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GameUI refactor (part 7/7): Finish to include profiler things to GameUI
Other changes: * Add GameUI clarification comment * Move force_fog_off & disable_camera_update flags from GameUI to Game, it's not UI related * Properly init GameUI::Flags * Move toggleChat toggleHud & toggleProfiler to GameUI * Add gameui.cpp to LINT whitelist
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parent
02f82eca0b
commit
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4 changed files with 78 additions and 75 deletions
74
src/game.cpp
74
src/game.cpp
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@ -1065,9 +1065,6 @@ struct GameRunData {
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v3f update_draw_list_last_cam_dir;
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u32 profiler_current_page;
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u32 profiler_max_page; // Number of pages
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float time_of_day_smooth;
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};
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@ -1158,13 +1155,10 @@ protected:
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void toggleCinematic();
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void toggleAutoforward();
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void toggleChat();
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void toggleHud();
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void toggleMinimap(bool shift_pressed);
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void toggleFog();
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void toggleDebug();
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void toggleUpdateCamera();
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void toggleProfiler();
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void increaseViewRange();
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void decreaseViewRange();
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@ -1256,6 +1250,11 @@ protected:
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#endif
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private:
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struct Flags {
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bool force_fog_off = false;
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bool disable_camera_update = false;
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};
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void showPauseMenu();
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// ClientEvent handlers
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@ -1315,6 +1314,7 @@ private:
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Minimap *mapper = nullptr;
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GameRunData runData;
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Flags m_flags;
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/* 'cache'
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This class does take ownership/responsibily for cleaning up etc of any of
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@ -1496,7 +1496,6 @@ bool Game::startup(bool *kill,
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memset(&runData, 0, sizeof(runData));
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runData.time_from_last_punch = 10.0;
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runData.profiler_max_page = 3;
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runData.update_wielded_item_trigger = true;
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m_game_ui->initFlags();
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@ -1790,7 +1789,7 @@ bool Game::createClient(const std::string &playername,
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}
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GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
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&m_game_ui->m_flags.force_fog_off, &runData.fog_range, client);
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&m_flags.force_fog_off, &runData.fog_range, client);
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shader_src->addShaderConstantSetterFactory(scsf);
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// Update cached textures, meshes and materials
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@ -2201,9 +2200,7 @@ void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
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g_profiler->print(infostream);
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}
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m_game_ui->updateProfiler(runData.profiler_current_page,
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runData.profiler_max_page);
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m_game_ui->updateProfiler();
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g_profiler->clear();
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}
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@ -2377,11 +2374,11 @@ void Game::processKeyInput()
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} else if (wasKeyDown(KeyType::SCREENSHOT)) {
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client->makeScreenshot();
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} else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
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toggleHud();
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m_game_ui->toggleHud();
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} else if (wasKeyDown(KeyType::MINIMAP)) {
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toggleMinimap(isKeyDown(KeyType::SNEAK));
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} else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
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toggleChat();
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m_game_ui->toggleChat();
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} else if (wasKeyDown(KeyType::TOGGLE_FORCE_FOG_OFF)) {
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toggleFog();
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} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
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@ -2389,7 +2386,7 @@ void Game::processKeyInput()
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} else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
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toggleDebug();
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} else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
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toggleProfiler();
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m_game_ui->toggleProfiler();
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} else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
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increaseViewRange();
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} else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
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@ -2615,25 +2612,6 @@ void Game::toggleAutoforward()
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m_game_ui->showTranslatedStatusText("Automatic forwards disabled");
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}
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void Game::toggleChat()
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{
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m_game_ui->m_flags.show_chat = !m_game_ui->m_flags.show_chat;
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if (m_game_ui->m_flags.show_chat)
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m_game_ui->showTranslatedStatusText("Chat shown");
