#include "CLight.hpp" #include namespace urde { static const zeus::CVector3f kDefaultPosition(0.f, 0.f, 0.f); static const zeus::CVector3f kDefaultDirection(0.f, -1.f, 0.f); float CLight::CalculateLightRadius() const { if (x28_distL < FLT_EPSILON && x2c_distQ < FLT_EPSILON) return FLT_MAX; float intens = GetIntensity(); if (x2c_distQ > FLT_EPSILON) { if (intens <= FLT_EPSILON) return 0.f; return std::sqrt(intens / 5.f * intens / 255.f * x2c_distQ); } float nextIntens = 5.f * intens / 255.f; return intens / std::min(0.2f, nextIntens) * x28_distL; } float CLight::GetIntensity() const { if (x4c_24_intensityDirty) { ((CLight*)this)->x4c_24_intensityDirty = false; float coef = 1.f; if (x1c_type == ELightType::Custom) coef = x30_angleC; ((CLight*)this)->x48_cachedIntensity = coef * std::max(x18_color.r, std::max(x18_color.g, x18_color.b)); } return x48_cachedIntensity; } 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); } }