/* * EXT_fog_coord. * * Based on glutskel.c by Brian Paul * and NeHe's Volumetric fog tutorial! * * Daniel Borca */ #include #include #include #include #include #define DEPTH 5.0f static GLfloat camz; static GLint fogMode; static GLboolean fogCoord; static GLfloat fogDensity = 0.75; static GLfloat fogStart = 1.0, fogEnd = DEPTH; static GLfloat fogColor[4] = {0.6f, 0.3f, 0.0f, 1.0f}; static const char *ModeStr = NULL; static GLboolean Arrays = GL_FALSE; static GLboolean Texture = GL_TRUE; static void Reset(void) { fogMode = 1; fogCoord = 1; fogDensity = 0.75; fogStart = 1.0; fogEnd = DEPTH; Arrays = GL_FALSE; Texture = GL_TRUE; } static void glFogCoordf_ext (GLfloat f) { if (fogCoord) glFogCoordfEXT(f); } static void PrintString(const char *s) { while (*s) { glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); s++; } } static void PrintInfo(void) { char s[100]; glDisable(GL_FOG); glColor3f(0, 1, 1); sprintf(s, "Mode(m): %s Start(s/S): %g End(e/E): %g Density(d/D): %g", ModeStr, fogStart, fogEnd, fogDensity); glWindowPos2iARB(5, 20); PrintString(s); sprintf(s, "Arrays(a): %s glFogCoord(c): %s EyeZ(z/z): %g", (Arrays ? "Yes" : "No"), (fogCoord ? "Yes" : "No"), camz); glWindowPos2iARB(5, 5); PrintString(s); } static int SetFogMode(GLint fogMode) { fogMode &= 3; switch (fogMode) { case 0: ModeStr = "Off"; glDisable(GL_FOG); break; case 1: ModeStr = "GL_LINEAR"; glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_LINEAR); glFogf(GL_FOG_START, fogStart); glFogf(GL_FOG_END, fogEnd); break; case 2: ModeStr = "GL_EXP"; glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_EXP); glFogf(GL_FOG_DENSITY, fogDensity); break; case 3: ModeStr = "GL_EXP2"; glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_EXP2); glFogf(GL_FOG_DENSITY, fogDensity); break; } return fogMode; } static GLboolean SetFogCoord(GLboolean fogCoord) { if (!GLEW_EXT_fog_coord) { return GL_FALSE; } if (fogCoord) { glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); } else { glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); } return fogCoord; } /* could reuse vertices */ static GLuint vertex_index[] = { /* Back */ 0, 1, 2, 3, /* Floor */ 4, 5, 6, 7, /* Roof */ 8, 9, 10, 11, /* Right */ 12, 13, 14, 15, /* Left */ 16, 17, 18, 19 }; static GLfloat vertex_pointer[][3] = { /* Back */ {-1.0f,-1.0f,-DEPTH}, { 1.0f,-1.0f,-DEPTH}, { 1.0f, 1.0f,-DEPTH}, {-1.0f, 1.0f,-DEPTH}, /* Floor */ {-1.0f,-1.0f,-DEPTH}, { 1.0f,-1.0f,-DEPTH}, { 1.0f,-1.0f, 0.0}, {-1.0f,-1.0f, 0.0}, /* Roof */ {-1.0f, 1.0f,-DEPTH}, { 1.0f, 1.0f,-DEPTH}, { 1.0f, 1.0f, 0.0}, {-1.0f, 1.0f, 0.0}, /* Right */ { 1.0f,-1.0f, 0.0}, { 1.0f, 1.0f, 0.0}, { 1.0f, 1.0f,-DEPTH}, { 1.0f,-1.0f,-DEPTH}, /* Left */ {-1.0f,-1.0f, 0.0}, {-1.0f, 1.0f, 0.0}, {-1.0f, 1.0f,-DEPTH}, {-1.0f,-1.0f,-DEPTH} }; static GLfloat texcoord_pointer[][2] = { /* Back */ {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}, /* Floor */ {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, DEPTH}, {0.0f, DEPTH}, /* Roof */ {1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, DEPTH}, {1.0f, DEPTH}, /* Right */ {0.0f, 1.0f}, {0.0f, 0.0f}, {DEPTH, 0.0f}, {DEPTH, 1.0f}, /* Left */ {0.0f, 0.0f}, {0.0f, 1.0f}, {DEPTH, 1.0f}, {DEPTH, 0.0f} }; static GLfloat fogcoord_pointer[] = { /* Back */ DEPTH, DEPTH, DEPTH, DEPTH, /* Floor */ DEPTH, DEPTH, 0.0, 0.0, /* Roof */ DEPTH, DEPTH, 0.0, 0.0, /* Right */ 0.0, 0.0, DEPTH, DEPTH, /* Left */ 0.0, 0.0, DEPTH, DEPTH }; static void Display( void ) { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity (); glTranslatef(0.0f, 0.0f, -camz); SetFogMode(fogMode); glColor3f(1, 1, 1); if (Texture) glEnable(GL_TEXTURE_2D); if (Arrays) { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDrawElements(GL_QUADS, sizeof(vertex_index) / sizeof(vertex_index[0]), GL_UNSIGNED_INT, vertex_index); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } else { /* Back */ glBegin(GL_QUADS); glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-DEPTH); glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f,-DEPTH); glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f,-DEPTH); glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f,-DEPTH); glEnd(); /* Floor */ glBegin(GL_QUADS); glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-DEPTH); glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f,-DEPTH); glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, DEPTH); glVertex3f( 1.0f,-1.0f,0.0); glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, DEPTH); glVertex3f(-1.0f,-1.0f,0.0); glEnd(); /* Roof */ glBegin(GL_QUADS); glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f,-DEPTH); glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f,-DEPTH); glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, DEPTH); glVertex3f( 1.0f, 1.0f,0.0); glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, DEPTH); glVertex3f(-1.0f, 1.0f,0.0); glEnd(); /* Right */ glBegin(GL_QUADS); glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,-1.0f,0.0); glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f,0.0); glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 0.0f); glVertex3f( 1.0f, 1.0f,-DEPTH); glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 1.0f); glVertex3f( 1.0f,-1.0f,-DEPTH); glEnd(); /* Left */ glBegin(GL_QUADS); glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,0.0); glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f,0.0); glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 1.0f); glVertex3f(-1.0f, 1.0f,-DEPTH); glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 0.0f); glVertex3f(-1.0f,-1.0f,-DEPTH); glEnd(); } glDisable(GL_TEXTURE_2D); PrintInfo(); glutSwapBuffers(); } static void Reshape( int width, int height ) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1, 1, -1, 1, 1.0, 100); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } static void Key( unsigned char key, int x, int y ) { (void) x; (void) y; switch (key) { case 'a': Arrays = !Arrays; break; case 'f': case 'm': fogMode = SetFogMode(fogMode + 1); break; case 'D': fogDensity += 0.05; SetFogMode(fogMode); break; case 'd': if (fogDensity > 0.0) { fogDensity -= 0.05; } SetFogMode(fogMode); break; case 's': if (fogStart > 0.0) { fogStart -= 0.25; } SetFogMode(fogMode); break; case 'S': if (fogStart < 100.0) { fogStart += 0.25; } SetFogMode(fogMode); break; case 'e': if (fogEnd > 0.0) { fogEnd -= 0.25; } SetFogMode(fogMode); break; case 'E': if (fogEnd < 100.0) { fogEnd += 0.25; } SetFogMode(fogMode); break; case 'c': fogCoord = SetFogCoord(fogCoord ^ GL_TRUE); break; case 't': Texture = !Texture; break; case 'z': camz -= 0.1; break; case 'Z': camz += 0.1; break; case 'r': Reset(); break; case 27: exit(0); break; } glutPostRedisplay(); } static void Init(void) { static const GLubyte teximage[2][2][4] = { { { 255, 255, 255, 255}, { 128, 128, 128, 255} }, { { 128, 128, 128, 255}, { 255, 255, 255, 255} } }; printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); if (!GLEW_EXT_fog_coord) { printf("GL_EXT_fog_coord not supported!\n"); } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glClearColor(0.1f, 0.1f, 0.1f, 0.0f); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glFogfv(GL_FOG_COLOR, fogColor); glHint(GL_FOG_HINT, GL_NICEST); fogCoord = SetFogCoord(GL_TRUE); /* try to enable fog_coord */ fogMode = SetFogMode(1); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertex_pointer); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, texcoord_pointer); if (GLEW_EXT_fog_coord) { glEnableClientState(GL_FOG_COORDINATE_ARRAY_EXT); glFogCoordPointerEXT(GL_FLOAT, 0, fogcoord_pointer); } Reset(); } int main( int argc, char *argv[] ) { glutInitWindowSize( 600, 600 ); glutInit( &argc, argv ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow(argv[0]); glewInit(); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutDisplayFunc( Display ); Init(); glutMainLoop(); return 0; }