Tutorial 26: Fog

This tutorial will cover how to implement fog in OpenGL 4.0 using GLSL and C++. The code in this tutorial is based on the previous tutorials.

I will cover a very basic fog effect that is pretty simple to implement. The first step is to choose a color for the fog such as grey and then clear the back buffer to that color. Now the entire scene starts off being fogged. For each model that will be inside the fog you add a certain amount of fog color in the pixel shader based on the model's location inside the fog. There are a couple of different fog equations we can use; in this tutorial I will use a linear equation but we will talk about a couple equations.


Fog Equations

Linear fog adds a linear amount of fog based on the distance you are viewing the object from:
	Linear Fog = (FogEnd - ViewpointDistance) / (FogEnd - FogStart)
Exponential fog adds exponentially more fog the further away an object is inside the fog:
	Exponential Fog = 1.0 / 2.71828 power (ViewpointDistance * FogDensity)
Exponential 2 fog adds even more exponential fog than the previous equation giving a very thick fog appearance:
	Exponential Fog 2 = 1.0 / 2.71828 power ((ViewpointDistance * FogDensity) * (ViewpointDistance * FogDensity))
All three equations produce a fog factor. To apply that fog factor to the model's texture and produce a final pixel color value we use the following equation:
	Fog Color = FogFactor * TextureColor + (1.0 - FogFactor) * FogColor
For this tutorial we will generate the fog factor in the vertex shader and then calculate the final fog color in the pixel shader.

Framework

The framework for this tutorial includes a new FogShaderClass to handle the fog rendering. It is based on the TextureShaderClass and has just a few changes.

We will start the code section of this tutorial by examining the fog GLSL shader code first:


Fog.vs

////////////////////////////////////////////////////////////////////////////////
// Filename: fog.vs
////////////////////////////////////////////////////////////////////////////////
#version 400


/////////////////////
// INPUT VARIABLES //
/////////////////////
in vec3 inputPosition;
in vec2 inputTexCoord;

The fog factor is calculated in the vertex shader and is then sent into the pixel shader using the float fogFactor output variable.

//////////////////////
// OUTPUT VARIABLES //
//////////////////////
out vec2 texCoord;
out float fogFactor;

The vec2 fogPosition uniform variable will contain the start point and end point of the fog effect.

///////////////////////
// UNIFORM VARIABLES //
///////////////////////
uniform mat4 worldMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec2 fogPosition;


////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
void main(void)
{
    vec4 cameraPosition;
    float fogStart;
    float fogEnd;


    // Calculate the position of the vertex against the world, view, and projection matrices.
    gl_Position = vec4(inputPosition, 1.0f) * worldMatrix;
    gl_Position = gl_Position * viewMatrix;
    gl_Position = gl_Position * projectionMatrix;

    // Store the texture coordinates for the pixel shader.
    texCoord = inputTexCoord;

We first calculate the Z coordinate of this vertex in view space and then store it in the cameraPosition variable. We then use that Z coordinate with the fog end and start position in the fog factor equation to produce a fog factor that we send into the pixel shader.

    // Calculate the camera position.
    cameraPosition = vec4(inputPosition, 1.0f) * worldMatrix;
    cameraPosition = cameraPosition * viewMatrix;

    // Calculate linear fog.
    fogStart = fogPosition.x;
    fogEnd = fogPosition.y;

    fogFactor = (fogEnd - cameraPosition.z) / (fogEnd - fogStart);
    fogFactor = clamp(fogFactor, 0.0f, 1.0f);
}

Fog.ps

////////////////////////////////////////////////////////////////////////////////
// Filename: fog.ps
////////////////////////////////////////////////////////////////////////////////
#version 400


/////////////////////
// INPUT VARIABLES //
/////////////////////
in vec2 texCoord;
in float fogFactor;


//////////////////////
// OUTPUT VARIABLES //
//////////////////////
out vec4 outputColor;


///////////////////////
// UNIFORM VARIABLES //
///////////////////////
uniform sampler2D shaderTexture;


////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
void main(void)
{
    vec4 textureColor;
    vec4 fogColor;


    // Sample the pixel color from the texture using the sampler at this texture coordinate location.
    textureColor = texture(shaderTexture, texCoord);

    // Set the color of the fog to grey.
    fogColor = vec4(0.5f, 0.5f, 0.5f, 1.0f);

The fog color equation performs a linear interpolation between the texture color and the fog color based on the fog factor input value.

