#include "Runtime/World/CWorldLight.hpp" #include namespace urde { CWorldLight::CWorldLight(CInputStream& in) : x0_type(EWorldLightType(in.readUint32Big())) , x4_color(zeus::CVector3f::ReadBig(in)) , x10_position(zeus::CVector3f::ReadBig(in)) , x1c_direction(zeus::CVector3f::ReadBig(in)) , x28_q(in.readFloatBig()) , x2c_cutoffAngle(in.readFloatBig()) , x30_(in.readFloatBig()) , x34_castShadows(in.readBool()) , x38_(in.readFloatBig()) , x3c_falloff(EFalloffType(in.readUint32Big())) , x40_(in.readFloatBig()) {} std::tuple CalculateLightFalloff(EFalloffType falloff, float q) { float constant = 0.f; float linear = 0.f; float quadratic = 0.f; if (falloff == EFalloffType::Constant) constant = 2.f / q; else if (falloff == EFalloffType::Linear) linear = 250.f / q; else if (falloff == EFalloffType::Quadratic) quadratic = 25000.f / q; return {constant, linear, quadratic}; } CLight CWorldLight::GetAsCGraphicsLight() const { zeus::CVector3f float_color = x4_color; float q = x28_q; if (q < FLT_EPSILON) q = 0.000001f; if (x0_type == EWorldLightType::LocalAmbient) { float_color *= zeus::CVector3f(q); if (float_color.x() >= 1.f) float_color.x() = 1.f; if (float_color.y() >= 1.f) float_color.y() = 1.f; if (float_color.z() >= 1.f) float_color.z() = 1.f; return CLight::BuildLocalAmbient(x10_position, zeus::CColor(float_color.x(), float_color.y(), float_color.z(), 1.f)); } else if (x0_type == EWorldLightType::Directional) { return CLight::BuildDirectional(x1c_direction, zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f}); } else if (x0_type == EWorldLightType::Spot) { CLight light = CLight::BuildSpot(x10_position, x1c_direction.normalized(), zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f}, x2c_cutoffAngle * .5f); const auto [constant, linear, quadratic] = CalculateLightFalloff(x3c_falloff, x28_q); light.SetAttenuation(constant, linear, quadratic); return light; } const auto [distC, distL, distQ] = CalculateLightFalloff(x3c_falloff, x28_q); return CLight::BuildCustom(x10_position, zeus::CVector3f{0.f, 1.f, 0.f}, zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f}, distC, distL, distQ, 1.f, 0.f, 0.f); } } // namespace urde