Mercurial > might-and-magic-trilogy
view LightmapBuilder.h @ 126:2331a331d36a
3.11.12 palette
author | Ritor1 |
---|---|
date | Sun, 04 Nov 2012 09:37:15 +0600 |
parents | fdacbc653945 |
children |
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#pragma once #include <vector> #include "Render.h" #include "Lights.h" /* 115 */ #pragma pack(push, 1) struct Lightmap { Lightmap(); void (__thiscall ***vdestructor_ptr)(Lightmap *, bool); unsigned int uNumVertices; RenderVertexSoft pVertices[64]; __int16 field_C08; __int16 field_C0A; __int16 field_C0C; __int16 field_C0E; unsigned int uColorMask; float fBrightness; int field_C18; }; #pragma pack(pop) /* 114 */ #pragma pack(push, 1) struct LightmapBuilder { LightmapBuilder(); inline ~LightmapBuilder() //----- (0045BBAA) {} void DoDrawLightmaps(); bool DrawLightmap(Lightmap *a1, Vec3_float_ *pColorMult, float z_bias); bool DrawLightmaps2(float a2); char _45D74F_MessWithLight(int a2, int *a3); void DrawLightmaps(int a2); bool DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2); double _45D643(struct Edge *a1, float a2); int _45D426(struct Span *a1, struct Edge **a2, unsigned int a3, struct Edge *a4, int a5); bool _45D3C7(struct stru148 *a1); bool StackLight_TerrainFace(struct StationaryLight *pLight, struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot); bool StackLights_TerrainFace(struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, bool bLightBackfaces); bool ApplyLight_ODM(struct StationaryLight *pLight, struct ODMFace *pFace, unsigned int *pSlot, char a4); bool ApplyLights_OutdoorFace(struct ODMFace *pFace); double _45CC0C_light(struct Vec3_float_ a1, float a2, float a3, struct Vec3_float_ *pNormal, float a5, int uLightType); int _45CBD4(struct RenderVertexSoft *a2, int a3, int *a4, int *a5); int _45CB89(struct RenderVertexSoft *a1, int a2); int _45CA88(struct stru320 *a2, struct RenderVertexSoft *a3, int a4, struct Vec3_float_ *pNormal); bool ApplyLight_BLV(struct StationaryLight *pLight, struct BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5); bool ApplyLights_IndoorFace(unsigned int uFaceID); int _45C6D6(int a2, struct RenderVertexSoft *a3, Lightmap *pLightmap); int _45C4B9(int a2, struct RenderVertexSoft *a3, Lightmap *pLightmap); bool _45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, struct stru314 *a7, unsigned int uNumVertices, RenderVertexSoft *a9, char uClipFlag); bool ApplyLights(struct stru320 *a2, struct stru154 *a3, unsigned int uNumVertices, struct RenderVertexSoft *a5, struct IndoorCameraD3D_Vec4 *, char uClipFlag); void (__thiscall ***vdestructor_ptr)(LightmapBuilder *, bool); //std::vector<Lightmap> std__vector_000004; //std::vector<Lightmap> std__vector_183808; Lightmap std__vector_000004[512]; unsigned int std__vector_000004_size; Lightmap std__vector_183808[768]; unsigned int std__vector_183808_size; float flt_3C8C0C; float flt_3C8C10; float flt_3C8C14; float flt_3C8C18; float flt_3C8C1C; float flt_3C8C20; float flt_3C8C24; float flt_3C8C28; float flt_3C8C2C_lightmaps_brightness; float flt_3C8C30; RenderVertexSoft field_3C8C34[256]; int uFlags; }; #pragma pack(pop) extern LightsStack_StationaryLight_ *pStationaryLightsStack; //extern StationaryLight pStationaryLights[400]; //extern int uNumStationaryLightsApplied; // weak extern LightsStack_MobileLight_ *pMobileLightsStack; //extern MobileLight pMobileLights[400]; //extern int uNumMobileLightsApplied;