#ifndef __URDE_CACTORLIGHTS_HPP__ #define __URDE_CACTORLIGHTS_HPP__ #include "RetroTypes.hpp" #include "zeus/CVector3f.hpp" #include "zeus/CColor.hpp" #include "zeus/CAABox.hpp" #include "Graphics/CLight.hpp" namespace urde { class CBooModel; class CStateManager; class CGameArea; class CActorLights { static s32 sFrameSchedulerCount; std::vector x0_areaLights; std::vector x144_dynamicLights; zeus::CColor x288_ambientColor = zeus::CColor::skBlack; TAreaId x294_aid = kInvalidAreaId; union { struct { bool x298_24_dirty : 1; bool x298_25_castShadows : 1; bool x298_26_hasAreaLights : 1; bool x298_27_findShadowLight : 1; bool x298_28_inArea : 1; bool x298_29_ambientChannelOverflow : 1; bool x298_30_layer2 : 1; bool x298_31_disableWorldLights : 1; bool x299_24_inBrightLight : 1; bool x299_25_useBrightLightLag : 1; bool x299_26_ambientOnly : 1; }; u16 _dummy = 0; }; bool x29a_findNearestDynamicLights = false; s32 x29c_shadowLightArrIdx = -1; s32 x2a0_shadowLightIdx = -1; u32 x2a4_lastUpdateFrame = 0; u32 x2a8_areaUpdateFramePeriod; zeus::CVector3f x2ac_actorPosBias; int x2b8_maxAreaLights; int x2bc_maxDynamicLights; zeus::CVector3f x2c0_lastActorPos; float x2cc_actorPositionDeltaUpdateThreshold; float x2d0_shadowDynamicRangeThreshold = 0.f; float x2d4_worldLightingLevel = 1.f; s32 x2d8_brightLightIdx = -1; u32 x2dc_brightLightLag = 0; static void MergeOverflowLight(CLight& out, zeus::CColor& color, const CLight& in, float colorMag); void AddOverflowToLights(const CLight& light, const zeus::CColor& color, float mag); void MoveAmbienceToLights(const zeus::CColor& color); void MultiplyLightingLevels(float level); void UpdateBrightLight(); public: CActorLights(u32 areaUpdateFramePeriod, const zeus::CVector3f& actorPosBias, int maxDynamicLights, int maxAreaLights, bool ambientChannelOverflow, bool layer2, bool disableWorldLights, float positionUpdateThreshold); void BuildConstantAmbientLighting(); void BuildConstantAmbientLighting(const zeus::CColor& color); void BuildFakeLightList(const std::vector& lights, const zeus::CColor& color); void BuildFaceLightList(const CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb); bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb); void BuildDynamicLightList(const CStateManager& mgr, const zeus::CAABox& aabb); std::vector BuildLightVector() const; void ActivateLights(CBooModel& model) const; void SetCastShadows(bool v) { x298_25_castShadows = v; } void SetFindShadowLight(bool v) { x298_27_findShadowLight = v; } void SetShadowDynamicRangeThreshold(float t) { x2d0_shadowDynamicRangeThreshold = t; } void SetAmbientChannelOverflow(bool v) { x298_29_ambientChannelOverflow = v; } void DisableAreaLights(); void SetMaxDynamicLights(int l) { x2bc_maxDynamicLights = l; } void SetFindNearestDynamicLights(bool v) { x29a_findNearestDynamicLights = v; } void SetAmbientColor(const zeus::CColor& color) { x288_ambientColor = color; } const zeus::CColor& GetAmbientColor() const { return x288_ambientColor; } const CLight& GetLight(u32 idx) const; u32 GetActiveLightCount() const; int GetMaxAreaLights() const { return x2b8_maxAreaLights; } const std::vector& GetAreaLights() const { return x0_areaLights; } const std::vector& GetDynamicLights() const { return x144_dynamicLights; } bool GetIsDirty() const { return x298_24_dirty; } void SetDirty() { x298_24_dirty = true; } bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; } s32 GetShadowLightArrIndex() const { return x29c_shadowLightArrIdx; } s32 GetShadowLightIndex() const { return x2a0_shadowLightIdx; } }; } #endif // __URDE_CACTORLIGHTS_HPP__