metaforce/Runtime/Character/CActorLights.cpp

117 lines
2.7 KiB
C++

#include "CActorLights.hpp"
#include "Graphics/CModel.hpp"
namespace urde
{
s32 CActorLights::sFrameSchedulerCount = 0;
CActorLights::CActorLights(u32 unk, const zeus::CVector3f& vec, int a, int b, bool c, int d, int e, float f1)
: x2a8_(unk), x2ac_(vec), x2b8_b(b), x2bc_a(a), x2cc_(f1 * f1)
{
x298_24_ = true;
x298_25_ = true;
x298_28_inArea = (!e && b > 0) ? true : false;
x298_29_ = c;
x298_30_ = d;
x298_31_ = e;
x299_24_ = true;
sFrameSchedulerCount++;
sFrameSchedulerCount &= 7;
}
void CActorLights::BuildConstantAmbientLighting()
{
x299_26_ = true;
x298_24_ = true;
x29c_ = -1;
x2a0_ = -1;
}
void CActorLights::BuildConstantAmbientLighting(const zeus::CColor& color)
{
x299_26_ = false;
x288_ambientColor = color;
x294_aid = kInvalidAreaId;
x298_24_ = true;
x298_26_ = true;
x29c_ = -1;
x2a0_ = -1;
}
void CActorLights::BuildFakeLightList(const std::vector<CLight>& lights, const zeus::CColor& color)
{
BuildConstantAmbientLighting(color);
x144_dynamicLights = lights;
}
void CActorLights::BuildFaceLightList(CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb)
{
}
void CActorLights::BuildDynamicLightList(CStateManager& mgr, const zeus::CAABox& aabb)
{
}
void CActorLights::MoveAmbienceToLights(const zeus::CVector3f& vec)
{
}
void CActorLights::ActivateLights(CBooModel& model) const
{
std::vector<CLight> lights;
if (x298_28_inArea)
{
if (!x298_26_ || !x299_26_)
{
model.ActivateLights(lights);
//return;
}
}
lights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, x288_ambientColor));
if (x0_areaLights.size())
{
if (x2dc_overrideDist && x299_25_overrideFirstDist)
{
CLight overrideLight = x0_areaLights[0];
overrideLight.SetColor(overrideLight.GetColor() * (1.f - x2dc_overrideDist / 15.f));
lights.push_back(overrideLight);
}
else
lights.push_back(x0_areaLights[0]);
for (auto it = x0_areaLights.begin() + 1 ; it != x0_areaLights.end() ; ++it)
{
lights.push_back(*it);
}
}
for (const CLight& light : x144_dynamicLights)
lights.push_back(light);
model.ActivateLights(lights);
}
const CLight& CActorLights::GetLight(u32 idx) const
{
if (x298_28_inArea)
{
if (idx < x0_areaLights.size())
return x0_areaLights[idx];
return x144_dynamicLights[idx - x0_areaLights.size()];
}
return x144_dynamicLights[idx];
}
u32 CActorLights::GetActiveLightCount() const
{
if (x298_28_inArea)
return x0_areaLights.size() + x144_dynamicLights.size();
return x144_dynamicLights.size();
}
}