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else
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m_game_ui->showTranslatedStatusText("Chat hidden");
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}
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void Game::toggleHud()
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{
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m_game_ui->m_flags.show_hud = !m_game_ui->m_flags.show_hud;
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if (m_game_ui->m_flags.show_hud)
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m_game_ui->showTranslatedStatusText("HUD shown");
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else
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m_game_ui->showTranslatedStatusText("HUD hidden");
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}
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void Game::toggleMinimap(bool shift_pressed)
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{
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if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
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@ -2689,8 +2667,8 @@ void Game::toggleMinimap(bool shift_pressed)
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void Game::toggleFog()
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{
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m_game_ui->m_flags.force_fog_off = !m_game_ui->m_flags.force_fog_off;
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if (m_game_ui->m_flags.force_fog_off)
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m_flags.force_fog_off = !m_flags.force_fog_off;
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if (m_flags.force_fog_off)
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m_game_ui->showTranslatedStatusText("Fog disabled");
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else
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m_game_ui->showTranslatedStatusText("Fog enabled");
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@ -2730,24 +2708,14 @@ void Game::toggleDebug()
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void Game::toggleUpdateCamera()
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{
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m_game_ui->m_flags.disable_camera_update = !m_game_ui->m_flags.disable_camera_update;
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if (m_game_ui->m_flags.disable_camera_update)
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m_flags.disable_camera_update = !m_flags.disable_camera_update;
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if (m_flags.disable_camera_update)
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m_game_ui->showTranslatedStatusText("Camera update disabled");
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else
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m_game_ui->showTranslatedStatusText("Camera update enabled");
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}
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void Game::toggleProfiler()
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{
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runData.profiler_current_page =
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(runData.profiler_current_page + 1) % (runData.profiler_max_page + 1);
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// FIXME: This updates the profiler with incomplete values
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m_game_ui->updateProfiler(runData.profiler_current_page, runData.profiler_max_page);
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}
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void Game::increaseViewRange()
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{
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s16 range = g_settings->getS16("viewing_range");
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@ -2944,12 +2912,10 @@ inline void Game::step(f32 *dtime)
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if (can_be_and_is_paused) { // This is for a singleplayer server
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*dtime = 0; // No time passes
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} else {
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if (server != NULL) {
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//TimeTaker timer("server->step(dtime)");
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if (server) {
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server->step(*dtime);
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}
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//TimeTaker timer("client.step(dtime)");
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client->step(*dtime);
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}
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}
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@ -3276,7 +3242,7 @@ void Game::updateChat(f32 dtime, const v2u32 &screensize)
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// Display all messages in a static text element
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m_game_ui->setChatText(chat_backend->getRecentChat(),
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chat_backend->getRecentBuffer().getLineCount(), runData.profiler_current_page);
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chat_backend->getRecentBuffer().getLineCount());
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}
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void Game::updateCamera(u32 busy_time, f32 dtime)
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@ -3336,7 +3302,7 @@ void Game::updateCamera(u32 busy_time, f32 dtime)
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m_camera_offset_changed = (camera_offset != old_camera_offset);
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if (!m_game_ui->m_flags.disable_camera_update) {
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if (!m_flags.disable_camera_update) {
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client->getEnv().getClientMap().updateCamera(camera_position,
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camera_direction, camera_fov, camera_offset);
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@ -4033,7 +3999,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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clouds->update(camera_node_position,
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sky->getCloudColor());
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if (clouds->isCameraInsideCloud() && m_cache_enable_fog &&
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!m_game_ui->m_flags.force_fog_off) {
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!m_flags.force_fog_off) {
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// if inside clouds, and fog enabled, use that as sky
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// color(s)
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video::SColor clouds_dark = clouds->getColor()
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@ -4058,7 +4024,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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Fog
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*/
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if (m_cache_enable_fog && !m_game_ui->m_flags.force_fog_off) {
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if (m_cache_enable_fog && !m_flags.force_fog_off) {
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driver->setFog(
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sky->getBgColor(),
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video::EFT_FOG_LINEAR,
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