#include "Runtime/Graphics/CLight.hpp" #include namespace metaforce { constexpr zeus::CVector3f kDefaultPosition(0.f, 0.f, 0.f); constexpr zeus::CVector3f kDefaultDirection(0.f, -1.f, 0.f); float CLight::CalculateLightRadius() const { if (FLT_EPSILON > x28_distL && FLT_EPSILON > x2c_distQ) { return 0.f; } float intensity = GetIntensity(); if (x2c_distQ <= FLT_EPSILON) { constexpr float mulVal = std::min(0.05882353f, 0.2f); // Yes, retro really did do this if (x28_distL > FLT_EPSILON) { return intensity / (mulVal * x28_distL); } } else { constexpr float mulVal = std::min(0.05882353f, 0.2f); // See above comment if (intensity > FLT_EPSILON) { return std::sqrt(intensity / (mulVal * x2c_distQ)); } } return 0.f; } float CLight::GetIntensity() const { if (x4c_24_intensityDirty) { x4c_24_intensityDirty = false; float coef = 1.f; if (x1c_type == ELightType::Custom) { coef = x30_angleC; } x48_cachedIntensity = coef * std::max({x18_color.r(), x18_color.g(), x18_color.b()}); } return x48_cachedIntensity; } float CLight::GetRadius() const { if (x4c_25_radiusDirty) { x44_cachedRadius = CalculateLightRadius(); x4c_25_radiusDirty = false; } return x44_cachedRadius; } CLight::CLight(const zeus::CVector3f& pos, const zeus::CVector3f& dir, const zeus::CColor& color, float distC, float distL, float distQ, float angleC, float angleL, float angleQ) : x0_pos(pos) , xc_dir(dir) , x18_color(color) , x24_distC(distC) , x28_distL(distL) , x2c_distQ(distQ) , x30_angleC(angleC) , x34_angleL(angleL) , x38_angleQ(angleQ) {} CLight::CLight(ELightType type, const zeus::CVector3f& pos, const zeus::CVector3f& dir, const zeus::CColor& color, float cutoff) : x0_pos(pos), xc_dir(dir), x18_color(color), x1c_type(type), x20_spotCutoff(cutoff) {} zeus::CColor CLight::GetNormalIndependentLightingAtPoint(const zeus::CVector3f& point) const { if (x1c_type == ELightType::LocalAmbient) return x18_color; float dist = std::max((x0_pos - point).magnitude(), FLT_EPSILON); return x18_color * (1.f / (x2c_distQ * dist * dist + x28_distL * dist + x24_distC)); } CLight CLight::BuildDirectional(const zeus::CVector3f& dir, const zeus::CColor& color) { return CLight(ELightType::Directional, kDefaultPosition, dir, color, 180.f); } CLight CLight::BuildSpot(const zeus::CVector3f& pos, const zeus::CVector3f& dir, const zeus::CColor& color, float angle) { return CLight(ELightType::Spot, pos, dir, color, angle); } CLight CLight::BuildPoint(const zeus::CVector3f& pos, const zeus::CColor& color) { return CLight(ELightType::Point, pos, kDefaultDirection, color, 180.f); } CLight CLight::BuildCustom(const zeus::CVector3f& pos, const zeus::CVector3f& dir, const zeus::CColor& color, float distC, float distL, float distQ, float angleC, float angleL, float angleQ) { return CLight(pos, dir, color, distC, distL, distQ, angleC, angleL, angleQ); } CLight CLight::BuildLocalAmbient(const zeus::CVector3f& pos, const zeus::CColor& color) { return CLight(ELightType::LocalAmbient, pos, kDefaultDirection, color, 180.f); } } // namespace metaforce