metaforce/Runtime/World/CWorldLight.cpp

73 lines
2.4 KiB
C++

#include "Runtime/World/CWorldLight.hpp"
#include <cfloat>
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<float, float, float> 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);
float c, l, q;
std::tie(c, l, q) = CalculateLightFalloff(x3c_falloff, x28_q);
light.SetAttenuation(c, l, q);
return light;
}
float distC, distL, distQ;
std::tie(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