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📄 scene.h

📁 VC++ DEMO, used for the beginners and the amour
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#ifdef CGE_HEADER_H
#ifndef CGE_SCENE_H
#define CGE_SCENE_H

namespace CGE
{
	namespace SCENE
	{
		CGE_INLINE VOID 
			SetPixelFog(LPDIRECT3DDEVICE8 device,DWORD Color,DWORD Mode,FLOAT fStart,FLOAT fEnd,FLOAT fDensity)
		{
			CHECK_RANGE(fStart,0,fEnd);
			// Enable fog blending.
			device->SetRenderState(D3DRS_FOGENABLE, TRUE);	
			// Set the fog color.
			device->SetRenderState(D3DRS_FOGCOLOR, Color);
			
			// Set fog parameters.
			if(D3DFOG_LINEAR == Mode)
			{
				device->SetRenderState(D3DRS_FOGTABLEMODE, Mode);
				device->SetRenderState(D3DRS_FOGSTART, *(DWORD *)(&fStart));
				device->SetRenderState(D3DRS_FOGEND,   *(DWORD *)(&fEnd));
			}
			else
			{
				device->SetRenderState(D3DRS_FOGTABLEMODE, Mode);
				device->SetRenderState(D3DRS_FOGDENSITY, *(DWORD *)(&fDensity));
			}
		}
		CGE_INLINE VOID
			SetVertexFog(LPDIRECT3DDEVICE8 device,DWORD Color,DWORD Mode,FLOAT fStart,FLOAT fEnd,BOOL bUseRange,FLOAT fDensity)
		{
			CHECK_RANGE(fStart,0,fEnd);
			// Enable fog blending.
			device->SetRenderState(D3DRS_FOGENABLE, TRUE);
			
			// Set the fog color.
			device->SetRenderState(D3DRS_FOGCOLOR, Color);
			
			// Set fog parameters.
			if(D3DFOG_LINEAR == Mode)
			{
				device->SetRenderState(D3DRS_FOGVERTEXMODE, Mode);
				device->SetRenderState(D3DRS_FOGSTART, *(DWORD *)(&fStart));
				device->SetRenderState(D3DRS_FOGEND,   *(DWORD *)(&fEnd));
			}
			else
			{
				device->SetRenderState(D3DRS_FOGVERTEXMODE, Mode);
				device->SetRenderState(D3DRS_FOGDENSITY, *(DWORD *)(&fDensity));
			}
			
			if(bUseRange)
				device->SetRenderState(D3DRS_RANGEFOGENABLE,TRUE);
		}		
	}
}
#endif
#endif

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