本文整理汇总了C++中CDevice::SetFogParams方法的典型用法代码示例。如果您正苦于以下问题:C++ CDevice::SetFogParams方法的具体用法?C++ CDevice::SetFogParams怎么用?C++ CDevice::SetFogParams使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CDevice
的用法示例。
在下文中一共展示了CDevice::SetFogParams方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Draw
void CCloud::Draw()
{
if (! m_enabled) return;
if (m_level == 0.0f) return;
if (m_lines.empty()) return;
std::vector<VertexTex2> vertices((m_brickCount+2)*2, VertexTex2());
float iDeep = m_engine->GetDeepView();
float deep = (m_brickCount*m_brickSize)/2.0f;
m_engine->SetDeepView(deep);
m_engine->SetFocus(m_engine->GetFocus());
m_engine->UpdateMatProj(); // increases the depth of view
float fogStart = deep*0.15f;
float fogEnd = deep*0.24f;
CDevice* device = m_engine->GetDevice();
// TODO: do this better?
device->SetFogParams(FOG_LINEAR, m_engine->GetFogColor( m_engine->GetRankView() ),
fogStart, fogEnd, 1.0f);
device->SetTransform(TRANSFORM_VIEW, m_engine->GetMatView());
Material material;
material.diffuse = m_diffuse;
material.ambient = m_ambient;
m_engine->SetMaterial(material);
m_engine->SetTexture(m_fileName, 0);
m_engine->SetTexture(m_fileName, 1);
m_engine->SetState(ENG_RSTATE_TTEXTURE_BLACK | ENG_RSTATE_FOG | ENG_RSTATE_WRAP);
Math::Matrix matrix;
matrix.LoadIdentity();
device->SetTransform(TRANSFORM_WORLD, matrix);
float size = m_brickSize/2.0f;
Math::Vector eye = m_engine->GetEyePt();
Math::Vector n = Math::Vector(0.0f, -1.0f, 0.0f);
// Draws all the lines
for (int i = 0; i < static_cast<int>( m_lines.size() ); i++)
{
Math::Vector pos;
pos.y = m_level;
pos.z = m_lines[i].pz;
pos.x = m_lines[i].px1;
int vertexIndex = 0;
Math::Vector p;
Math::Point uv1, uv2;
p.x = pos.x-size;
p.z = pos.z+size;
p.y = pos.y;
AdjustLevel(p, eye, deep, uv1, uv2);
vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);
p.x = pos.x-size;
p.z = pos.z-size;
p.y = pos.y;
AdjustLevel(p, eye, deep, uv1, uv2);
vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);
for (int j = 0; j < m_lines[i].len; j++)
{
p.x = pos.x+size;
p.z = pos.z+size;
p.y = pos.y;
AdjustLevel(p, eye, deep, uv1, uv2);
vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);
p.x = pos.x+size;
p.z = pos.z-size;
p.y = pos.y;
AdjustLevel(p, eye, deep, uv1, uv2);
vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);
pos.x += size*2.0f;
}
device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, &vertices[0], vertexIndex);
m_engine->AddStatisticTriangle(vertexIndex - 2);
}
m_engine->SetDeepView(iDeep);
m_engine->SetFocus(m_engine->GetFocus());
m_engine->UpdateMatProj(); // gives depth to initial
}