prime/include/MetroidPrime/CActorLights.hpp

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#ifndef _CACTORLIGHTS
#define _CACTORLIGHTS
#include "types.h"
#include "MetroidPrime/TGameTypes.hpp"
#include "Kyoto/Graphics/CColor.hpp"
#include "Kyoto/Graphics/CLight.hpp"
#include "Kyoto/Math/CVector3f.hpp"
#include "rstl/reserved_vector.hpp"
class CGameArea;
class CStateManager;
class CAABox;
class CActorLights {
public:
CActorLights(uint areaUpdateFramePeriod, const CVector3f& actorPosBias, int maxDynamicLights,
int maxAreaLights, bool ambientChannelOverflow, bool layer2, bool disableWorldLights,
float positionUpdateThreshold);
~CActorLights();
void BuildConstantAmbientLighting();
void BuildConstantAmbientLighting(const CColor&);
bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& bounds);
void BuildDynamicLightList(const CStateManager& mgr, const CAABox& bounds);
bool GetNeedsRelight() const { return x298_24_dirty == TRUE; }
bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; }
int GetShadowLightIndex() const { return x2a0_shadowLightIdx; }
void SetAmbientColor(const CColor& color);
void SetCastShadows(bool v) { x298_25_castShadows = v; }
void SetFindShadowLight(bool v) { x298_27_findShadowLight = v; }
void SetShadowDynamicRangeThreshold(float t) { x2d0_shadowDynamicRangeThreshold = t; }
private:
rstl::reserved_vector< CLight, 4 > x0_areaLights;
rstl::reserved_vector< CLight, 4 > x144_dynamicLights;
CVector3f x288_ambientColor;
TAreaId x294_aid;
bool x298_24_dirty : 1;
bool x298_25_castShadows : 1;
bool x298_26_hasAreaLights : 1;
bool x298_27_findShadowLight : 1;
bool x298_28_inArea : 1;
bool x298_29_ambienceGenerated : 1;
bool x298_30_layer2 : 1;
bool x298_31_disableWorldLights : 1;
bool x299_24_inBrightLight : 1;
bool x299_25_useBrightLightLag : 1;
bool x299_26_ambientOnly : 1;
bool x29a_findNearestDynamicLights;
int x29c_shadowLightArrIdx;
int x2a0_shadowLightIdx;
uint x2a4_lastUpdateFrame;
uint x2a8_areaUpdateFramePeriod;
CVector3f x2ac_actorPosBias;
int x2b8_maxAreaLights;
int x2bc_maxDynamicLights;
CVector3f x2c0_lastActorPos;
float x2cc_actorPositionDeltaUpdateThreshold;
float x2d0_shadowDynamicRangeThreshold;
float x2d4_worldLightingLevel;
int x2d8_brightLightIdx;
uint x2dc_brightLightLag;
};
CHECK_SIZEOF(CActorLights, 0x2e0)
#endif // _CACTORLIGHTS