metaforce/Runtime/Graphics/CLight.hpp

145 lines
4.0 KiB
C++

#pragma once
#include "zeus/CVector3f.hpp"
#include "zeus/CColor.hpp"
#include "RetroTypes.hpp"
namespace urde
{
enum class ELightType
{
Spot = 0,
Point = 1,
Directional = 2,
LocalAmbient = 3,
Custom = 4,
};
enum class EFalloffType
{
Constant,
Linear,
Quadratic
};
class CLight
{
friend class CGuiLight;
friend class CBooModel;
friend class CBooRenderer;
friend class CGameLight;
zeus::CVector3f x0_pos;
zeus::CVector3f xc_dir = zeus::CVector3f::skDown;
zeus::CColor x18_color = zeus::CColor::skClear;
ELightType x1c_type = ELightType::Custom;
float x20_spotCutoff = 0.f;
float x24_distC = 1.f;
float x28_distL = 0.f;
float x2c_distQ = 0.f;
float x30_angleC = 1.f;
float x34_angleL = 0.f;
float x38_angleQ = 0.f;
u32 x3c_priority = 0;
u32 x40_lightId = 0; // Serves as unique key
float x44_cachedRadius = 0.f;
float x48_cachedIntensity = 0.f;
bool x4c_24_intensityDirty : 1;
bool x4c_25_radiusDirty : 1;
float CalculateLightRadius() const;
public:
CLight()
{
x4c_24_intensityDirty = true;
x4c_25_radiusDirty = true;
}
CLight(const zeus::CVector3f& pos,
const zeus::CVector3f& dir,
const zeus::CColor& color,
float distC, float distL, float distQ,
float angleC, float angleL, float angleQ);
CLight(ELightType type,
const zeus::CVector3f& pos,
const zeus::CVector3f& dir,
const zeus::CColor& color,
float cutoff);
void SetPosition(const zeus::CVector3f& pos)
{
x0_pos = pos;
}
const zeus::CVector3f& GetPosition() const { return x0_pos; }
void SetDirection(const zeus::CVector3f& dir)
{
xc_dir = dir;
}
const zeus::CVector3f& GetDirection() const { return xc_dir; }
void SetColor(const zeus::CColor& col)
{
x18_color = col;
x4c_24_intensityDirty = true;
x4c_25_radiusDirty = true;
}
void SetAttenuation(float constant, float linear, float quadratic)
{
x24_distC = constant;
x28_distL = linear;
x2c_distQ = quadratic;
x4c_24_intensityDirty = true;
x4c_25_radiusDirty = true;
}
float GetAttenuationConstant() const { return x24_distC; }
float GetAttenuationLinear() const { return x28_distL; }
float GetAttenuationQuadratic() const { return x2c_distQ; }
void SetAngleAttenuation(float constant, float linear, float quadratic)
{
x30_angleC = constant;
x34_angleL = linear;
x38_angleQ = quadratic;
x4c_24_intensityDirty = true;
x4c_25_radiusDirty = true;
}
float GetAngleAttenuationConstant() const { return x30_angleC; }
float GetAngleAttenuationLinear() const { return x34_angleL; }
float GetAngleAttenuationQuadratic() const { return x38_angleQ; }
float GetRadius() const
{
if (x4c_25_radiusDirty)
{
const_cast<CLight*>(this)->x44_cachedRadius = CalculateLightRadius();
const_cast<CLight*>(this)->x4c_25_radiusDirty = false;
}
return x44_cachedRadius;
}
ELightType GetType() const { return x1c_type; }
float GetIntensity() const;
const zeus::CColor& GetColor() const { return x18_color; }
zeus::CColor GetNormalIndependentLightingAtPoint(const zeus::CVector3f& point) const;
static CLight BuildDirectional(const zeus::CVector3f& dir, const zeus::CColor& color);
static CLight BuildSpot(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
const zeus::CColor& color, float angle);
static CLight BuildPoint(const zeus::CVector3f& pos, const zeus::CColor& color);
static 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);
static CLight BuildLocalAmbient(const zeus::CVector3f& pos, const zeus::CColor& color);
};
}