2016-04-26 10:40:56 +00:00
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#include "CWorldLight.hpp"
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2017-10-25 07:47:49 +00:00
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#include <cfloat>
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2016-04-26 10:40:56 +00:00
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namespace urde
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{
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CWorldLight::CWorldLight(CInputStream& in)
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2017-01-21 15:46:51 +00:00
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: x0_type(EWorldLightType(in.readUint32Big()))
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, x4_color(zeus::CVector3f::ReadBig(in))
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, x10_position(zeus::CVector3f::ReadBig(in))
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, x1c_direction(zeus::CVector3f::ReadBig(in))
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, x28_q(in.readFloatBig())
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, x2c_cutoffAngle(in.readFloatBig())
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, x30_(in.readFloatBig())
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, x34_castShadows(in.readBool())
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, x38_(in.readFloatBig())
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, x3c_falloff(EFalloffType(in.readUint32Big()))
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, x40_(in.readFloatBig())
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2016-04-26 10:40:56 +00:00
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{
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}
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2017-01-21 15:46:51 +00:00
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std::tuple<float, float, float> CalculateLightFalloff(EFalloffType falloff, float q)
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{
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float constant = 0.f;
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float linear = 0.f;
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float quadratic = 0.f;
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if (falloff == EFalloffType::Constant)
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constant = 2.f / q;
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else if (falloff == EFalloffType::Linear)
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linear = 250.f / q;
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else if (falloff == EFalloffType::Quadratic)
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quadratic = 25000.f / q;
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return {constant, linear, quadratic};
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}
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2016-04-26 10:40:56 +00:00
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CLight CWorldLight::GetAsCGraphicsLight() const
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{
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2017-01-21 15:46:51 +00:00
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zeus::CVector3f float_color = x4_color;
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float q = x28_q;
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if (q < FLT_EPSILON)
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q = 0.000001f;
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if (x0_type == EWorldLightType::LocalAmbient)
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{
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float_color *= q;
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if (float_color.x >= 1.f)
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float_color.x = 1.f;
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if (float_color.y >= 1.f)
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float_color.y = 1.f;
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if (float_color.z >= 1.f)
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float_color.z = 1.f;
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return CLight::BuildLocalAmbient(x10_position, zeus::CColor(float_color.x, float_color.y, float_color.z, 1.f));
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}
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else if (x0_type == EWorldLightType::Directional)
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2016-04-26 10:40:56 +00:00
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{
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2017-01-21 23:05:42 +00:00
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return CLight::BuildDirectional(x1c_direction, zeus::CColor{x4_color.x, x4_color.y, x4_color.z, 1.f});
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2016-04-26 10:40:56 +00:00
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}
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2017-01-21 15:46:51 +00:00
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else if (x0_type == EWorldLightType::Spot)
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{
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2017-01-21 23:05:42 +00:00
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CLight light = CLight::BuildSpot(x10_position, x1c_direction.normalized(),
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zeus::CColor{x4_color.x, x4_color.y, x4_color.z, 1.f}, x2c_cutoffAngle * .5f);
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2017-01-21 15:46:51 +00:00
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float c, l, q;
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std::tie(c, l, q) = CalculateLightFalloff(x3c_falloff, x28_q);
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2016-04-26 10:40:56 +00:00
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2017-01-21 15:46:51 +00:00
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light.SetAttenuation(c, l, q);
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return light;
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}
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float distC, distL, distQ;
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std::tie(distC, distL, distQ) = CalculateLightFalloff(x3c_falloff, x28_q);
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return CLight::BuildCustom(x10_position, zeus::CVector3f{0.f, 1.f, 0.f},
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zeus::CColor{x4_color.x, x4_color.y, x4_color.z, 1.f}, distC, distL, distQ, 1.f, 0.f,
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0.f);
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}
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2016-04-26 10:40:56 +00:00
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}
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