雾效果是就是是远处看的模糊,一种类似于大气效果。雾是在执行了矩阵变换,光照,纹理后才会应用,因此雾效果对上述内容都会产生印象。在大型项目中雾气可以提高性能,因为他可以选择不绘画因为雾气影响而看不见的物体
雾的效果做法:
1.设置雾气的模式 glFogi(GL_FOG_MODE, fogMode[fogfilter])
2.设置雾的颜色 glFogfv(GL_FOG_COLOR, fogColor);
3.设置雾的密度 glFogf(GL_FOG_DENSITY, 0.35f);
4.设置系统如何计算雾气 glHint(GL_FOG_HINT, GL_DONT_CARE);
5.雾气的开始位置 glFogf(GL_FOG_START, 1.0f);
6.雾气的结束位置 glFogf(GL_FOG_END, 5.0f);
7.使用雾气 glEnable(GL_FOG);
glFogi | GL_FOG_MODE | GL_EXP | 充满整个屏幕的基本渲染的雾。它能在较老的PC上工作,因此并不是特别像雾。 F=e-(density*z) EXP雾气只和GL_FOG_DENSITY有关 | |||||
GL_EXP2 | 比GL_EXP更进一步。它也是充满整个屏幕,但它使屏幕看起来更有深度 F=e-(density*z)*e-(density*z) EXP2雾气只和GL_FOG_DENSITY有关 | |||||||
GL_LINEAR | 最好的渲染模式。物体淡入淡出的效果更自然。 F=end-z/end-start EXP雾气只和GL_FOG_START与GL_FOG_END有关 | |||||||
GL_FOG_COLOR | 雾气颜色 | |||||||
GL_FOG_DENSITY | 雾气密度 | |||||||
GL_FOG_START | 设定雾效距屏幕多近开始 | |||||||
GL_FOG_END | 设定雾效持续到距屏幕多远 |
雾气效果修正
glHint(GL_FOG_HINT,gl_nicest|gl_fastest|gl_dont_care)
GL_EXP GL_EXP2 GL_LINEAR
雾坐标
显示的为每个顶点指定雾气值。比如顶点1,2,3,4 Z值为-1.那么在雾气效果中这几个顶点的视觉效果应该是一致的,但是通过为每个顶点设置雾坐标。即使他们Z值相同,仍然可以有不同的效果
顶点Z值都为0,但是雾气坐标的分别为0, 5,10 顶点Z值为0,-5,-10 不含雾气坐标
调用glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD) 显示为每个顶点指定Z值(雾坐标Z值)可以使用 glFogCoordf (f1) 为每个顶点指定雾坐标
glBegin (GL_TRIANGLES);
glFogCoordf (f1);
glVertex3f (2.0f, -2.0f, 0.0f);
glFogCoordf (f2);
glVertex3f (-2.0f, 0.0f, -5.0f);
glFogCoordf (f3);
glVertex3f (0.0f, 2.0f, -10.0f);
glEnd();
雾DEMO
#include "header.h"
static GLint fogMode;
static void init(void)
{
GLfloat position[] = { 0.5, 0.5, 1.0, 0.0 };
glEnable(GL_DEPTH_TEST);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
{
GLfloat mat[3] = {0.1745, 0.01175, 0.01175};
glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
mat[0] = 0.61424; mat[1] = 0.04136; mat[2] = 0.04136;
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
mat[0] = 0.727811; mat[1] = 0.626959; mat[2] = 0.626959;
glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
glMaterialf (GL_FRONT, GL_SHININESS, 0.6*128.0);
}
glEnable(GL_FOG);
{
GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1.0};
fogMode = GL_EXP;
glFogi (GL_FOG_MODE, fogMode);
glFogfv (GL_FOG_COLOR, fogColor);
glFogf (GL_FOG_DENSITY, 0.5);
glHint (GL_FOG_HINT, GL_DONT_CARE);
glFogf (GL_FOG_START, 6.0);
glFogf (GL_FOG_END, 10.0);
}
glClearColor(0.5, 0.5, 0.5, 1.0); /* fog color */
}
static void renderSphere (GLfloat x, GLfloat y, GLfloat z)
{
glPushMatrix();
glTranslatef (x, y, z);
glutSolidSphere(0.4, 16, 16);
glPopMatrix();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderSphere (-2., -0.5, -1.0);
renderSphere (-1., -0.5, -2.0);
renderSphere (0., -0.5, -3.0);
renderSphere (1., -0.5, -4.0);
renderSphere (2., -0.5, -5.0);
