2018-10-07 03:42:33 +00:00
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#pragma once
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2016-04-14 21:42:47 +00:00
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2016-08-14 21:11:44 +00:00
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#include "RetroTypes.hpp"
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#include "zeus/CVector3f.hpp"
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2016-08-21 00:04:50 +00:00
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#include "zeus/CColor.hpp"
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#include "zeus/CAABox.hpp"
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#include "Graphics/CLight.hpp"
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2016-08-14 21:11:44 +00:00
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2018-12-08 05:30:43 +00:00
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namespace urde {
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class CBooModel;
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class CStateManager;
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class CGameArea;
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class CActorLights {
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static s32 sFrameSchedulerCount;
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std::vector<CLight> x0_areaLights;
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std::vector<CLight> x144_dynamicLights;
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zeus::CColor x288_ambientColor = zeus::CColor::skBlack;
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TAreaId x294_aid = kInvalidAreaId;
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union {
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struct {
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bool x298_24_dirty : 1;
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bool x298_25_castShadows : 1;
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bool x298_26_hasAreaLights : 1;
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bool x298_27_findShadowLight : 1;
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bool x298_28_inArea : 1;
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bool x298_29_ambienceGenerated : 1;
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bool x298_30_layer2 : 1;
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bool x298_31_disableWorldLights : 1;
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bool x299_24_inBrightLight : 1;
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bool x299_25_useBrightLightLag : 1;
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bool x299_26_ambientOnly : 1;
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};
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u16 _dummy = 0;
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};
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bool x29a_findNearestDynamicLights = false;
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s32 x29c_shadowLightArrIdx = -1;
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s32 x2a0_shadowLightIdx = -1;
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u32 x2a4_lastUpdateFrame = 0;
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u32 x2a8_areaUpdateFramePeriod;
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zeus::CVector3f x2ac_actorPosBias;
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int x2b8_maxAreaLights;
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int x2bc_maxDynamicLights;
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zeus::CVector3f x2c0_lastActorPos;
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float x2cc_actorPositionDeltaUpdateThreshold;
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float x2d0_shadowDynamicRangeThreshold = 0.f;
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float x2d4_worldLightingLevel = 1.f;
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s32 x2d8_brightLightIdx = -1;
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u32 x2dc_brightLightLag = 0;
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static void MergeOverflowLight(CLight& out, zeus::CColor& color, const CLight& in, float colorMag);
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void AddOverflowToLights(const CLight& light, const zeus::CColor& color, float mag);
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void MoveAmbienceToLights(const zeus::CColor& color);
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void MultiplyLightingLevels(float level);
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void UpdateBrightLight();
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public:
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CActorLights(u32 areaUpdateFramePeriod, const zeus::CVector3f& actorPosBias, int maxDynamicLights, int maxAreaLights,
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bool ambientChannelOverflow, bool layer2, bool disableWorldLights, float positionUpdateThreshold);
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void BuildConstantAmbientLighting();
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void BuildConstantAmbientLighting(const zeus::CColor& color);
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void BuildFakeLightList(const std::vector<CLight>& lights, const zeus::CColor& color);
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void BuildFaceLightList(const CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb);
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bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb);
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void BuildDynamicLightList(const CStateManager& mgr, const zeus::CAABox& aabb);
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std::vector<CLight> BuildLightVector() const;
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void ActivateLights(CBooModel& model) const;
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void SetCastShadows(bool v) { x298_25_castShadows = v; }
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void SetFindShadowLight(bool v) { x298_27_findShadowLight = v; }
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void SetShadowDynamicRangeThreshold(float t) { x2d0_shadowDynamicRangeThreshold = t; }
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void SetAmbienceGenerated(bool v) { x298_29_ambienceGenerated = v; }
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void DisableAreaLights();
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void SetMaxDynamicLights(int l) { x2bc_maxDynamicLights = l; }
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void SetFindNearestDynamicLights(bool v) { x29a_findNearestDynamicLights = v; }
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void SetAmbientColor(const zeus::CColor& color) { x288_ambientColor = color; }
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const zeus::CColor& GetAmbientColor() const { return x288_ambientColor; }
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const CLight& GetLight(u32 idx) const;
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u32 GetActiveLightCount() const;
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int GetMaxAreaLights() const { return x2b8_maxAreaLights; }
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const std::vector<CLight>& GetAreaLights() const { return x0_areaLights; }
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const std::vector<CLight>& GetDynamicLights() const { return x144_dynamicLights; }
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bool GetIsDirty() const { return x298_24_dirty; }
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void SetDirty() { x298_24_dirty = true; }
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bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; }
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s32 GetShadowLightArrIndex() const { return x29c_shadowLightArrIdx; }
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s32 GetShadowLightIndex() const { return x2a0_shadowLightIdx; }
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u32 GetAreaUpdateFramePeriod() const { return x2a8_areaUpdateFramePeriod; }
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void SetAreaUpdateFramePeriod(u32 p) { x2a8_areaUpdateFramePeriod = p; }
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zeus::CVector3f GetActorPositionBias() const { return x2ac_actorPosBias; }
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void SetActorPositionBias(const zeus::CVector3f& bias) { x2ac_actorPosBias = bias; }
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};
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2018-12-08 05:30:43 +00:00
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} // namespace urde
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