metaforce/Runtime/Graphics/CLight.hpp

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