Exemple #1
0
/// Draws a fog colored box which is wider at the top
void pie_DrawFogBox(float left, float right, float front, float back, float height, float wider)
{
	PIELIGHT fog_colour = pie_GetFogColour();

	pie_SetTexturePage(TEXPAGE_NONE);

	glColor4ub(fog_colour.byte.r,fog_colour.byte.g,fog_colour.byte.b,0xFF);

	pie_SetRendMode(REND_OPAQUE);

	glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_FOG_BIT);
	// no use in updating the depth buffer
	glDepthMask(GL_FALSE);
	glDisable(GL_FOG);
	glBegin(GL_QUAD_STRIP);
		// Front
		glVertex3f(-left, 0, front); // bottom left
		glVertex3f(-left-wider, height, front+wider); // top left
		glVertex3f( right, 0, front); // bottom right
		glVertex3f( right+wider, height, front+wider); // top right

		// Right
		glVertex3f( right, 0,-back); // bottom r
		glVertex3f( right+wider, height,-back-wider); // top r

		// Back
		glVertex3f(-left, 0, -back); // bottom right
		glVertex3f(-left-wider, height, -back-wider); // top right

		// Left
		glVertex3f(-left, 0, front); // bottom r
		glVertex3f(-left-wider, height, front+wider); // top r
	glEnd();
	glPopAttrib();
}
Exemple #2
0
//
// pie_SetFogStatus(bool val)
//
// Toggle fog on and off for rendering objects inside or outside the 3D world
//
void pie_SetFogStatus(bool val)
{
	float fog_colour[4];

	if (rendStates.fogEnabled)
	{
		//fog enabled so toggle if required
		if (rendStates.fog != val)
		{
			rendStates.fog = val;
			if (rendStates.fog)
			{
				PIELIGHT fog = pie_GetFogColour();

				fog_colour[0] = fog.byte.r / 255.0f;
				fog_colour[1] = fog.byte.g / 255.0f;
				fog_colour[2] = fog.byte.b / 255.0f;
				fog_colour[3] = fog.byte.a / 255.0f;

				glFogi(GL_FOG_MODE, GL_LINEAR);
				glFogfv(GL_FOG_COLOR, fog_colour);
				glFogf(GL_FOG_DENSITY, 0.35f);
				glHint(GL_FOG_HINT, GL_DONT_CARE);
				glEnable(GL_FOG);
			}
			else
			{
				glDisable(GL_FOG);
			}
		}
	}
	else
	{
		//fog disabled so turn it off if not off already
		if (rendStates.fog != false)
		{
			rendStates.fog = false;
		}
	}
}