFogCoordfEXT(5.0f);glVertex3f( 100.0f, 100.0f,0.0f); 157 glFogCoordfEXT(0.0f); glVertex3f( 100.0f,0.0f,0.0f); 158 glEnd(); 139 159 140 // glFogCoordEXT is very similar to glVertex3f. If you understand 141 // the way vertexs are applied in OpenGL, you will not have any dificulty 142 // understanding glFogCoordEXT. 160 glBegin(GL_QUADS); // Left Wall 161 glFogCoordfEXT(0.0f); glVertex3f(0.0f,0.0f, 100.0f); 162 glFogCoordfEXT(5.0f); glVertex3f(0.0f, 100.0f, 100.0f); 163 glFogCoordfEXT(5.0f); glVertex3f(0.0f, 100.0f,0.0f); 164 glFogCoordfEXT(0.0f); glVertex3f(0.0f,0.0f,0.0f); 165 glEnd(); 166 167 /* process all buffered OpenGL commands */ 168 glFlush(); 143 169 144 // In this tutorial we are applyng the fog in a corridor, so the fog 145 // goes from the less density (the minor z) to a bigger density (the biggest z). 146 // If you check the fog_start and fog_eng, it's 0 and 1. 170 // glPopAttrib(); 171 } 147 172 148 // So, we will pass to the function glFogCoordEXT, the fog value corresponding149 // with the glVertex3f value.If we are drawing a quad from z minus to z major,150 // we do exactly the same with glFogCoord.151 152 // For example, in the first quad, is vertex coordinates in the Z field are all153 // -15.0f. So we want the fog to completely fill this quad, so we assign 0 to all154 // the glFogCoordExt.155 156 glBegin(GL_QUADS); // Back Wall157 glFogCoordfEXT( 0.0f); glVertex3f(-2.5f,-2.5f,-15.0f);158 glFogCoordfEXT( 0.0f); glVertex3f( 2.5f,-2.5f,-15.0f);159 glFogCoordfEXT( 0.0f); glVertex3f( 2.5f, 2.5f,-15.0f);160 glFogCoordfEXT( 0.0f); glVertex3f(-2.5f, 2.5f,-15.0f);161 glEnd();162 163 glBegin(GL_QUADS); // Floor164 glFogCoordfEXT( 0.0f); glVertex3f(-2.5f,-2.5f,-15.0f);165 glFogCoordfEXT( 0.0f); glVertex3f( 2.5f,-2.5f,-15.0f);166 glFogCoordfEXT( 1.0f); glVertex3f( 2.5f,-2.5f, 15.0f);167 glFogCoordfEXT( 1.0f); glVertex3f(-2.5f,-2.5f, 15.0f);168 glEnd();169 170 glBegin(GL_QUADS); // Roof171 glFogCoordfEXT( 0.0f); glVertex3f(-2.5f, 2.5f,-15.0f);172 glFogCoordfEXT( 0.0f); glVertex3f( 2.5f, 2.5f,-15.0f);173 glFogCoordfEXT( 1.0f); glVertex3f( 2.5f, 2.5f, 15.0f);174 glFogCoordfEXT( 1.0f); glVertex3f(-2.5f, 2.5f, 15.0f);175 glEnd();176 177 glBegin(GL_QUADS); // Right Wall178 glFogCoordfEXT( 1.0f); glVertex3f( 2.5f,-2.5f, 15.0f);179 glFogCoordfEXT( 1.0f); glVertex3f( 2.5f, 2.5f, 15.0f);180 glFogCoordfEXT( 0.0f); glVertex3f( 2.5f, 2.5f,-15.0f);181 glFogCoordfEXT( 0.0f); glVertex3f( 2.5f,-2.5f,-15.0f);182 glEnd();183 184 glBegin(GL_QUADS); // Left Wall185 glFogCoordfEXT( 1.0f); glVertex3f(-2.5f,-2.5f, 15.0f);186 glFogCoordfEXT( 1.0f); glVertex3f(-2.5f, 2.5f, 15.0f);187 glFogCoordfEXT( 0.0f); glVertex3f(-2.5f, 2.5f,-15.0f);188 glFogCoordfEXT( 0.0f); glVertex3f(-2.5f,-2.5f,-15.0f);189 glEnd();190 191 //glFlush (); // Flush The GL Rendering Pipeline192 glPopAttrib();193 }194 173 195 174 -
branches/atmospheric_engine/src/lib/graphics/effects/volfog_effect.h
r7546 r7557 31 31 32 32 private: 33 34 33 GLfloat fogColor[4]; 35 34
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