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firestorm/Gameleap/code/mw4/Libraries/mlr/MLRProjectLight.hpp
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121 lines
2.5 KiB
C++

#pragma once
#define MLR_MLRPROJECTLIGHT_HPP
#include "MLR.hpp"
#include "MLRInfiniteLightWithFalloff.hpp"
namespace MidLevelRenderer {
//##########################################################################
//###################### MLRProjectLight #############################
//##########################################################################
class MLRProjectLight:
public MLRInfiniteLightWithFalloff
{
public:
static void
InitializeClass();
static void
TerminateClass();
MLRProjectLight();
MLRProjectLight(
Stuff::MemoryStream *stream,
int version
);
MLRProjectLight(Stuff::Page *page);
~MLRProjectLight();
void
Save(Stuff::MemoryStream *stream);
void
Write(Stuff::Page *page);
virtual LightType
GetLightType()
{ Check_Object(this); return ProjectLight; }
//
// spotlight spread. This value is only valid if the light had falloff
//
bool
GetSpreadAngle(Stuff::Radian *angle);
void
SetSpreadAngle(const Stuff::Radian &radian);
void
SetSpreadAngle(const Stuff::Degree &degree);
Stuff::Scalar
GetTanSpreadAngle()
{ Check_Object(this); return tanSpreadAngle; }
Stuff::Scalar
GetCosSpreadAngle()
{ Check_Object(this); return cosSpreadAngle; }
virtual void
LightVertex(const MLRVertexData&);
virtual void
LightCenter(RGBAColor&);
void
SetLightMap(MLRLightMap *light_map);
MLRLightMap *
GetLightMap()
{Check_Object(this); return lightMap; }
void
CreateProjectMatrix();
virtual
void SetLightToShapeMatrix(const Stuff::LinearMatrix4D&);
const Stuff::Matrix4D&
GetProjectMatrix()
{ Check_Object(this); return projMatrix; };
const Stuff::AffineMatrix4D&
GetInversMatrix()
{ Check_Object(this); return inverseLightToShape; };
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data Support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void
TestInstance();
void
InitLineTextureProjection(Stuff::Point3D *lineTestPoints, Stuff::RGBAColor *lineTestColors);
protected:
Scalar
xMin, xMax, yMin, yMax, nnear, ffar, distance;
MLRLightMap *lightMap;
Stuff::Radian
spreadAngle;
Stuff::Scalar
tanSpreadAngle,
cosSpreadAngle;
Matrix4D
projMatrix;
AffineMatrix4D
inverseLightToShape;
};
}