metaforce/Runtime/Graphics/CLight.hpp

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#pragma once
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#include "zeus/CVector3f.hpp"
#include "zeus/CColor.hpp"
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#include "RetroTypes.hpp"
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namespace urde
{
enum class ELightType
{
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Spot = 0,
Point = 1,
Directional = 2,
LocalAmbient = 3,
Custom = 4,
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};
enum class EFalloffType
{
Constant,
Linear,
Quadratic
};
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class CLight
{
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friend class CGuiLight;
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friend class CBooModel;
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friend class CBooRenderer;
friend class CGameLight;
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zeus::CVector3f x0_pos;
zeus::CVector3f xc_dir = zeus::CVector3f::skDown;
zeus::CColor x18_color = zeus::CColor::skClear;
ELightType x1c_type = ELightType::Custom;
float x20_spotCutoff = 0.f;
float x24_distC = 1.f;
float x28_distL = 0.f;
float x2c_distQ = 0.f;
float x30_angleC = 1.f;
float x34_angleL = 0.f;
float x38_angleQ = 0.f;
u32 x3c_priority = 0;
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u32 x40_lightId = 0; // Serves as unique key
float x44_cachedRadius = 0.f;
float x48_cachedIntensity = 0.f;
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bool x4c_24_intensityDirty : 1;
bool x4c_25_radiusDirty : 1;
float CalculateLightRadius() const;
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public:
CLight()
{
x4c_24_intensityDirty = true;
x4c_25_radiusDirty = true;
}
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CLight(const zeus::CVector3f& pos,
const zeus::CVector3f& dir,
const zeus::CColor& color,
float distC, float distL, float distQ,
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float angleC, float angleL, float angleQ);
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CLight(ELightType type,
const zeus::CVector3f& pos,
const zeus::CVector3f& dir,
const zeus::CColor& color,
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float cutoff);
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void SetPosition(const zeus::CVector3f& pos)
{
x0_pos = pos;
}
const zeus::CVector3f& GetPosition() const { return x0_pos; }
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void SetDirection(const zeus::CVector3f& dir)
{
xc_dir = dir;
}
const zeus::CVector3f& GetDirection() const { return xc_dir; }
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void SetColor(const zeus::CColor& col)
{
x18_color = col;
x4c_24_intensityDirty = true;
x4c_25_radiusDirty = true;
}
void SetAttenuation(float constant, float linear, float quadratic)
{
x24_distC = constant;
x28_distL = linear;
x2c_distQ = quadratic;
x4c_24_intensityDirty = true;
x4c_25_radiusDirty = true;
}
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float GetAttenuationConstant() const { return x24_distC; }
float GetAttenuationLinear() const { return x28_distL; }
float GetAttenuationQuadratic() const { return x2c_distQ; }
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void SetAngleAttenuation(float constant, float linear, float quadratic)
{
x30_angleC = constant;
x34_angleL = linear;
x38_angleQ = quadratic;
x4c_24_intensityDirty = true;
x4c_25_radiusDirty = true;
}
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float GetAngleAttenuationConstant() const { return x30_angleC; }
float GetAngleAttenuationLinear() const { return x34_angleL; }
float GetAngleAttenuationQuadratic() const { return x38_angleQ; }
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float GetRadius() const
{
if (x4c_25_radiusDirty)
{
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const_cast<CLight*>(this)->x44_cachedRadius = CalculateLightRadius();
const_cast<CLight*>(this)->x4c_25_radiusDirty = false;
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}
return x44_cachedRadius;
}
ELightType GetType() const { return x1c_type; }
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float GetIntensity() const;
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const zeus::CColor& GetColor() const { return x18_color; }
zeus::CColor GetNormalIndependentLightingAtPoint(const zeus::CVector3f& point) const;
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static CLight BuildDirectional(const zeus::CVector3f& dir, const zeus::CColor& color);
static CLight BuildSpot(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
const zeus::CColor& color, float angle);
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static CLight BuildPoint(const zeus::CVector3f& pos, const zeus::CColor& color);
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static CLight BuildCustom(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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const zeus::CColor& color,
float distC, float distL, float distQ,
float angleC, float angleL, float angleQ);
static CLight BuildLocalAmbient(const zeus::CVector3f& pos, const zeus::CColor& color);
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};
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}