mirror of https://github.com/PrimeDecomp/prime.git
Match and link CLight *FINALLY*
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@ -50,6 +50,7 @@ COMPLETE_OBJECTS = [
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"Kyoto/Basics/COsContextDolphin",
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"Kyoto/Basics/CSWDataDolphin",
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"Kyoto/Audio/CSfxHandle",
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"Kyoto/Graphics/CLight",
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"Kyoto/Graphics/CGX",
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"Kyoto/Particles/CIntElement",
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"Kyoto/Particles/CWarp",
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@ -507,7 +507,7 @@ KYOTO_1 :=\
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$(BUILD_DIR)/asm/Kyoto/Text/CWordInstruction.o\
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$(BUILD_DIR)/asm/Kyoto/Text/CBlockInstruction.o\
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$(BUILD_DIR)/asm/Kyoto/Text/CFont.o\
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$(BUILD_DIR)/asm/Kyoto/Graphics/CLight.o\
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$(BUILD_DIR)/src/Kyoto/Graphics/CLight.o\
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$(BUILD_DIR)/asm/Kyoto/Graphics/CCubeModel.o\
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$(BUILD_DIR)/src/Kyoto/Graphics/CGX.o\
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$(BUILD_DIR)/asm/Kyoto/Graphics/CTevCombiners.o\
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@ -1,13 +1,15 @@
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#include <float.h>
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#include "Kyoto/Graphics/CLight.hpp"
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#include "Kyoto/Math/CMath.hpp"
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#include "rstl/math.hpp"
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static const float gkEpsilon32 = FLT_EPSILON;
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const CVector3f CLight::kDefaultPosition(0.f, 0.f, 0.f);
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const CVector3f CLight::kDefaultDirection(0.f, -1.f, 0.f);
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static const float gkEpsilon32 = FLT_EPSILON;
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CLight::CLight(ELightType type, const CVector3f& position, const CVector3f& direction,
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const CColor& color, float cutoff)
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: x0_pos(position)
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@ -52,10 +54,12 @@ CLight CLight::BuildLocalAmbient(const CVector3f& pos, const CColor& col) {
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return CLight(kLT_LocalAmbient, pos, kDefaultDirection, col, 180.f);
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}
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CLight CLight::BuildDirectional(const CVector3f& direction, const CColor& col) {
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return CLight(kLT_Directional, kDefaultPosition, direction, col, 180.f);
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}
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CLight CLight::BuildPoint(const CVector3f& pos, const CColor& color) {
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return CLight(kLT_Point, pos, kDefaultDirection, color, 180.f);
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}
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@ -71,6 +75,7 @@ CLight CLight::BuildCustom(const CVector3f& pos, const CVector3f& dir, const CCo
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return CLight(pos, dir, color, distC, distL, distQ, angleC, angleL, angleQ);
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}
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void CLight::SetAttenuation(float constant, float linear, float quadratic) {
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x24_distC = constant;
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x28_distL = linear;
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@ -79,6 +84,7 @@ void CLight::SetAttenuation(float constant, float linear, float quadratic) {
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x4c_24_intensityDirty = true;
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}
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void CLight::SetAngleAttenuation(float constant, float linear, float quadratic) {
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x30_angleC = constant;
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x34_angleL = linear;
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@ -105,9 +111,10 @@ float CLight::GetRadius() const {
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return x44_cachedRadius;
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}
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float CLight::CalculateLightRadius() const {
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if (x28_distL < gkEpsilon32 && x2c_distQ < gkEpsilon32) {
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return FLT_MAX;
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return 3.0E36f;
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}
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float intensity = GetIntensity();
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@ -140,6 +147,11 @@ float CLight::GetIntensity() const {
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}
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return x48_cachedIntensity;
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}
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// Hack for float ordering
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static void StrippedFunc() {
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static float f1 = -1.f;
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static float f2 = 0.f;
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}
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CVector3f CLight::GetNormalIndependentLightingAtPoint(const CVector3f& point) const {
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CVector3f floatCol(x18_color.GetRed(), x18_color.GetGreen(), x18_color.GetBlue());
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