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Editor::LightObject Class Reference

#include <Light.h>

Inheritance diagram for Editor::LightObject:
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Collaboration diagram for Editor::LightObject:
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Public Member Functions

 LightObject (const char *name, FVector *pos, s8 *direction)
 
virtual void Draw () override
 
virtual void Tick () override
 
virtual void Load () override
 
- Public Member Functions inherited from Editor::GameObject
 GameObject (const char *name, FVector *pos, IRotator *rot, FVector *scale, Gfx *model, std::vector< Triangle > triangles, CollisionType collision, float boundingBoxSize, int32_t *despawnFlag, int32_t despawnValue)
 
 GameObject (FVector *pos, Vec3s *rot)
 
 GameObject ()
 

Data Fields

FVector LightPos = FVector(0, 100, 0)
 
IRotator LightRot = IRotator(0, 0, 0)
 
FVector LightScale = FVector(0.1, 0.1, 0.1)
 
s8 * Direction
 
s32 _despawnFlag = 0
 
u8 sun_sun_rgba32 [16384]
 
Vtx sun_LightModel_mesh_vtx_cull [8]
 
Vtx sun_LightModel_mesh_vtx_0 [4]
 
Gfx sun_LightModel_mesh_tri_0 [3]
 
Gfx mat_sun_sun [13]
 
Gfx mat_revert_sun_sun [4]
 
Gfx sun_LightModel_mesh [13]
 
- Data Fields inherited from Editor::GameObject
const char * Name
 
FVectorPos
 
IRotatorRot
 
FVectorScale
 
Gfx * Model
 
std::vector< TriangleTriangles
 
CollisionType Collision
 
float BoundingBoxSize
 
int32_t * DespawnFlag
 
int32_t DespawnValue
 

Static Public Attributes

static size_t NumLights = 0
 

Additional Inherited Members

- Public Types inherited from Editor::GameObject
enum class  CollisionType { VTX_INTERSECT , BOUNDING_BOX , BOUNDING_SPHERE }
 

Constructor & Destructor Documentation

◆ LightObject()

Editor::LightObject::LightObject ( const char * name,
FVector * pos,
s8 * direction )
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Member Function Documentation

◆ Draw()

void Editor::LightObject::Draw ( )
overridevirtual

Reimplemented from Editor::GameObject.

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◆ Load()

void Editor::LightObject::Load ( )
overridevirtual

Reimplemented from Editor::GameObject.

◆ Tick()

void Editor::LightObject::Tick ( )
overridevirtual

Reimplemented from Editor::GameObject.

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Field Documentation

◆ _despawnFlag

s32 Editor::LightObject::_despawnFlag = 0

◆ Direction

s8* Editor::LightObject::Direction

◆ LightPos

FVector Editor::LightObject::LightPos = FVector(0, 100, 0)

◆ LightRot

IRotator Editor::LightObject::LightRot = IRotator(0, 0, 0)

◆ LightScale

FVector Editor::LightObject::LightScale = FVector(0.1, 0.1, 0.1)

◆ mat_revert_sun_sun

Gfx Editor::LightObject::mat_revert_sun_sun[4]
Initial value:
= {
gsSPClearGeometryMode(G_FOG),
gsSPSetGeometryMode(G_CULL_BACK | G_CLIPPING),
gsDPPipeSync(),
gsSPEndDisplayList(),
}

◆ mat_sun_sun

Gfx Editor::LightObject::mat_sun_sun[13]
Initial value:
= {
gsSPSetGeometryMode(G_FOG),
gsSPClearGeometryMode(G_CULL_BACK | G_CLIPPING),
gsDPPipeSync(),
gsDPSetCombineLERP(0, 0, 0, TEXEL0, 0, 0, 0, TEXEL0, COMBINED, 0, PRIMITIVE, 0, COMBINED, 0, PRIMITIVE, 0),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2),
gsSPTexture(65535, 65535, 0, 0, 1),
gsDPSetPrimColor(0, 0, 255, 255, 255, 128),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_32b_LOAD_BLOCK, 1, sun_sun_rgba32),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_32b_LOAD_BLOCK, 0, 0, 7, 0, G_TX_WRAP | G_TX_NOMIRROR, 0, 0, G_TX_WRAP | G_TX_NOMIRROR, 0, 0),
gsDPLoadBlock(7, 0, 0, 4095, 64),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_32b, 16, 0, 0, 0, G_TX_WRAP | G_TX_NOMIRROR, 6, 0, G_TX_WRAP | G_TX_NOMIRROR, 6, 0),
gsDPSetTileSize(0, 0, 0, 252, 252),
gsSPEndDisplayList(),
}
u8 sun_sun_rgba32[16384]
Definition Light.h:26

