prime/include/MetroidPrime/CWorldShadow.hpp

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#ifndef _CWORLDSHADOW
#define _CWORLDSHADOW
#include "MetroidPrime/TGameTypes.hpp"
#include "Kyoto/Math/CTransform4f.hpp"
#include "Kyoto/Math/CVector3f.hpp"
#include "rstl/single_ptr.hpp"
class CTexture;
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class CStateManager;
class CAABox;
class CWorldShadow {
rstl::single_ptr< CTexture > x0_texture;
CTransform4f x4_view;
CTransform4f x34_model;
float x64_objHalfExtent;
CVector3f x68_objPos;
CVector3f x74_lightPos;
TAreaId x80_aid;
int x84_lightIdx;
bool x88_blurReset;
public:
CWorldShadow(uint w, uint h, bool rgba8);
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~CWorldShadow();
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void EnableModelProjectedShadow(const CTransform4f& pos, uint lightIdx, float f1) const;
void DisableModelProjectedShadow() const;
void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, uint lightIdx,
const CAABox& aabb, bool motionBlur, bool lighten);
void ResetBlur();
};
CHECK_SIZEOF(CWorldShadow, 0x8c)
#endif // _CWORLDSHADOW