#ifndef __URDE_CLIGHT_HPP__ #define __URDE_CLIGHT_HPP__ #include "zeus/CVector3f.hpp" #include "zeus/CColor.hpp" #include "RetroTypes.hpp" namespace urde { enum class ELightType { Spot = 0, Point = 1, Directional = 2, LocalAmbient = 3, Custom = 4, }; enum class EFalloffType { Constant, Linear, Quadratic }; class CLight { friend class CGuiLight; friend class CBooModel; friend class CBooRenderer; friend class CGameLight; zeus::CVector3f x0_pos; zeus::CVector3f xc_dir = zeus::CVector3f::skDown; zeus::CColor x18_color = zeus::CColor::skClear; ELightType x1c_type = ELightType::Custom; float x20_spotCutoff = 0.f; float x24_distC = 1.f; float x28_distL = 0.f; float x2c_distQ = 0.f; float x30_angleC = 1.f; float x34_angleL = 0.f; float x38_angleQ = 0.f; u32 x3c_priority = 0; u32 x40_lightId = 0; // Serves as unique key float x44_cachedRadius = 0.f; float x48_cachedIntensity = 0.f; bool x4c_24_intensityDirty : 1; bool x4c_25_radiusDirty : 1; float CalculateLightRadius() const; public: CLight() { x4c_24_intensityDirty = true; x4c_25_radiusDirty = true; } 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); CLight(ELightType type, const zeus::CVector3f& pos, const zeus::CVector3f& dir, const zeus::CColor& color, float cutoff); void SetPosition(const zeus::CVector3f& pos) { x0_pos = pos; } const zeus::CVector3f& GetPosition() const { return x0_pos; } void SetDirection(const zeus::CVector3f& dir) { xc_dir = dir; } const zeus::CVector3f& GetDirection() const { return xc_dir; } void SetColor(const zeus::CColor& col) { x18_color = col; x4c_24_intensityDirty = true; x4c_25_radiusDirty = true; } void SetAttenuation(float constant, float linear, float quadratic) { x24_distC = constant; x28_distL = linear; x2c_distQ = quadratic; x4c_24_intensityDirty = true; x4c_25_radiusDirty = true; } float GetAttenuationConstant() const { return x24_distC; } float GetAttenuationLinear() const { return x28_distL; } float GetAttenuationQuadratic() const { return x2c_distQ; } void SetAngleAttenuation(float constant, float linear, float quadratic) { x30_angleC = constant; x34_angleL = linear; x38_angleQ = quadratic; x4c_24_intensityDirty = true; x4c_25_radiusDirty = true; } float GetAngleAttenuationConstant() const { return x30_angleC; } float GetAngleAttenuationLinear() const { return x34_angleL; } float GetAngleAttenuationQuadratic() const { return x38_angleQ; } float GetRadius() const { if (x4c_25_radiusDirty) { const_cast(this)->x44_cachedRadius = CalculateLightRadius(); const_cast(this)->x4c_25_radiusDirty = false; } return x44_cachedRadius; } ELightType GetType() const { return x1c_type; } float GetIntensity() const; const zeus::CColor& GetColor() const { return x18_color; } zeus::CColor GetNormalIndependentLightingAtPoint(const zeus::CVector3f& point) const; static CLight BuildDirectional(const zeus::CVector3f& dir, const zeus::CColor& color); static CLight BuildSpot(const zeus::CVector3f& pos, const zeus::CVector3f& dir, const zeus::CColor& color, float angle); static CLight BuildPoint(const zeus::CVector3f& pos, const zeus::CColor& color); static 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); static CLight BuildLocalAmbient(const zeus::CVector3f& pos, const zeus::CColor& color); }; } #endif // __URDE_CLIGHT_HPP__