    // Calculate the final color using the fog effect equation.
    outputColor = fogFactor * textureColor + (1.0 - fogFactor) * fogColor;
}

Fogshaderclass.h

The FogShaderClass is the same as the TextureShaderClass with some changes to accommodate for fog.

////////////////////////////////////////////////////////////////////////////////
// Filename: fogshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _FOGSHADERCLASS_H_
#define _FOGSHADERCLASS_H_


//////////////
// INCLUDES //
//////////////
#include <iostream>
using namespace std;


///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "openglclass.h"


////////////////////////////////////////////////////////////////////////////////
// Class name: FogShaderClass
////////////////////////////////////////////////////////////////////////////////
class FogShaderClass
{
public:
    FogShaderClass();
    FogShaderClass(const FogShaderClass&);
    ~FogShaderClass();

    bool Initialize(OpenGLClass*);
    void Shutdown();

    bool SetShaderParameters(float*, float*, float*, float*);

private:
    bool InitializeShader(char*, char*);
    void ShutdownShader();
    char* LoadShaderSourceFile(char*);
    void OutputShaderErrorMessage(unsigned int, char*);
    void OutputLinkerErrorMessage(unsigned int);

private:
    OpenGLClass* m_OpenGLPtr;
    unsigned int m_vertexShader;
    unsigned int m_fragmentShader;
    unsigned int m_shaderProgram;
};

#endif

Fogshaderclass.cpp

////////////////////////////////////////////////////////////////////////////////
// Filename: fogshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "fogshaderclass.h"


FogShaderClass::FogShaderClass()
{
    m_OpenGLPtr = 0;
}


FogShaderClass::FogShaderClass(const FogShaderClass& other)
{
}


FogShaderClass::~FogShaderClass()
{
}


bool FogShaderClass::Initialize(OpenGLClass* OpenGL)
{
    char vsFilename[128];
    char psFilename[128];
    bool result;


    // Store the pointer to the OpenGL object.
    m_OpenGLPtr = OpenGL;

We load the fog.vs and fog.ps GLSL shader files here.

    // Set the location and names of the shader files.
    strcpy(vsFilename, "../Engine/fog.vs");
    strcpy(psFilename, "../Engine/fog.ps");

    // Initialize the vertex and pixel shaders.
    result = InitializeShader(vsFilename, psFilename);
    if(!result)
    {
        return false;
    }

    return true;
}


void FogShaderClass::Shutdown()
{
    // Shutdown the shader.
    ShutdownShader();

    // Release the pointer to the OpenGL object.
    m_OpenGLPtr = 0;

    return;
}


bool FogShaderClass::InitializeShader(char* vsFilename, char* fsFilename)
{
    const char* vertexShaderBuffer;
    const char* fragmentShaderBuffer;
    int status;


    // Load the vertex shader source file into a text buffer.
    vertexShaderBuffer = LoadShaderSourceFile(vsFilename);
    if(!vertexShaderBuffer)
    {
        return false;
    }

    // Load the fragment shader source file into a text buffer.
    fragmentShaderBuffer = LoadShaderSourceFile(fsFilename);
    if(!fragmentShaderBuffer)
    {
        return false;
    }

    // Create a vertex and fragment shader object.
    m_vertexShader = m_OpenGLPtr->glCreateShader(GL_VERTEX_SHADER);
    m_fragmentShader = m_OpenGLPtr->glCreateShader(GL_FRAGMENT_SHADER);

    // Copy the shader source code strings into the vertex and fragment shader objects.
    m_OpenGLPtr->glShaderSource(m_vertexShader, 1, &vertexShaderBuffer, NULL);
    m_OpenGLPtr->glShaderSource(m_fragmentShader, 1, &fragmentShaderBuffer, NULL);

    // Release the vertex and fragment shader buffers.
    delete [] vertexShaderBuffer;
    vertexShaderBuffer = 0;

    delete [] fragmentShaderBuffer;
    fragmentShaderBuffer = 0;

    // Compile the shaders.
    m_OpenGLPtr->glCompileShader(m_vertexShader);
    m_OpenGLPtr->glCompileShader(m_fragmentShader);

    // Check to see if the vertex shader compiled successfully.
    m_OpenGLPtr->glGetShaderiv(m_vertexShader, GL_COMPILE_STATUS, &status);
    if(status != 1)
    {
        // If it did not compile then write the syntax error message out to a text file for review.
        OutputShaderErrorMessage(m_vertexShader, vsFilename);
        return false;
    }

    // Check to see if the fragment shader compiled successfully.
    m_OpenGLPtr->glGetShaderiv(m_fragmentShader, GL_COMPILE_STATUS, &status);
    if(status != 1)
    {
        // If it did not compile then write the syntax error message out to a text file for review.
        OutputShaderErrorMessage(m_fragmentShader, fsFilename);
        return false;
    }

    // Create a shader program object.
    m_shaderProgram = m_OpenGLPtr->glCreateProgram();

    // Attach the vertex and fragment shader to the program object.
    m_OpenGLPtr->glAttachShader(m_shaderProgram, m_vertexShader);
    m_OpenGLPtr->glAttachShader(m_shaderProgram, m_fragmentShader);

    // Bind the shader input variables.
    m_OpenGLPtr->glBindAttribLocation(m_shaderProgram, 0, "inputPosition");
    m_OpenGLPtr->glBindAttribLocation(m_shaderProgram, 1, "inputTexCoord");

    // Link the shader program.
    m_OpenGLPtr->glLinkProgram(m_shaderProgram);

    // Check the status of the link.
    m_OpenGLPtr->glGetProgramiv(m_shaderProgram, GL_LINK_STATUS, &status);
    if(status != 1)
    {
        // If it did not link then write the syntax error message out to a text file for review.
        OutputLinkerErrorMessage(m_shaderProgram);
        return false;
    }

    return true;
}


void FogShaderClass::ShutdownShader()
{
    // Detach the vertex and fragment shaders from the program.
    m_OpenGLPtr->glDetachShader(m_shaderProgram, m_vertexShader);
    m_OpenGLPtr->glDetachShader(m_shaderProgram, m_fragmentShader);

    // Delete the vertex and fragment shaders.
    m_OpenGLPtr->glDeleteShader(m_vertexShader);
    m_OpenGLPtr->glDeleteShader(m_fragmentShader);

    // Delete the shader program.
    m_OpenGLPtr->glDeleteProgram(m_shaderProgram);

    return;
}


char* FogShaderClass::LoadShaderSourceFile(char* filename)
{
    FILE* filePtr;
    char* buffer;
    long fileSize, count;
    int error;


    // Open the shader file for reading in text modee.
    filePtr = fopen(filename, "r");
    if(filePtr == NULL)
    {
        return 0;
    }

    // Go to the end of the file and get the size of the file.
    fseek(filePtr, 0, SEEK_END);
    fileSize = ftell(filePtr);

    // Initialize the buffer to read the shader source file into, adding 1 for an extra null terminator.
    buffer = new char[fileSize + 1];

    // Return the file pointer back to the beginning of the file.
    fseek(filePtr, 0, SEEK_SET);

