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<td class="back" valign="top" width="100%">Nehe的原文介绍了Ipicture的接口,它不是我们这一课的重点,故我还是使用以前的方法加载纹理。</td>
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<td class="back" valign="top" width="100%">下面的代码用来检测用户的显卡是否支持EXT_fog_coord扩展,这段代码只有在你获得OpenGL渲染描述表后才能调用,否则你将获得一个错误。<br>
首先,我们创建一个字符串,来描述我们需要的扩展。接着我们分配一块内存,用来保存显卡支持的扩展,它可以通过glGetString函数获得。接着我们检测是否含有需要的扩展,如果不存在,则返回false,如存在我们把函数的指针指向这个扩展。</td>
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<pre>int Extension_Init()
{
char Extension_Name[] = "EXT_fog_coord";
<font class="theme">// 返回扩展字符串</font>
char* glextstring=(char *)malloc(strlen((char *)glGetString(GL_EXTENSIONS))+1);
strcpy (glextstring,(char *)glGetString(GL_EXTENSIONS));
if (!strstr(glextstring,Extension_Name)) <font class="theme">// 查找是否有我们想要的扩展</font>
return FALSE;
free(glextstring); <font class="theme">// 释放分配的内存</font>
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<pre> <font class="theme">// 获得函数的指针</font>
glFogCoordfEXT = (PFNGLFOGCOORDFEXTPROC) wglGetProcAddress("glFogCoordfEXT");
return TRUE;
}
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<td class="back" valign="top" width="100%">下面的代码初始化OpenGL,并设置雾气的参数。</td>
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<pre>BOOL Initialize (GL_Window* window, Keys* keys) <font class="theme">//初始化</font>
{
g_window = window;
g_keys = keys;
<font class="theme">// 初始化扩展</font>
if (!Extension_Init())
return FALSE;
if (!BuildTexture("data/wall.bmp", texture[0])) <font class="theme">// 创建纹理</font>
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); </pre>
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<td class="back" valign="top" width="100%">下面的代码设置雾气的属性<br>
最后一个设置为雾气基于顶点的坐标,这运行我们把雾气放置在场景中的任意地方。<br>
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<pre> glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, fogColor);
glFogf(GL_FOG_START, 1.0f);
glFogf(GL_FOG_END, 0.0f);
glHint(GL_FOG_HINT, GL_NICEST);
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); <font class="theme">//设置雾气是基于顶点的坐标的</font>
camz = -19.0f;
return TRUE;
}</pre>
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<td class="back" valign="top" width="100%">下面的代码绘制具体的场景</td>
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<pre>void Draw (void)
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity ();
glTranslatef(0.0f, 0.0f, camz);
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<td class="back" valign="top" width="100%">下面的代码绘制四边形组成的墙,并设置每个顶点的纹理坐标和雾坐标</td>
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<pre> glBegin(GL_QUADS); <font class="theme">//后墙</font>
glFogCoordfEXT(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-15.0f);
glFogCoordfEXT(0.0f); 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();
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<pre> glBegin(GL_QUADS); <font class="theme">// 地面</font>
glFogCoordfEXT(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-15.0f);
glFogCoordfEXT(0.0f); 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();
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<pre> glBegin(GL_QUADS); <font class="theme">// 天花板</font>
glFogCoordfEXT(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f, 2.5f,-15.0f);
glFogCoordfEXT(0.0f); 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();
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<pre> glBegin(GL_QUADS); <font class="theme">// 右墙</font>
glFogCoordfEXT(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 2.5f,-2.5f, 15.0f);
glFogCoordfEXT(1.0f); glTexCoord2f(0.0f, 1.0f); 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(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-15.0f);
glEnd();
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<pre> glBegin(GL_QUADS); <font class="theme">// 左墙</font>
glFogCoordfEXT(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f, 15.0f);
glFogCoordfEXT(1.0f); glTexCoord2f(0.0f, 1.0f); 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(1.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-15.0f);
glEnd();
glFlush ();
}
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<td class="back" valign="top" width="100%"><p>希望你喜欢这一课,如果你愿意的话创建更漂亮的体积雾吧。 </p>
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<td width="73%">版权与使用声明:<br>
我是个对学习和生活充满激情的普通男孩,在网络上我以DancingWind为昵称,我的联系方式是zhouwei02@mails.tsinghua.edu.cn,如果你有任何问题,都可以联系我。
<p>引子<br>
网络是一个共享的资源,但我在自己的学习生涯中浪费大量的时间去搜索可用的资料,在现实生活中花费了大量的金钱和时间在书店中寻找资料,于是我给自己起了
个昵称DancingWind,其意义是想风一样从各个知识的站点中吸取成长的养料。在飘荡了多年之后,我决定把自己收集的资料整理为一个统一的资源库。</p>
<p>版权声明<br>
所有DancingWind发表的内容,大多都来自共享的资源,所以我没有资格把它们据为己有,或声称自己为这些资源作出了一点贡献。故任何人都可以复
制,修改,重新发表,甚至以自己的名义发表,我都不会追究,但你在做以上事情的时候必须保证内容的完整性,给后来的人一个完整的教程。最后,任何人不能以
这些资料的任何部分,谋取任何形式的报酬。</p>
<p>发展计划<br>
在国外,很多资料都是很多人花费几年的时间慢慢积累起来的。如果任何人有兴趣与别人共享你的知识,我很欢迎你与我联系,但你必须同意我上面的声明。</p>
<p>感谢<br>
感谢我的母亲一直以来对我的支持和在生活上的照顾。<br>
感谢我深爱的女友田芹,一直以来默默的在精神上和生活中对我的支持,她甚至把买衣服的钱都用来给我买书了,她真的是我见过的最好的女孩,希望我能带给她幸福。</p>
<p>资源下载: <br>
文档 <a href="http://www.owlei.com/DancingWind/Res/mht/NeHe%20OpenGL%20Chinese%20Course%2041.mht">网页格式</a>
<a href="http://www.owlei.com/DancingWind/Res/pdf/OpenGL_Nehe_Course_Tutorial_41.pdf">PDF格式</a><br>
源码 <a href="http://www.owlei.com/DancingWind/Res/Src/41_VolumnFog.rar">RAR格式</a></p></td>
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<td width="50%"><b><font size="-1"><a href="http://www.owlei.com/DancingWind/Course/Tutorial_40.htm">< 第40课 </a></font></b></td>
<td align="right" width="50%"><b><font size="-1"><a href="http://www.owlei.com/DancingWind/Course/Tutorial_42.htm">第42课 ></a></font></b></td>
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