mirror of https://github.com/PrimeDecomp/prime.git
62 lines
1.6 KiB
C++
62 lines
1.6 KiB
C++
#ifndef _CACTORLIGHTS_HPP
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#define _CACTORLIGHTS_HPP
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#include "types.h"
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#include "MetroidPrime/TGameTypes.hpp"
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#include "Kyoto/Graphics/CColor.hpp"
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#include "Kyoto/Graphics/CLight.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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#include "rstl/reserved_vector.hpp"
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class CGameArea;
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class CStateManager;
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class CAABox;
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class CActorLights {
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public:
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~CActorLights();
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void BuildConstantAmbientLighting();
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bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& bounds);
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void BuildDynamicLightList(const CStateManager& mgr, const CAABox& bounds);
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bool GetNeedsRelight() const { return x298_24_dirty == TRUE; }
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private:
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rstl::reserved_vector< CLight, 4 > x0_areaLights;
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rstl::reserved_vector< CLight, 4 > x144_dynamicLights;
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CVector3f x288_ambientColor;
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TAreaId x294_aid;
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bool x298_24_dirty : 1;
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bool x298_25_castShadows : 1;
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bool x298_26_hasAreaLights : 1;
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bool x298_27_findShadowLight : 1;
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bool x298_28_inArea : 1;
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bool x298_29_ambienceGenerated : 1;
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bool x298_30_layer2 : 1;
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bool x298_31_disableWorldLights : 1;
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bool x299_24_inBrightLight : 1;
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bool x299_25_useBrightLightLag : 1;
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bool x299_26_ambientOnly : 1;
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bool x29a_findNearestDynamicLights;
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int x29c_shadowLightArrIdx;
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int x2a0_shadowLightIdx;
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uint x2a4_lastUpdateFrame;
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uint x2a8_areaUpdateFramePeriod;
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CVector3f x2ac_actorPosBias;
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int x2b8_maxAreaLights;
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int x2bc_maxDynamicLights;
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CVector3f x2c0_lastActorPos;
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f32 x2cc_actorPositionDeltaUpdateThreshold;
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f32 x2d0_shadowDynamicRangeThreshold;
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f32 x2d4_worldLightingLevel;
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int x2d8_brightLightIdx;
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uint x2dc_brightLightLag;
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};
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CHECK_SIZEOF(CActorLights, 0x2e0)
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#endif
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