re3-wiiu/src/render/Timecycle.h

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7.4 KiB
C
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#pragma once
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class CTimeCycle
{
static int (*m_nAmbientRed)[NUMWEATHERS];
static int (*m_nAmbientGreen)[NUMWEATHERS];
static int (*m_nAmbientBlue)[NUMWEATHERS];
static int (*m_nDirectionalRed)[NUMWEATHERS];
static int (*m_nDirectionalGreen)[NUMWEATHERS];
static int (*m_nDirectionalBlue)[NUMWEATHERS];
static int (*m_nSkyTopRed)[NUMWEATHERS];
static int (*m_nSkyTopGreen)[NUMWEATHERS];
static int (*m_nSkyTopBlue)[NUMWEATHERS];
static int (*m_nSkyBottomRed)[NUMWEATHERS];
static int (*m_nSkyBottomGreen)[NUMWEATHERS];
static int (*m_nSkyBottomBlue)[NUMWEATHERS];
static int (*m_nSunCoreRed)[NUMWEATHERS];
static int (*m_nSunCoreGreen)[NUMWEATHERS];
static int (*m_nSunCoreBlue)[NUMWEATHERS];
static int (*m_nSunCoronaRed)[NUMWEATHERS];
static int (*m_nSunCoronaGreen)[NUMWEATHERS];
static int (*m_nSunCoronaBlue)[NUMWEATHERS];
static float (*m_fSunSize)[NUMWEATHERS];
static float (*m_fSpriteSize)[NUMWEATHERS];
static float (*m_fSpriteBrightness)[NUMWEATHERS];
static short (*m_nShadowStrength)[NUMWEATHERS];
static short (*m_nLightShadowStrength)[NUMWEATHERS];
static short (*m_nTreeShadowStrength)[NUMWEATHERS];
static float (*m_fFogStart)[NUMWEATHERS];
static float (*m_fFarClip)[NUMWEATHERS];
static float (*m_fLightsOnGroundBrightness)[NUMWEATHERS];
static int (*m_nLowCloudsRed)[NUMWEATHERS];
static int (*m_nLowCloudsGreen)[NUMWEATHERS];
static int (*m_nLowCloudsBlue)[NUMWEATHERS];
static int (*m_nFluffyCloudsTopRed)[NUMWEATHERS];
static int (*m_nFluffyCloudsTopGreen)[NUMWEATHERS];
static int (*m_nFluffyCloudsTopBlue)[NUMWEATHERS];
static int (*m_nFluffyCloudsBottomRed)[NUMWEATHERS];
static int (*m_nFluffyCloudsBottomGreen)[NUMWEATHERS];
static int (*m_nFluffyCloudsBottomBlue)[NUMWEATHERS];
static float (*m_fBlurRed)[NUMWEATHERS];
static float (*m_fBlurGreen)[NUMWEATHERS];
static float (*m_fBlurBlue)[NUMWEATHERS];
static float (*m_fBlurAlpha)[NUMWEATHERS];
static float &m_fCurrentAmbientRed;
static float &m_fCurrentAmbientGreen;
static float &m_fCurrentAmbientBlue;
static float &m_fCurrentDirectionalRed;
static float &m_fCurrentDirectionalGreen;
static float &m_fCurrentDirectionalBlue;
static int &m_nCurrentSkyTopRed;
static int &m_nCurrentSkyTopGreen;
static int &m_nCurrentSkyTopBlue;
static int &m_nCurrentSkyBottomRed;
static int &m_nCurrentSkyBottomGreen;
static int &m_nCurrentSkyBottomBlue;
static int &m_nCurrentSunCoreRed;
static int &m_nCurrentSunCoreGreen;
static int &m_nCurrentSunCoreBlue;
static int &m_nCurrentSunCoronaRed;
static int &m_nCurrentSunCoronaGreen;
static int &m_nCurrentSunCoronaBlue;
static float &m_fCurrentSunSize;
static float &m_fCurrentSpriteSize;
static float &m_fCurrentSpriteBrightness;
static int &m_nCurrentShadowStrength;
static int &m_nCurrentLightShadowStrength;
static int &m_nCurrentTreeShadowStrength;
static float &m_fCurrentFogStart;
static float &m_fCurrentFarClip;
static float &m_fCurrentLightsOnGroundBrightness;
static int &m_nCurrentLowCloudsRed;
static int &m_nCurrentLowCloudsGreen;
static int &m_nCurrentLowCloudsBlue;
static int &m_nCurrentFluffyCloudsTopRed;
static int &m_nCurrentFluffyCloudsTopGreen;
static int &m_nCurrentFluffyCloudsTopBlue;
static int &m_nCurrentFluffyCloudsBottomRed;
static int &m_nCurrentFluffyCloudsBottomGreen;
static int &m_nCurrentFluffyCloudsBottomBlue;
static float &m_fCurrentBlurRed;
static float &m_fCurrentBlurGreen;
static float &m_fCurrentBlurBlue;
static float &m_fCurrentBlurAlpha;
static int &m_nCurrentFogColourRed;
static int &m_nCurrentFogColourGreen;
static int &m_nCurrentFogColourBlue;
static int &m_FogReduction;
public:
static int &m_CurrentStoredValue;
static CVector *m_VectorToSun; // [16]
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static float *m_fShadowFrontX; // [16]
static float *m_fShadowFrontY; // [16]
static float *m_fShadowSideX; // [16]
static float *m_fShadowSideY; // [16]
static float *m_fShadowDisplacementX; // [16]
static float *m_fShadowDisplacementY; // [16]
