metaforce/Runtime/World/CWorldShadow.hpp

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#pragma once
#include "Runtime/RetroTypes.hpp"
#include "Runtime/Graphics/Shaders/CWorldShadowShader.hpp"
#include <zeus/CAABox.hpp>
#include <zeus/CTransform.hpp>
#include <zeus/CVector3f.hpp>
#define CWORLDSHADOW_FEEDBACK 0
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namespace metaforce {
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class CStateManager;
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class CWorldShadow {
CWorldShadowShader m_shader;
zeus::CTransform x4_view;
zeus::CTransform x34_model;
float x64_objHalfExtent = 1.f;
zeus::CVector3f x68_objPos = {0.f, 1.f, 0.f};
zeus::CVector3f x74_lightPos;
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TAreaId x80_aid = kInvalidAreaId;
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s32 x84_lightIdx = -1;
bool x88_blurReset = true;
#if CWORLDSHADOW_FEEDBACK
std::optional<CTexturedQuadFilter> m_feedback;
#endif
public:
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CWorldShadow(u32 w, u32 h, bool rgba8);
void EnableModelProjectedShadow(const zeus::CTransform& pos, s32 lightIdx, float f1);
void DisableModelProjectedShadow();
void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, s32 lightIdx, const zeus::CAABox& aabb,
bool motionBlur, bool lighten);
void ResetBlur();
};
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} // namespace metaforce