re3-wiiu/src/render/Timecycle.h
2020-04-17 08:54:14 +03:00

153 lines
7.6 KiB
C++

#pragma once
class CTimeCycle
{
static int m_nAmbientRed[NUMHOURS][NUMWEATHERS];
static int m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
static int m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
static int m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
static int m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
static int m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
static int m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
static int m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
static int m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
static int m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
static int m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
static int m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
static int m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
static int m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
static int m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
static int m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
static int m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
static int m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
static float m_fSunSize[NUMHOURS][NUMWEATHERS];
static float m_fSpriteSize[NUMHOURS][NUMWEATHERS];
static float m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
static short m_nShadowStrength[NUMHOURS][NUMWEATHERS];
static short m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
static short m_nTreeShadowStrength[NUMHOURS][NUMWEATHERS];
static float m_fFogStart[NUMHOURS][NUMWEATHERS];
static float m_fFarClip[NUMHOURS][NUMWEATHERS];
static float m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
static int m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
static int m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
static int m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
static int m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
static int m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
static int m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
static int m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
static int m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
static int m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
static float m_fBlurRed[NUMHOURS][NUMWEATHERS];
static float m_fBlurGreen[NUMHOURS][NUMWEATHERS];
static float m_fBlurBlue[NUMHOURS][NUMWEATHERS];
static float m_fBlurAlpha[NUMHOURS][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];
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];
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; }
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; }
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; }
static float GetSpriteBrightness(void) { return m_fCurrentSpriteBrightness; }
static float GetSpriteSize(void) { return m_fCurrentSpriteSize; }
static int GetShadowStrength(void) { return m_nCurrentShadowStrength; }
static int GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
static int GetLightOnGroundBrightness(void) { return m_fCurrentLightsOnGroundBrightness; }
static float GetFarClip(void) { return m_fCurrentFarClip; }
static float GetFogStart(void) { return m_fCurrentFogStart; }
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; }
static int GetFogRed(void) { return m_nCurrentFogColourRed; }
static int GetFogGreen(void) { return m_nCurrentFogColourGreen; }
static int GetFogBlue(void) { return m_nCurrentFogColourBlue; }
static int GetFogReduction(void) { return m_FogReduction; }
static void Initialise(void);
static void Update(void);
static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; }
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]; }
};