2020-06-14 19:03:32 -04:00

85 lines
3.0 KiB
C++

#ifndef CLIGHT_H
#define CLIGHT_H
#include "Core/Resource/Script/Property/Properties.h"
#include <Common/CColor.h>
#include <Common/FileIO/IInputStream.h>
#include <Common/Math/CVector3f.h>
/* CLight is currently heavily based on the lights system from Metroid Prime,
* including code reverse engineered from the game's executable. Not yet sure
* how much needs to be modified to properly support DKCR. */
enum class ELightType
{
LocalAmbient = 0,
Directional = 1,
Spot = 3,
Custom = 2
};
class CLight
{
ELightType mType{};
uint32 mLayerIndex = 0;
CVector3f mPosition{skDefaultLightPos};
CVector3f mDirection{skDefaultLightDir};
CColor mColor;
float mSpotCutoff = 0.0f;
CVector3f mDistAttenCoefficients{0.f, 1.f, 0.f};
CVector3f mAngleAttenCoefficients{0.f, 1.f, 0.f};
mutable float mCachedRadius = 0.0f;
mutable float mCachedIntensity = 0.0f;
mutable uint8 mDirtyFlags;
public:
CLight();
private:
// Data Manipulation
float CalculateRadius() const;
float CalculateIntensity() const;
CVector3f CalculateSpotAngleAtten();
public:
// Accessors
ELightType Type() const { return mType; }
uint32 LayerIndex() const { return mLayerIndex; }
CVector3f Position() const { return mPosition; }
CVector3f Direction() const { return mDirection; }
CColor Color() const { return mColor; }
CVector3f DistAttenuation() const { return mDistAttenCoefficients; }
CVector3f AngleAttenuation() const { return mAngleAttenCoefficients; }
void SetLayer(uint32 Index) { mLayerIndex = Index; }
void SetPosition(const CVector3f& rkPosition) { mPosition = rkPosition; }
void SetDirection(const CVector3f& rkDirection) { mDirection = rkDirection; }
float GetRadius() const;
float GetIntensity() const;
void SetColor(const CColor& rkColor);
void SetSpotCutoff(float Cutoff);
void SetDistAtten(float DistCoefA, float DistCoefB, float DistCoefC);
void SetAngleAtten(float AngleCoefA, float AngleCoefB, float AngleCoefC);
CStructProperty* GetProperties() const;
// Other
void Load() const;
// Static
static CLight BuildLocalAmbient(const CVector3f& rkPosition, const CColor& rkColor);
static CLight BuildDirectional(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor);
static CLight BuildSpot(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor, float Cutoff);
static CLight BuildCustom(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor,
float DistAttenA, float DistAttenB, float DistAttenC,
float AngleAttenA, float AngleAttenB, float AngleAttenC);
// Constants
static constexpr CVector3f skDefaultLightPos{0.f, 0.f, 0.f};
static constexpr CVector3f skDefaultLightDir{0.f, -1.f, 0.f};
};
#endif // CLIGHT_H