My Project
Fog.h
1 #pragma once
2 
3 namespace ParaEngine
4 {
8  class CFog
9  {
10  public:
11 
12  bool m_bRenderFog;
14  DWORD m_dwFogColor;
15  FLOAT m_fFogStart;
16  FLOAT m_fFogEnd;
17  FLOAT m_fFogDensity;
18  void SetFogColor(const LinearColor& fogColor);
19  LinearColor GetFogColor();
20  void SetFogStart(float fFogStart);
21  float GetFogStart();
22  void SetFogEnd(float fFogEnd);
23  float GetFogEnd();
24  void SetFogDensity(float fFogDensity);
25  float GetFogDensity();
26  void EnableFog(bool bEnableFog);
27  bool IsFogEnabled();
28  public:
29  CFog();
30  ~CFog(){};
31  };
32 }
different physics engine has different winding order.
Definition: EventBinding.h:32
TODO: fog parameters.
Definition: Fog.h:8
DWORD m_dwFogColor
original fog color, it will be multiplied by m_fFogDensity to attain the real fog color...
Definition: Fog.h:14
A linear, 32-bit/component floating point RGBA color.
Definition: ParaColor.h:12