metaforce/Runtime/World/CWorldLight.cpp

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#include "CWorldLight.hpp"
#include <cfloat>
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namespace urde
{
CWorldLight::CWorldLight(CInputStream& in)
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: x0_type(EWorldLightType(in.readUint32Big()))
, x4_color(zeus::CVector3f::ReadBig(in))
, x10_position(zeus::CVector3f::ReadBig(in))
, x1c_direction(zeus::CVector3f::ReadBig(in))
, x28_q(in.readFloatBig())
, x2c_cutoffAngle(in.readFloatBig())
, x30_(in.readFloatBig())
, x34_castShadows(in.readBool())
, x38_(in.readFloatBig())
, x3c_falloff(EFalloffType(in.readUint32Big()))
, x40_(in.readFloatBig())
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{
}
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std::tuple<float, float, float> CalculateLightFalloff(EFalloffType falloff, float q)
{
float constant = 0.f;
float linear = 0.f;
float quadratic = 0.f;
if (falloff == EFalloffType::Constant)
constant = 2.f / q;
else if (falloff == EFalloffType::Linear)
linear = 250.f / q;
else if (falloff == EFalloffType::Quadratic)
quadratic = 25000.f / q;
return {constant, linear, quadratic};
}
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CLight CWorldLight::GetAsCGraphicsLight() const
{
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zeus::CVector3f float_color = x4_color;
float q = x28_q;
if (q < FLT_EPSILON)
q = 0.000001f;
if (x0_type == EWorldLightType::LocalAmbient)
{
float_color *= q;
if (float_color.x >= 1.f)
float_color.x = 1.f;
if (float_color.y >= 1.f)
float_color.y = 1.f;
if (float_color.z >= 1.f)
float_color.z = 1.f;
return CLight::BuildLocalAmbient(x10_position, zeus::CColor(float_color.x, float_color.y, float_color.z, 1.f));
}
else if (x0_type == EWorldLightType::Directional)
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{
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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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}
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else if (x0_type == EWorldLightType::Spot)
{
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CLight light = CLight::BuildSpot(x10_position, x1c_direction.normalized(),
zeus::CColor{x4_color.x, x4_color.y, x4_color.z, 1.f}, x2c_cutoffAngle * .5f);
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float c, l, q;
std::tie(c, l, q) = CalculateLightFalloff(x3c_falloff, x28_q);
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light.SetAttenuation(c, l, q);
return light;
}
float distC, distL, distQ;
std::tie(distC, distL, distQ) = CalculateLightFalloff(x3c_falloff, x28_q);
return CLight::BuildCustom(x10_position, zeus::CVector3f{0.f, 1.f, 0.f},
zeus::CColor{x4_color.x, x4_color.y, x4_color.z, 1.f}, distC, distL, distQ, 1.f, 0.f,
0.f);
}
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}