2018-10-07 03:42:33 +00:00
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#pragma once
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2015-08-21 00:06:39 +00:00
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2016-03-04 23:04:53 +00:00
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#include "zeus/CVector3f.hpp"
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#include "zeus/CColor.hpp"
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#include "RetroTypes.hpp"
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namespace urde
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{
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enum class ELightType
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{
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Spot = 0,
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Point = 1,
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Directional = 2,
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LocalAmbient = 3,
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Custom = 4,
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};
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enum class EFalloffType
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{
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Constant,
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Linear,
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Quadratic
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};
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class CLight
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{
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friend class CGuiLight;
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friend class CBooModel;
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friend class CBooRenderer;
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friend class CGameLight;
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zeus::CVector3f x0_pos;
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zeus::CVector3f xc_dir = zeus::CVector3f::skDown;
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zeus::CColor x18_color = zeus::CColor::skClear;
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ELightType x1c_type = ELightType::Custom;
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float x20_spotCutoff = 0.f;
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float x24_distC = 1.f;
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float x28_distL = 0.f;
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float x2c_distQ = 0.f;
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float x30_angleC = 1.f;
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float x34_angleL = 0.f;
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float x38_angleQ = 0.f;
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u32 x3c_priority = 0;
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u32 x40_lightId = 0; // Serves as unique key
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float x44_cachedRadius = 0.f;
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float x48_cachedIntensity = 0.f;
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bool x4c_24_intensityDirty : 1;
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bool x4c_25_radiusDirty : 1;
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float CalculateLightRadius() const;
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public:
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CLight()
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{
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x4c_24_intensityDirty = true;
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x4c_25_radiusDirty = true;
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}
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CLight(const zeus::CVector3f& pos,
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const zeus::CVector3f& dir,
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const zeus::CColor& color,
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float distC, float distL, float distQ,
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float angleC, float angleL, float angleQ);
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CLight(ELightType type,
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const zeus::CVector3f& pos,
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const zeus::CVector3f& dir,
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const zeus::CColor& color,
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float cutoff);
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void SetPosition(const zeus::CVector3f& pos)
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{
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x0_pos = pos;
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}
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const zeus::CVector3f& GetPosition() const { return x0_pos; }
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void SetDirection(const zeus::CVector3f& dir)
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{
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xc_dir = dir;
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}
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const zeus::CVector3f& GetDirection() const { return xc_dir; }
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void SetColor(const zeus::CColor& col)
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{
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x18_color = col;
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x4c_24_intensityDirty = true;
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x4c_25_radiusDirty = true;
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}
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void SetAttenuation(float constant, float linear, float quadratic)
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{
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x24_distC = constant;
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x28_distL = linear;
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x2c_distQ = quadratic;
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x4c_24_intensityDirty = true;
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x4c_25_radiusDirty = true;
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}
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float GetAttenuationConstant() const { return x24_distC; }
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float GetAttenuationLinear() const { return x28_distL; }
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float GetAttenuationQuadratic() const { return x2c_distQ; }
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void SetAngleAttenuation(float constant, float linear, float quadratic)
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{
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x30_angleC = constant;
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x34_angleL = linear;
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x38_angleQ = quadratic;
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x4c_24_intensityDirty = true;
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x4c_25_radiusDirty = true;
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}
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float GetAngleAttenuationConstant() const { return x30_angleC; }
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float GetAngleAttenuationLinear() const { return x34_angleL; }
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float GetAngleAttenuationQuadratic() const { return x38_angleQ; }
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float GetRadius() const
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{
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if (x4c_25_radiusDirty)
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{
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2016-08-29 04:22:54 +00:00
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const_cast<CLight*>(this)->x44_cachedRadius = CalculateLightRadius();
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const_cast<CLight*>(this)->x4c_25_radiusDirty = false;
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}
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return x44_cachedRadius;
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}
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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; }
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zeus::CColor GetNormalIndependentLightingAtPoint(const zeus::CVector3f& point) const;
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static CLight BuildDirectional(const zeus::CVector3f& dir, const zeus::CColor& color);
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static CLight BuildSpot(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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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,
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float distC, float distL, float distQ,
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float angleC, float angleL, float angleQ);
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static CLight BuildLocalAmbient(const zeus::CVector3f& pos, const zeus::CColor& color);
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};
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2016-03-04 23:04:53 +00:00
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}
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