    // Read the shader text file into the buffer.
    count = fread(buffer, 1, fileSize, filePtr);
    if(count != fileSize)
    {
        return 0;
    }

    // Close the file.
    error = fclose(filePtr);
    if(error != 0)
    {
        return 0;
    }

    // Null terminate the buffer.
    buffer[fileSize] = '\0';

    return buffer;
}


void FogShaderClass::OutputShaderErrorMessage(unsigned int shaderId, char* shaderFilename)
{
    long count;
    int logSize, error;
    char* infoLog;
    FILE* filePtr;


    // Get the size of the string containing the information log for the failed shader compilation message.
    m_OpenGLPtr->glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &logSize);

    // Increment the size by one to handle also the null terminator.
    logSize++;

    // Create a char buffer to hold the info log.
    infoLog = new char[logSize];

    // Now retrieve the info log.
    m_OpenGLPtr->glGetShaderInfoLog(shaderId, logSize, NULL, infoLog);

    // Open a text file to write the error message to.
    filePtr = fopen("shader-error.txt", "w");
    if(filePtr == NULL)
    {
        cout << "Error opening shader error message output file." << endl;
        return;
    }

    // Write out the error message.
    count = fwrite(infoLog, sizeof(char), logSize, filePtr);
    if(count != logSize)
    {
        cout << "Error writing shader error message output file." << endl;
        return;
    }

    // Close the file.
    error = fclose(filePtr);
    if(error != 0)
    {
        cout << "Error closing shader error message output file." << endl;
        return;
    }

    // Notify the user to check the text file for compile errors.
    cout << "Error compiling shader.  Check shader-error.txt for error message.  Shader filename: " << shaderFilename << endl;

    return;
}


void FogShaderClass::OutputLinkerErrorMessage(unsigned int programId)
{
    long count;
    FILE* filePtr;
    int logSize, error;
    char* infoLog;


    // Get the size of the string containing the information log for the failed shader compilation message.
    m_OpenGLPtr->glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logSize);

    // Increment the size by one to handle also the null terminator.
    logSize++;

    // Create a char buffer to hold the info log.
    infoLog = new char[logSize];

    // Now retrieve the info log.
    m_OpenGLPtr->glGetProgramInfoLog(programId, logSize, NULL, infoLog);

    // Open a file to write the error message to.
    filePtr = fopen("linker-error.txt", "w");
    if(filePtr == NULL)
    {
        cout << "Error opening linker error message output file." << endl;
        return;
    }

    // Write out the error message.
    count = fwrite(infoLog, sizeof(char), logSize, filePtr);
    if(count != logSize)
    {
        cout << "Error writing linker error message output file." << endl;
        return;
    }

    // Close the file.
    error = fclose(filePtr);
    if(error != 0)
    {
        cout << "Error closing linker error message output file." << endl;
        return;
    }

    // Pop a message up on the screen to notify the user to check the text file for linker errors.
    cout << "Error linking shader program.  Check linker-error.txt for message." << endl;

    return;
}

The SetShaderParameters function takes as input a float[2] array named fogPosition which contains the fogStart and the fogEnd in it.

bool FogShaderClass::SetShaderParameters(float* worldMatrix, float* viewMatrix, float* projectionMatrix, float* fogPosition)
{
    float tpWorldMatrix[16], tpViewMatrix[16], tpProjectionMatrix[16];
    int location;


    // Transpose the matrices to prepare them for the shader.
    m_OpenGLPtr->MatrixTranspose(tpWorldMatrix, worldMatrix);
    m_OpenGLPtr->MatrixTranspose(tpViewMatrix, viewMatrix);
    m_OpenGLPtr->MatrixTranspose(tpProjectionMatrix, projectionMatrix);

    // Install the shader program as part of the current rendering state.
    m_OpenGLPtr->glUseProgram(m_shaderProgram);

