Platform SDK: DirectX |
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