re3-wiiu/src/render/PointLights.h

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#pragma once
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class CRegisteredPointLight
{
public:
CVector coors;
CVector dir;
float radius;
float red;
float green;
float blue;
int8 type;
int8 fogType;
bool castExtraShadows;
};
VALIDATE_SIZE(CRegisteredPointLight, 0x2C);
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class CPointLights
{
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public:
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static int16 NumLights;
static CRegisteredPointLight aLights[NUMPOINTLIGHTS];
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static CVector aCachedMapReads[32];
static float aCachedMapReadResults[32];
static int32 NextCachedValue;
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enum {
LIGHT_POINT,
LIGHT_DIRECTIONAL,
LIGHT_DARKEN, // no effects at all
// these have only fog, otherwise no difference?
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// only used by CEntity::ProcessLightsForEntity it seems
// and there used together with fog type
LIGHT_FOGONLY_ALWAYS,
LIGHT_FOGONLY,
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};
enum {
FOG_NONE,
FOG_NORMAL, // taken from Foggyness
FOG_ALWAYS
};
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static void Init(void);
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static void InitPerFrame(void);
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static void AddLight(uint8 type, CVector coors, CVector dir, float radius, float red, float green, float blue, uint8 fogType, bool castExtraShadows);
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static float GenerateLightsAffectingObject(Const CVector *objCoors);
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static void RemoveLightsAffectingObject(void);
static void RenderFogEffect(void);
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static bool ProcessVerticalLineUsingCache(CVector coors, float *groundZ);
};