metaforce/Runtime/Character/CActorLights.hpp

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#ifndef __URDE_CACTORLIGHTS_HPP__
#define __URDE_CACTORLIGHTS_HPP__
#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
{
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std::vector<CLight> x0_areaLights;
std::vector<CLight> x144_dynamicLights;
zeus::CColor x288_ambientColor;
TAreaId x294_aid = kInvalidAreaId;
union
{
struct
{
bool x298_24_ : 1;
bool x298_25_ : 1;
bool x298_26_ : 1;
bool x298_27_ : 1;
bool x298_28_inArea : 1;
bool x298_29_ : 1;
bool x298_30_ : 1;
bool x298_31_ : 1;
bool x299_24_ : 1;
bool x299_25_overrideFirstDist : 1;
bool x299_26_ : 1;
};
u16 _dummy = 0;
};
bool x29a_ = false;
u32 x29c_ = -1;
u32 x2a0_ = -1;
u32 x2a4_ = 0;
u32 x2a8_;
zeus::CVector3f x2ac_;
int x2b8_b;
int x2bc_a;
zeus::CVector3f x2c0_;
float x2cc_;
float x2d0_ = 0.f;
float x2d4_ = 1.f;
u32 x2d8_ = -1;
u32 x2dc_overrideDist = 0;
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public:
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CActorLights(u32, const zeus::CVector3f& vec, int, int, int, int, int, float);
void BuildConstantAmbientLighting();
void BuildConstantAmbientLighting(const zeus::CColor& color);
void BuildFakeLightList(const std::vector<CLight>& lights, const zeus::CColor& color);
void BuildFaceLightList(CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb);
void BuildDynamicLightList(CStateManager& mgr, const zeus::CAABox& aabb);
void MoveAmbienceToLights(const zeus::CVector3f& vec);
void ActivateLights(CBooModel& model) const;
void SetAmbientColor(const zeus::CColor& color) { x288_ambientColor = color; }
const CLight& GetLight(u32 idx) const;
u32 GetActiveLightCount() const;
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};
}
#endif // __URDE_CACTORLIGHTS_HPP__