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w,
2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
else
glOrtho (-2.5*(GLfloat)w/(GLfloat)h,
2.5*(GLfloat)w/(GLfloat)h, -2.5, 2.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 'f':
case 'F':
if (fogMode == GL_EXP) {
fogMode = GL_EXP2;
printf ("Fog mode is GL_EXP2\n");
}
else if (fogMode == GL_EXP2) {
fogMode = GL_LINEAR;
printf ("Fog mode is GL_LINEAR\n");
}
else if (fogMode == GL_LINEAR) {
fogMode = GL_EXP;
printf ("Fog mode is GL_EXP\n");
}
glFogi (GL_FOG_MODE, fogMode);
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow("雾");
init();
glutReshapeFunc (reshape);
glutKeyboardFunc (keyboard);
glutDisplayFunc (display);
glutMainLoop();
return 0;
}
雾坐标
#include "header.h"
static GLfloat f1, f2, f3;
/* Initialize fog
*/
static void init(void)
{
GLfloat fogColor[4] = {0.0, 0.25, 0.25, 1.0};
f1 = 1.0f;
f2 = 5.0f;
f3 = 10.0f;
glEnable(GL_FOG);
glFogi (GL_FOG_MODE, GL_EXP);
glFogfv (GL_FOG_COLOR, fogColor);
glFogf (GL_FOG_DENSITY, 0.25);
glHint (GL_FOG_HINT, GL_DONT_CARE);
glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
glClearColor(0.0, 0.25, 0.25, 1.0); /* fog color */
}
/* display() draws a triangle at an angle.
*/
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f (1.0f, 0.75f, 0.0f);
glBegin (GL_TRIANGLES);
glFogCoordf (f1);
glVertex3f (2.0f, -2.0f, 0.0f);
glFogCoordf (f2);
glVertex3f (-2.0f, 0.0f, -5.0f);
glFogCoordf (f3);
glVertex3f (0.0f, 2.0f, -10.0f);
glEnd();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (45.0, 1.0, 0.25, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0.0, 0.0, -5.0);
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 'c':
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
glutPostRedisplay();
break;
case 'C':
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
glutPostRedisplay();
break;
case '1':
f1 = f1 + 0.25;
glutPostRedisplay();
break;
case '2':
f2 = f2 + 0.25;
glutPostRedisplay();
break;
case '3':
f3 = f3 + 0.25;
glutPostRedisplay();
break;
case '8':
if (f1 > 0.25) {
f1 = f1 - 0.25;
glutPostRedisplay();
}
break;
case '9':
if (f2 > 0.25) {
f2 = f2 - 0.25;
glutPostRedisplay();
}
break;
case '0':
if (f3 > 0.25) {
f3 = f3 - 0.25;
glutPostRedisplay();
}
break;
case 'b':
glMatrixMode (GL_MODELVIEW);
glTranslatef (0.0, 0.0, -0.25);
glutPostRedisplay();
break;
case 'f':
glMatrixMode (GL_MODELVIEW);
glTranslatef (0.0, 0.0, 0.25);
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutCreateWindow("雾坐标");
init();
glutReshapeFunc (reshape);
glutKeyboardFunc (keyboard);
glutDisplayFunc (display);
glewInit();
glutMainLoop();
return 0;
}