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static float GetAmbientRed(void) { return m_fCurrentAmbientRed; }
static float GetAmbientGreen(void) { return m_fCurrentAmbientGreen; }
static float GetAmbientBlue(void) { return m_fCurrentAmbientBlue; }
static float GetDirectionalRed(void) { return m_fCurrentDirectionalRed; }
static float GetDirectionalGreen(void) { return m_fCurrentDirectionalGreen; }
static float GetDirectionalBlue(void) { return m_fCurrentDirectionalBlue; }
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static int GetSkyTopRed(void) { return m_nCurrentSkyTopRed; }
static int GetSkyTopGreen(void) { return m_nCurrentSkyTopGreen; }
static int GetSkyTopBlue(void) { return m_nCurrentSkyTopBlue; }
static int GetSkyBottomRed(void) { return m_nCurrentSkyBottomRed; }
static int GetSkyBottomGreen(void) { return m_nCurrentSkyBottomGreen; }
static int GetSkyBottomBlue(void) { return m_nCurrentSkyBottomBlue; }
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static int GetSunCoreRed(void) { return m_nCurrentSunCoreRed; }
static int GetSunCoreGreen(void) { return m_nCurrentSunCoreGreen; }
static int GetSunCoreBlue(void) { return m_nCurrentSunCoreBlue; }
static int GetSunCoronaRed(void) { return m_nCurrentSunCoronaRed; }
static int GetSunCoronaGreen(void) { return m_nCurrentSunCoronaGreen; }
static int GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; }
static float GetSunSize(void) { return m_fCurrentSunSize; }
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static float GetSpriteBrightness(void) { return m_fCurrentSpriteBrightness; }
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static float GetSpriteSize(void) { return m_fCurrentSpriteSize; }
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static int GetShadowStrength(void) { return m_nCurrentShadowStrength; }
static int GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
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static int GetLightOnGroundBrightness(void) { return m_fCurrentLightsOnGroundBrightness; }
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static float GetFarClip(void) { return m_fCurrentFarClip; }
static float GetFogStart(void) { return m_fCurrentFogStart; }
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static int GetLowCloudsRed(void) { return m_nCurrentLowCloudsRed; }
static int GetLowCloudsGreen(void) { return m_nCurrentLowCloudsGreen; }
static int GetLowCloudsBlue(void) { return m_nCurrentLowCloudsBlue; }
static int GetFluffyCloudsTopRed(void) { return m_nCurrentFluffyCloudsTopRed; }
static int GetFluffyCloudsTopGreen(void) { return m_nCurrentFluffyCloudsTopGreen; }
static int GetFluffyCloudsTopBlue(void) { return m_nCurrentFluffyCloudsTopBlue; }
static int GetFluffyCloudsBottomRed(void) { return m_nCurrentFluffyCloudsBottomRed; }
static int GetFluffyCloudsBottomGreen(void) { return m_nCurrentFluffyCloudsBottomGreen; }
static int GetFluffyCloudsBottomBlue(void) { return m_nCurrentFluffyCloudsBottomBlue; }
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static int GetFogRed(void) { return m_nCurrentFogColourRed; }
static int GetFogGreen(void) { return m_nCurrentFogColourGreen; }
static int GetFogBlue(void) { return m_nCurrentFogColourBlue; }
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static int GetFogReduction(void) { return m_FogReduction; }
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static void Initialise(void);
static void Update(void);
static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; }
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static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; }
static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; }
static float GetShadowSideX(void) { return m_fShadowSideX[m_CurrentStoredValue]; }
static float GetShadowSideY(void) { return m_fShadowSideY[m_CurrentStoredValue]; }
static float GetShadowDisplacementX(void) { return m_fShadowDisplacementX[m_CurrentStoredValue]; }
static float GetShadowDisplacementY(void) { return m_fShadowDisplacementY[m_CurrentStoredValue]; }
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};