metaforce/Runtime/World/CWorldShadow.hpp

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#ifndef __URDE_CWORLDSHADOW_HPP__
#define __URDE_CWORLDSHADOW_HPP__
#include "RetroTypes.hpp"
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#include "zeus/CAABox.hpp"
#include "Graphics/Shaders/CWorldShadowShader.hpp"
#define CWORLDSHADOW_FEEDBACK 0
namespace urde
{
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class CStateManager;
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;
TAreaId x80_aid;
s32 x84_lightIdx = -1;
bool x88_blurReset = true;
#if CWORLDSHADOW_FEEDBACK
std::experimental::optional<CTexturedQuadFilter> m_feedback;
#endif
public:
CWorldShadow(u32 w, u32 h, bool rgba8);
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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);
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void ResetBlur();
};
}
#endif // __URDE_CWORLDSHADOW_HPP__