mirror of https://github.com/AxioDL/metaforce.git
Clean up CWorldLight
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9c96bf8c54
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@ -36,7 +36,6 @@ std::tuple<float, float, float> CalculateLightFalloff(EFalloffType falloff, floa
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CLight CWorldLight::GetAsCGraphicsLight() const
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CLight CWorldLight::GetAsCGraphicsLight() const
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{
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{
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zeus::CVector3f float_color = x4_color;
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zeus::CVector3f float_color = x4_color;
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zeus::CColor tmpColor;
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float q = x28_q;
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float q = x28_q;
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if (q < FLT_EPSILON)
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if (q < FLT_EPSILON)
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q = 0.000001f;
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q = 0.000001f;
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@ -57,11 +56,12 @@ CLight CWorldLight::GetAsCGraphicsLight() const
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}
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}
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else if (x0_type == EWorldLightType::Directional)
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else if (x0_type == EWorldLightType::Directional)
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{
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{
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return CLight::BuildDirectional(x1c_direction, tmpColor);
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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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}
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else if (x0_type == EWorldLightType::Spot)
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else if (x0_type == EWorldLightType::Spot)
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{
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{
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CLight light = CLight::BuildSpot(x10_position, x1c_direction.normalized(), tmpColor, x2c_cutoffAngle * .5f);
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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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float c, l, q;
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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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std::tie(c, l, q) = CalculateLightFalloff(x3c_falloff, x28_q);
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