    // Set the world matrix in the vertex shader.
    location = m_OpenGLPtr->glGetUniformLocation(m_shaderProgram, "worldMatrix");
    if(location == -1)
    {
        return false;
    }
    m_OpenGLPtr->glUniformMatrix4fv(location, 1, false, tpWorldMatrix);

    // Set the view matrix in the vertex shader.
    location = m_OpenGLPtr->glGetUniformLocation(m_shaderProgram, "viewMatrix");
    if(location == -1)
    {
        return false;
    }
    m_OpenGLPtr->glUniformMatrix4fv(location, 1, false, tpViewMatrix);

    // Set the projection matrix in the vertex shader.
    location = m_OpenGLPtr->glGetUniformLocation(m_shaderProgram, "projectionMatrix");
    if(location == -1)
    {
        return false;
    }
    m_OpenGLPtr->glUniformMatrix4fv(location, 1, false, tpProjectionMatrix);

We set the fog position in the shader here.

    // Set the fog position in the vertex shader.
    location = m_OpenGLPtr->glGetUniformLocation(m_shaderProgram, "fogPosition");
    if(location == -1)
    {
        return false;
    }
    m_OpenGLPtr->glUniform2fv(location, 1, fogPosition);

    // Set the texture in the pixel shader to use the data from the first texture unit.
    location = m_OpenGLPtr->glGetUniformLocation(m_shaderProgram, "shaderTexture");
    if(location == -1)
    {
        return false;
    }
    m_OpenGLPtr->glUniform1i(location, 0);

    return true;
}

Applicationclass.h

The ApplicationClass has the fogshaderclass.h included and a new FogShaderClass variable.

////////////////////////////////////////////////////////////////////////////////
// Filename: applicationclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_


/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = true;
const float SCREEN_NEAR = 0.3f;
const float SCREEN_DEPTH = 1000.0f;


///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "inputclass.h"
#include "openglclass.h"
#include "modelclass.h"
#include "cameraclass.h"
#include "fogshaderclass.h"


////////////////////////////////////////////////////////////////////////////////
// Class Name: ApplicationClass
////////////////////////////////////////////////////////////////////////////////
class ApplicationClass
{
public:
    ApplicationClass();
    ApplicationClass(const ApplicationClass&);
    ~ApplicationClass();

    bool Initialize(Display*, Window, int, int);
    void Shutdown();
    bool Frame(InputClass*);

private:
    bool Render(float);

private:
    OpenGLClass* m_OpenGL;
    ModelClass* m_Model;
    CameraClass* m_Camera;
    FogShaderClass* m_FogShader;
};

#endif

Applicationclass.cpp

////////////////////////////////////////////////////////////////////////////////
// Filename: applicationclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "applicationclass.h"


ApplicationClass::ApplicationClass()
{
    m_OpenGL = 0;
    m_Model = 0;
    m_Camera = 0;
    m_FogShader = 0;
}


ApplicationClass::ApplicationClass(const ApplicationClass& other)
{
}


ApplicationClass::~ApplicationClass()
{
}


bool ApplicationClass::Initialize(Display* display, Window win, int screenWidth, int screenHeight)
{
    char modelFilename[128];
    char textureFilename[128];
    bool result;


    // Create and initialize the OpenGL object.
    m_OpenGL = new OpenGLClass;

    result = m_OpenGL->Initialize(display, win, screenWidth, screenHeight, SCREEN_NEAR, SCREEN_DEPTH, VSYNC_ENABLED);
    if(!result)
    {
        return false;
    }

    // Create and initialize the camera object.
    m_Camera = new CameraClass;

    m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
    m_Camera->Render();

    // Set the file name of the model.
    strcpy(modelFilename, "../Engine/data/cube.txt");

    // Set the file name of the texture.
    strcpy(textureFilename, "../Engine/data/stone01.tga");

    // Create and initialize the model object.
    m_Model = new ModelClass;

    result = m_Model->Initialize(m_OpenGL, modelFilename, textureFilename, false);
    if(!result)
    {
        return false;
    }

The new FogShaderClass object is created here.

