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New code style refactor
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@@ -6,32 +6,29 @@
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#define CWORLDSHADOW_FEEDBACK 0
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namespace urde
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{
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namespace urde {
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class CStateManager;
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class CWorldShadow
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{
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CWorldShadowShader m_shader;
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zeus::CTransform x4_view;
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zeus::CTransform x34_model;
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float x64_objHalfExtent = 1.f;
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zeus::CVector3f x68_objPos = {0.f, 1.f, 0.f};
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zeus::CVector3f x74_lightPos;
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TAreaId x80_aid;
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s32 x84_lightIdx = -1;
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bool x88_blurReset = true;
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class CWorldShadow {
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CWorldShadowShader m_shader;
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zeus::CTransform x4_view;
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zeus::CTransform x34_model;
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float x64_objHalfExtent = 1.f;
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zeus::CVector3f x68_objPos = {0.f, 1.f, 0.f};
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zeus::CVector3f x74_lightPos;
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TAreaId x80_aid;
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s32 x84_lightIdx = -1;
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bool x88_blurReset = true;
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#if CWORLDSHADOW_FEEDBACK
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std::experimental::optional<CTexturedQuadFilter> m_feedback;
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std::experimental::optional<CTexturedQuadFilter> m_feedback;
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#endif
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public:
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CWorldShadow(u32 w, u32 h, bool rgba8);
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void EnableModelProjectedShadow(const zeus::CTransform& pos, s32 lightIdx, float f1);
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void DisableModelProjectedShadow();
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void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, s32 lightIdx,
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const zeus::CAABox& aabb, bool motionBlur, bool lighten);
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void ResetBlur();
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CWorldShadow(u32 w, u32 h, bool rgba8);
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void EnableModelProjectedShadow(const zeus::CTransform& pos, s32 lightIdx, float f1);
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void DisableModelProjectedShadow();
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void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, s32 lightIdx, const zeus::CAABox& aabb,
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bool motionBlur, bool lighten);
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void ResetBlur();
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};
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}
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} // namespace urde
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