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CGuiLight imps
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@@ -1,24 +1,71 @@
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#include "CLight.hpp"
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#include <cfloat>
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namespace urde
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{
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static const zeus::CVector3f kDefaultPosition(0.f, 0.f, 0.f);
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static const zeus::CVector3f kDefaultDirection(0.f, -1.f, 0.f);
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float CLight::CalculateLightRadius() const
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{
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if (x28_distL < FLT_EPSILON && x2c_distQ < FLT_EPSILON)
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return FLT_MAX;
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float intens = GetIntensity();
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if (x2c_distQ > FLT_EPSILON)
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{
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if (intens <= FLT_EPSILON)
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return 0.f;
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return std::sqrt(intens / 5.f * intens / 255.f * x2c_distQ);
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}
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float nextIntens = 5.f * intens / 255.f;
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return intens / std::min(0.2f, nextIntens) * x28_distL;
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}
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float CLight::GetIntensity() const
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{
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if (x4c_24_intensityDirty)
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{
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((CLight*)this)->x4c_24_intensityDirty = false;
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float coef = 1.f;
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if (x1c_type == ELightType::Custom)
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coef = x30_angleC;
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((CLight*)this)->x48_cachedIntensity =
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coef * std::max(x18_color.r, std::max(x18_color.g, x18_color.b));
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}
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return x48_cachedIntensity;
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}
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CLight CLight::BuildDirectional(const zeus::CVector3f& dir, const zeus::CColor& color)
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{
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return {};
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return CLight(ELightType::Directional, kDefaultPosition, dir, color, 180.f);
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}
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CLight CLight::BuildSpot(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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const zeus::CColor& color, float angle)
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{
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return {};
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return CLight(ELightType::Spot, pos, dir, color, angle);
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}
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CLight CLight::BuildPoint(const zeus::CVector3f& pos, const zeus::CColor& color)
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{
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return CLight(ELightType::Point, pos, kDefaultDirection, color, 180.f);
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}
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CLight CLight::BuildCustom(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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const zeus::CColor& color, float constAtt, float linearAtt, float quadAtt,
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float intensity, float, float)
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const zeus::CColor& color,
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float distC, float distL, float distQ,
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float angleC, float angleL, float angleQ)
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{
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return {};
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return CLight(pos, dir, color, distC, distL, distQ, angleC, angleL, angleQ);
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}
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CLight CLight::BuildLocalAmbient(const zeus::CVector3f& pos, const zeus::CColor& color)
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{
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return CLight(ELightType::LocalAmbient, pos, kDefaultDirection, color, 180.f);
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}
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}
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