    // Create and initialize the fog shader object.
    m_FogShader = new FogShaderClass;

    result = m_FogShader->Initialize(m_OpenGL);
    if(!result)
    {
        return false;
    }

    return true;
}


void ApplicationClass::Shutdown()
{
    unsigned int error;

We release the new FogShaderClass object here.

    // Release the fog shader object.
    if(m_FogShader)
    {
        m_FogShader->Shutdown();
        delete m_FogShader;
        m_FogShader = 0;
    }

    // Release the model object.
    if(m_Model)
    {
        m_Model->Shutdown();
        delete m_Model;
        m_Model = 0;
    }

    // Release the camera object.
    if(m_Camera)
    {
        delete m_Camera;
        m_Camera = 0;
    }

    // Release the OpenGL object.
    if(m_OpenGL)
    {
        m_OpenGL->Shutdown();
        delete m_OpenGL;
        m_OpenGL = 0;
    }

    // Check if there were any OpenGL errors left on the queue before we exit.
    error = glGetError();
    if(error != GL_NO_ERROR)
    {
        cout << "GL Error: " << error << endl;
    }

    return;
}


bool ApplicationClass::Frame(InputClass* Input)
{
    static float rotation = 360.0f;
    bool result;


    // Check if the escape key has been pressed, if so quit.
    if(Input->IsEscapePressed() == true)
    {
        return false;
    }

    // Update the rotation variable each frame.
    rotation -= 0.0174532925f * 1.0f;
    if(rotation <= 0.0f)
    {
        rotation += 360.0f;
    }

    // Render the graphics scene.
    result = Render(rotation);
    if(!result)
    {
        return false;
    }

    return true;
}


bool ApplicationClass::Render(float rotation)
{
    float worldMatrix[16], viewMatrix[16], projectionMatrix[16], fogPosition[2];
    float fogColor, fogStart, fogEnd;
    bool result;

We set the color of the fog as well as the start and end position of the fog here.

    // Set the color of the fog to grey.
    fogColor = 0.5f;

    // Set the start and end of the fog.
    fogStart = 0.0f;
    fogEnd = 10.0f;

    fogPosition[0] = fogStart;
    fogPosition[1] = fogEnd;

Note that we now clear the scene to the fog color instead of just black each frame.

    // Clear the buffers to the color of fog to begin the scene.
    m_OpenGL->BeginScene(fogColor, fogColor, fogColor, 1.0f);

    // Get the world, view, and projection matrices from the opengl and camera objects.
    m_OpenGL->GetWorldMatrix(worldMatrix);
    m_Camera->GetViewMatrix(viewMatrix);
    m_OpenGL->GetProjectionMatrix(projectionMatrix);

    // Rotate the world matrix by the rotation value so that the cube will spin.
    m_OpenGL->MatrixRotationY(worldMatrix, rotation);

Now we render the cube using the new FogShaderClass object.

    // Set the fog shader as the current shader program and set the matrices and fog position that it will use for rendering.
    result = m_FogShader->SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, fogPosition);
    if(!result)
    {
        return false;
    }

    // Render the model.
    m_Model->Render();

    // Present the rendered scene to the screen.
    m_OpenGL->EndScene();

    return true;
}

Summary

We have covered how to do a very basic linear fog effect and talked about some of the different equations you can use. If you are going to try different equations it is better to use a larger and more populated scene, something like terrain with some trees works very well.


To Do Exercises

1. Recompile and run the program. You should get a spinning cube inside fog. Press escape to quit.

2. Change the values for the fog start and end locations.

3. Clear the back buffer to black instead of the fog color to see how the effect actually works on the models.

4. Implement the two other fog equations I listed earlier.


Source Code

Source Code and Data Files: gl4linuxtut26_src.zip

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