#include "CGuiLight.hpp" #include "CGuiFrame.hpp" namespace urde { CGuiLight::CGuiLight(const CGuiWidgetParms& parms, const CLight& light) : CGuiWidget(parms), xf8_type(light.x1c_type), xfc_spotCutoff(light.x20_spotCutoff), x100_distC(light.x24_distC), x104_distL(light.x28_distL), x108_distQ(light.x2c_distQ), x10c_angleC(light.x30_angleC), x110_angleL(light.x34_angleL), x114_angleQ(light.x38_angleQ), x118_loadedIdx(light.x40_loadedIdx) {} CGuiLight::~CGuiLight() { xb0_frame->RemoveLight(this); } CLight CGuiLight::BuildLight() const { CLight ret = CLight::BuildLocalAmbient(zeus::CVector3f::skZero, zeus::CColor::skBlack); switch (xf8_type) { case ELightType::Spot: ret = CLight::BuildSpot(GetWorldPosition(), x34_worldXF.basis[1], xa4_color, xfc_spotCutoff); break; case ELightType::Point: ret = CLight::BuildPoint(GetWorldPosition(), xa4_color); break; case ELightType::Directional: ret = CLight::BuildDirectional(x34_worldXF.basis[1], xa4_color); break; default: break; } ret.SetAttenuation(x100_distC, x104_distL, x108_distQ); ret.SetAngleAttenuation(x10c_angleC, x110_angleL, x114_angleQ); return ret; } void CGuiLight::SetIsVisible(bool vis) { if (vis) xb0_frame->AddLight(this); else xb0_frame->RemoveLight(this); CGuiWidget::SetIsVisible(vis); } CGuiLight* CGuiLight::Create(CGuiFrame* frame, CInputStream& in, bool flag) { CGuiWidgetParms parms = ReadWidgetHeader(frame, in, flag); ELightType tp = ELightType(in.readUint32Big()); float distC = in.readFloatBig(); float distL = in.readFloatBig(); float distQ = in.readFloatBig(); float angC = in.readFloatBig(); float angL = in.readFloatBig(); float angQ = in.readFloatBig(); u32 loadedIdx = in.readUint32Big(); CGuiLight* ret = nullptr; switch (tp) { case ELightType::Spot: { float cutoff = in.readFloatBig(); CLight lt = CLight::BuildSpot(zeus::CVector3f::skZero, zeus::CVector3f::skZero, parms.x10_color, cutoff); lt.SetAttenuation(distC, distL, distQ); lt.SetAngleAttenuation(angC, angL, angQ); lt.x40_loadedIdx = loadedIdx; ret = new CGuiLight(parms, lt); break; } case ELightType::Point: { CLight lt = CLight::BuildPoint(zeus::CVector3f::skZero, parms.x10_color); lt.SetAttenuation(distC, distL, distQ); lt.x40_loadedIdx = loadedIdx; ret = new CGuiLight(parms, lt); break; } case ELightType::Directional: { CLight lt = CLight::BuildDirectional(zeus::CVector3f::skZero, parms.x10_color); lt.x40_loadedIdx = loadedIdx; ret = new CGuiLight(parms, lt); break; } default: break; } ret->ParseBaseInfo(frame, in, parms); frame->AddLight(ret); return ret; } }