◆ NumLights

size_t Editor::LightObject::NumLights = 0
static

◆ sun_LightModel_mesh

Gfx Editor::LightObject::sun_LightModel_mesh[13]
Initial value:
= {
gsSPClearGeometryMode(G_LIGHTING),
gsSPVertex(sun_LightModel_mesh_vtx_cull + 0, 8, 0),
gsSPSetGeometryMode(G_LIGHTING),
gsSPCullDisplayList(0, 7),
gsSPDisplayList(mat_sun_sun),
gsSPDisplayList(sun_LightModel_mesh_tri_0),
gsSPDisplayList(mat_revert_sun_sun),
gsDPPipeSync(),
gsSPSetGeometryMode(G_LIGHTING),
gsSPClearGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineLERP(0, 0, 0, SHADE, 0, 0, 0, ENVIRONMENT, 0, 0, 0, SHADE, 0, 0, 0, ENVIRONMENT),
gsSPTexture(65535, 65535, 0, 0, 0),
gsSPEndDisplayList(),
}
Gfx mat_revert_sun_sun[4]
Definition Light.h:2118
Gfx mat_sun_sun[13]
Definition Light.h:2102
Vtx sun_LightModel_mesh_vtx_cull[8]
Definition Light.h:2078
Gfx sun_LightModel_mesh_tri_0[3]
Definition Light.h:2096

◆ sun_LightModel_mesh_tri_0

Gfx Editor::LightObject::sun_LightModel_mesh_tri_0[3]
Initial value:
= {
gsSPVertex(sun_LightModel_mesh_vtx_0 + 0, 4, 0),
gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
gsSPEndDisplayList(),
}
Vtx sun_LightModel_mesh_vtx_0[4]
Definition Light.h:2089

◆ sun_LightModel_mesh_vtx_0

Vtx Editor::LightObject::sun_LightModel_mesh_vtx_0[4]
Initial value:
= {
{{ {-100, -100, 0}, 0, {-16, 2032}, {0, 0, 127, 255} }},
{{ {100, -100, 0}, 0, {2032, 2032}, {0, 0, 127, 255} }},
{{ {100, 100, 0}, 0, {2032, -16}, {0, 0, 127, 255} }},
{{ {-100, 100, 0}, 0, {-16, -16}, {0, 0, 127, 255} }},
}

◆ sun_LightModel_mesh_vtx_cull

Vtx Editor::LightObject::sun_LightModel_mesh_vtx_cull[8]
Initial value:
= {
{{ {-100, -100, 0}, 0, {0, 0}, {0, 0, 0, 0} }},
{{ {-100, -100, 0}, 0, {0, 0}, {0, 0, 0, 0} }},
{{ {-100, 100, 0}, 0, {0, 0}, {0, 0, 0, 0} }},
{{ {-100, 100, 0}, 0, {0, 0}, {0, 0, 0, 0} }},
{{ {100, -100, 0}, 0, {0, 0}, {0, 0, 0, 0} }},
{{ {100, -100, 0}, 0, {0, 0}, {0, 0, 0, 0} }},
{{ {100, 100, 0}, 0, {0, 0}, {0, 0, 0, 0} }},
{{ {100, 100, 0}, 0, {0, 0}, {0, 0, 0, 0} }},
}

◆ sun_sun_rgba32

u8 Editor::LightObject::sun_sun_rgba32[16384]

The documentation for this class was generated from the following files: