metaforce/Runtime/Character/CActorLights.hpp

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