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Engine/source/environment/VolumetricFog.h
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Engine/source/environment/VolumetricFog.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _VolumetricFog_H_
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#define _VolumetricFog_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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#ifndef _GFXSHADER_H_
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#include "gfx/gfxShader.h"
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#endif
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#ifndef _GFXTARGET_H_
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#include "gfx/gfxTarget.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _POST_EFFECT_H_
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#include "postFx/postEffect.h"
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#endif
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#include "gui/core/guiCanvas.h"
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class VolumetricFogRTManager;
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class VolumetricFog : public SceneObject
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{
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typedef SceneObject Parent;
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// Maskbits for updating
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enum
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{
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VolumetricFogMask = Parent::NextFreeMask,
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FogColorMask = Parent::NextFreeMask << 1,
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FogDensityMask = Parent::NextFreeMask << 2,
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FogModulationMask = Parent::NextFreeMask << 3,
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FogPostFXMask = Parent::NextFreeMask << 4,
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FogShapeMask = Parent::NextFreeMask << 5,
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NextFreeMask = Parent::NextFreeMask << 6
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};
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// Struct which holds the shape details
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struct meshes
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{
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F32 det_size;
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S32 sub_shape;
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S32 obj_det;
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U32 num_verts;
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GFXVertexPNTT *verts;
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Vector <GFXPrimitive> *piArray;
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Vector <U32> *indices;
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};
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protected:
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// Rendertargets;
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GFXTextureTargetRef z_buf;
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NamedTexTargetRef mPrepassTarget;
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NamedTexTargetRef mDepthBufferTarget;
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NamedTexTargetRef mFrontBufferTarget;
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// Fog Modulation texture
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GFXTexHandle mTexture;
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// Shaders
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GFXShaderRef mShader;
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GFXShaderRef mPrePassShader;
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GFXShaderRef mReflectionShader;
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// Stateblocks
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GFXStateBlockDesc descD;
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GFXStateBlockDesc descF;
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GFXStateBlockDesc desc_preD;
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GFXStateBlockDesc desc_preF;
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GFXStateBlockDesc desc_refl;
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GFXStateBlockRef mStateblockD;
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GFXStateBlockRef mStateblockF;
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GFXStateBlockRef mStateblock_preD;
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GFXStateBlockRef mStateblock_preF;
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GFXStateBlockRef mStateblock_refl;
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// Shaderconstants
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GFXShaderConstBufferRef mShaderConsts;
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GFXShaderConstHandle *mModelViewProjSC;
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GFXShaderConstHandle *mFadeSizeSC;
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GFXShaderConstHandle *mFogColorSC;
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GFXShaderConstHandle *mFogDensitySC;
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GFXShaderConstHandle *mPreBias;
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GFXShaderConstHandle *mAccumTime;
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GFXShaderConstHandle *mIsTexturedSC;
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GFXShaderConstHandle *mModSpeedSC;
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GFXShaderConstHandle *mModStrengthSC;
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GFXShaderConstHandle *mViewPointSC;
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GFXShaderConstHandle *mTexScaleSC;
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GFXShaderConstHandle *mTexTilesSC;
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GFXShaderConstBufferRef mPPShaderConsts;
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GFXShaderConstHandle *mPPModelViewProjSC;
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GFXShaderConstHandle *mAmbientColorSC;
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GFXShaderConstBufferRef mReflShaderConsts;
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GFXShaderConstHandle *mReflModelViewProjSC;
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GFXShaderConstHandle *mReflFogColorSC;
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GFXShaderConstHandle *mReflFogDensitySC;
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GFXShaderConstHandle *mReflFogStrengthSC;
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// Vertex and Prim. Buffer
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GFXVertexBufferHandle<GFXVertexPNTT> mVB;
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GFXPrimitiveBufferHandle mPB;
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// Fog volume data;
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StringTableEntry mShapeName;
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ColorI mFogColor;
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F32 mFogDensity;
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bool mIgnoreWater;
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bool mReflect;
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Vector<meshes> det_size;
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bool mShapeLoaded;
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F32 mPixelSize;
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F32 mFadeSize;
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U32 mCurDetailLevel;
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U32 mNumDetailLevels;
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F32 mObjSize;
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F32 mRadius;
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OrientedBox3F ColBox;
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VectorF mObjScale;
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F32 mMinDisplaySize;
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F32 mInvScale;
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// Fog Modulation data
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String mTextureName;
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bool mIsTextured;
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F32 mTexTiles;
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F32 mStrength;
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Point2F mSpeed1;
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Point2F mSpeed2;
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Point4F mSpeed;
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Point2F mTexScale;
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// Fog Rendering data
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Point3F camPos;
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Point2F mViewPoint;
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F32 mFOV;
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F32 viewDist;
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bool mIsVBDirty;
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bool mIsPBDirty;
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bool mCamInFog;
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bool mResizing;
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PlatformWindow *mPlatformWindow;
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// Reflections
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F32 mFogReflStrength;
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// PostFX
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PostEffect *glowFX;
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bool mUseGlow;
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F32 mGlowStrength;
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U8 mGlowing;
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F32 mCurGlow;
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bool mModifLightRays;
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F32 mLightRayMod;
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F32 mOldLightRayStrength;
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GameConnection* conn;
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U32 mCounter;
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void ResizeRT(PlatformWindow *win, bool resize);
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protected:
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// Protected methods
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bool onAdd();
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void onRemove();
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void handleResize(VolumetricFogRTManager *RTM, bool resize);
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void handleCanvasResize(GuiCanvas* canvas);
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bool LoadShape();
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bool setupRenderer();
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void InitTexture();
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bool UpdateBuffers(U32 dl,bool force=true);
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void processTick(const Move *move);
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void _enterFog(ShapeBase *control);
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void _leaveFog(ShapeBase *control);
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public:
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// Public methods
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VolumetricFog();
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~VolumetricFog();
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static void initPersistFields();
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virtual void inspectPostApply();
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void prepRenderImage(SceneRenderState* state);
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void render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
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void reflect_render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
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// Methods for modifying & networking various fog elements
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// Used in script
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void setFogColor(ColorF color);
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void setFogColor(ColorI color);
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void setFogDensity(F32 density);
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void setFogModulation(F32 strength, Point2F speed1, Point2F speed2);
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void setFogGlow(bool on_off, F32 strength);
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void setFogLightray(bool on_off, F32 strength);
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bool isInsideFog();
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DECLARE_CONOBJECT(VolumetricFog);
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DECLARE_CALLBACK(void, onEnterFog, (SimObjectId obj));
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DECLARE_CALLBACK(void, onLeaveFog, (SimObjectId obj));
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};
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#endif
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