| DirectX SDK |
Use the following steps to enable pixel fog in your application:
To enable pixel fog in a C++ application
The following example shows what these steps might look like in code:
// For brevity, error values in this example are not checked
// after each call. A real-world application should check
// these values appropriately.
//
// For the purposes of this example, g_lpDevice is a valid
// pointer to an IDirect3DDevice7 interface.
void SetupPixelFog(DWORD dwColor, DWORD dwMode)
{
float fStart = 0.5f, // for linear mode
fEnd = 0.8f,
fDensity = 0.66; // for exponential modes
// Enable fog blending.
g_lpDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE);
// Set the fog color.
g_lpDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, dwColor);
// Set fog parameters.
if(D3DFOG_LINEAR == dwMode)
{
g_lpDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, dwMode);
g_lpDevice->SetRenderState(D3DRENDERSTATE_FOGSTART, *(DWORD *)(&fStart));
g_lpDevice->SetRenderState(D3DRENDERSTATE_FOGEND, *(DWORD *)(&fEnd));
}
else
{
g_lpDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, dwMode);
g_lpDevice->SetRenderState(D3DRENDERSTATE_FOGDENSITY, *(DWORD *)(&fDensity));
}
}
Note Some fog parameters are required as floating-point values, even though the IDirect3DDevice7::SetRenderState method only accepts DWORD values in the second parameter. The preceding example provides the floating-point values to SetRenderState without data translation by casting the addresses of the floating-point variables as DWORD pointers, then dereferencing them.
To enable pixel fog in a Visual Basic application
The following example shows what these steps might look like in code:
' For brevity, error values in this example are not checked
' after each call. A real-world application should check
' these values appropriately.
'
' For the purposes of this example, g_d3dDevice is a valid
' pointer to a Direct3DDevice7 object.
Sub SetupPixelFog(lColor As Long, Mode As CONST_D3DFOGMODE)
Dim StartFog As Single, _
EndFog As Single, _
Density As Single
' For linear mode.
StartFog = 0.5: EndFog = 0.8
' For exponential mode.
Density = 0.66
' Enable fog blending.
Call g_d3dDevice.SetRenderState(D3DRENDERSTATE_FOGENABLE, True)
' Set the fog color.
Call g_d3dDevice.SetRenderState(D3DRENDERSTATE_FOGCOLOR, lColor)
' Set fog parameters.
If Mode = D3DFOG_LINEAR Then
Call g_d3dDevice.SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, Mode)
Call g_d3dDevice.SetRenderStateSingle(D3DRENDERSTATE_FOGSTART, StartFog)
Call g_d3dDevice.SetRenderStateSingle(D3DRENDERSTATE_FOGEND, EndFog)
Else
Call g_d3dDevice.SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, Mode)
Call g_d3dDevice.SetRenderStateSingle(D3DRENDERSTATE_FOGDENSITY, Density)
End If
End Sub