This sample shows us how to use OpenGL fog feature. we will learn how to use 3 different fog filters, how to change the color of the fog, and how to set how far into the screen the fog starts and how far into the screen it ends. And we could also grab some ideas on how to use per-vertex or per-pixel fog effect if you check what function glHint(GL_FOG_HINT, GL_DONT_CARE) works for.
For some inputs, you could press ‘F’ for switch texture filtering mode, ‘L’ for toggle lighting on or off, and arrow keys to rotate the texture cube.
Here is the core source code for using fog effect with OpenGL:
glFogi(GL_FOG_MODE, fogMode[fogfilter]); // Fog Mode glFogfv(GL_FOG_COLOR, fogColor); // Set Fog Color glFogf(GL_FOG_DENSITY, 0.35f); // How Dense Will The Fog Be glHint(GL_FOG_HINT, GL_DONT_CARE); // Fog Hint Value glFogf(GL_FOG_START, 1.0f); // Fog Start Depth glFogf(GL_FOG_END, 5.0f); // Fog End Depth glEnable(GL_FOG); // Enables GL_FOG
The above lines of code should be very self-explain. You could understand what they means for easily if you had some experience of writing fog in the shader.
The full source code could be downloaded from here.
本文详细介绍如何使用OpenGL的雾效功能,包括三种不同的雾过滤器、调整雾的颜色、设置雾开始和结束的屏幕深度,以及使用顶点或像素雾效果的方法。通过代码示例,读者可以了解如何在OpenGL中实现雾效。
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