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1 #pragma once
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2 #include <vector>
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3 #include "Render.h"
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4
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1262
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5 struct LightsStack_StationaryLight_;
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6 struct LightsStack_MobileLight_;
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7
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8 /* 115 */
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9 #pragma pack(push, 1)
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10 struct Lightmap
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11 {
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12 Lightmap();
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522
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13 virtual ~Lightmap() {}
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14
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1458
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15 //void ( ***vdestructor_ptr)(Lightmap *, bool);
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16 unsigned int uNumVertices;
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17 RenderVertexSoft pVertices[64];
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18 __int16 field_C08;
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19 __int16 field_C0A;
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20 __int16 field_C0C;
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21 __int16 field_C0E;
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22 unsigned int uColorMask;
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23 float fBrightness;
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24 int field_C18;
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25 };
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26 #pragma pack(pop)
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27
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28
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29 /* 114 */
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30 #pragma pack(push, 1)
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31 class LightmapBuilder
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32 {
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1103
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33 public:
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34 LightmapBuilder();
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522
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35 virtual ~LightmapBuilder() //----- (0045BBAA)
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36 {}
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37
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1394
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38 void Draw_183808_Lightmaps();
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39 bool DrawLightmap(Lightmap *a1, Vec3_float_ *pColorMult, float z_bias);
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40 bool DoDraw_183808_Lightmaps(float a2);
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41 bool DrawLightmaps(int *indices = nullptr);
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42 void DrawLightmapsType(int type);
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43 bool DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2);
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44 double _45D643_sw(struct Edge *a1, float a2);
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45 //int _45D426_sw(struct Span *a1, struct Edge **a2, unsigned int a3, struct Edge *a4, int a5);
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46 //bool _45D3C7_sw(struct Polygon *a1);
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47 bool StackLight_TerrainFace(struct StationaryLight *pLight, struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot);
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48 bool StackLights_TerrainFace(struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, bool bLightBackfaces);
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49 bool ApplyLight_ODM(struct StationaryLight *pLight, struct ODMFace *pFace, unsigned int *pSlot, char a4);
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50 bool ApplyLights_OutdoorFace(struct ODMFace *pFace);
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51 double _45CC0C_light(struct Vec3_float_ a1, float a2, float a3, struct Vec3_float_ *pNormal, float a5, int uLightType);
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52 int _45CBD4(struct RenderVertexSoft *a2, int a3, int *a4, int *a5);
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53 int _45CB89(struct RenderVertexSoft *a1, int a2);
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54 int _45CA88(struct stru320 *a2, struct RenderVertexSoft *a3, int a4, struct Vec3_float_ *pNormal);
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55 bool ApplyLight_BLV(struct StationaryLight *pLight, struct BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5);
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56 bool ApplyLights_IndoorFace(unsigned int uFaceID);
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57 int _45C6D6(int a2, struct RenderVertexSoft *a3, Lightmap *pLightmap);
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58 int _45C4B9(int a2, struct RenderVertexSoft *a3, Lightmap *pLightmap);
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59 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);
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60 bool ApplyLights(struct stru320 *a2, struct stru154 *a3, unsigned int uNumVertices, struct RenderVertexSoft *a5, struct IndoorCameraD3D_Vec4 *, char uClipFlag);
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61
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62
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63 //void ( ***vdestructor_ptr)(LightmapBuilder *, bool);
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64 //std::vector<Lightmap> std__vector_000004;
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65 //std::vector<Lightmap> std__vector_183808;
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66 Lightmap std__vector_000004[512];
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67 unsigned int std__vector_000004_size;
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68 Lightmap std__vector_183808[768];
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69 unsigned int std__vector_183808_size;
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70 float flt_3C8C0C;
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71 float flt_3C8C10;
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72 float flt_3C8C14;
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73 float flt_3C8C18;
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74 float flt_3C8C1C;
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75 float flt_3C8C20;
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76 float flt_3C8C24;
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77 float flt_3C8C28;
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78 float flt_3C8C2C_lightmaps_brightness;
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79 float flt_3C8C30;
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80 RenderVertexSoft field_3C8C34[256];
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81 int uFlags;
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82 };
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83 #pragma pack(pop)
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84
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85
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86
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87
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88 extern LightsStack_StationaryLight_ *pStationaryLightsStack;
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89 //extern StationaryLight pStationaryLights[400];
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90 //extern int uNumStationaryLightsApplied; // weak
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91 extern LightsStack_MobileLight_ *pMobileLightsStack;
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92 //extern MobileLight pMobileLights[400];
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93 //extern int uNumMobileLightsApplied; |