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Create directional light for bump mapped water rendering
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@@ -31,26 +31,32 @@ class CLight
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friend class CGameLight;
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zeus::CVector3f x0_pos;
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zeus::CVector3f xc_dir;
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zeus::CColor x18_color;
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ELightType x1c_type;
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float x20_spotCutoff;
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float x24_distC;
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float x28_distL;
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float x2c_distQ;
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float x30_angleC;
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float x34_angleL;
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float x38_angleQ;
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zeus::CVector3f xc_dir = zeus::CVector3f::skDown;
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zeus::CColor x18_color = zeus::CColor::skClear;
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ELightType x1c_type = ELightType::Custom;
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float x20_spotCutoff = 0.f;
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float x24_distC = 1.f;
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float x28_distL = 0.f;
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float x2c_distQ = 0.f;
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float x30_angleC = 1.f;
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float x34_angleL = 0.f;
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float x38_angleQ = 0.f;
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u32 x3c_priority = 0;
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u32 x40_lightId = 0; // Serves as unique key
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float x44_cachedRadius;
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float x48_cachedIntensity;
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float x44_cachedRadius = 0.f;
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float x48_cachedIntensity = 0.f;
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bool x4c_24_intensityDirty : 1;
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bool x4c_25_radiusDirty : 1;
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float CalculateLightRadius() const;
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public:
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CLight()
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{
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x4c_24_intensityDirty = true;
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x4c_25_radiusDirty = true;
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}
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CLight(const zeus::CVector3f& pos,
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const zeus::CVector3f& dir,
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const zeus::CColor& color,
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