#ifndef __URDE_CWORLDSHADOW_HPP__ #define __URDE_CWORLDSHADOW_HPP__ #include "RetroTypes.hpp" #include "zeus/CAABox.hpp" #include "Graphics/Shaders/CWorldShadowShader.hpp" namespace urde { class CStateManager; class CWorldShadow { CWorldShadowShader m_shader; zeus::CTransform x4_view; zeus::CTransform x34_model; float x64_objHalfExtent = 1.f; zeus::CVector3f x68_objPos = {0.f, 1.f, 0.f}; zeus::CVector3f x74_lightPos; TAreaId x80_aid; s32 x84_lightIdx = -1; bool x88_blurReset = true; zeus::CMatrix4f m_shadowViewProj; public: CWorldShadow(u32 w, u32 h, bool rgba8); void EnableModelProjectedShadow(const zeus::CTransform& pos, s32 lightIdx, float f1); void DisableModelProjectedShadow(); void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, s32 lightIdx, const zeus::CAABox& aabb, bool motionBlur, bool lighten); void ResetBlur(); }; } #endif // __URDE_CWORLDSHADOW_HPP__