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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 (FVector pos, IRotator rot, FVector scale, const char *model, std::vector< Triangle > triangles, CollisionType collision, float boundingBoxSize)
 
 GameObject ()
 
FVector GetLocation () const
 
IRotator GetRotation () const
 
FVector GetScale () const
 
void Translate (FVector pos)
 
void Rotate (IRotator rot)
 
void SetScale (FVector scale)
 
void Destroy ()
 
virtual void DrawEditorProperties ()
 

Data Fields

s8 * Direction
 
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
 
const char * ResourceName
 
FVector SpawnPos = {0.0f, 0.0f, 0.0f}
 
IRotator SpawnRot = {0, 0, 0}
 
FVector SpawnScale = {1.0f, 1.0f, 1.0f}
 
float Speed
 
FVector Pos
 
IRotator Rot
 
FVector Scale
 
const char * Model = ""
 
std::vector< TriangleTriangles
 
CollisionType Collision
 
float BoundingBoxSize
 

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 )

Member Function Documentation

◆ Draw()

void Editor::LightObject::Draw ( )
overridevirtual

Reimplemented from Editor::GameObject.

Here is the call graph for this function:

◆ Load()

void Editor::LightObject::Load ( )
overridevirtual

Reimplemented from Editor::GameObject.

◆ Tick()

void Editor::LightObject::Tick ( )
overridevirtual

Reimplemented from Editor::GameObject.

Here is the call graph for this function:

Field Documentation

◆ Direction

s8* Editor::LightObject::Direction

◆ 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:21

◆ 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:2113
Gfx mat_sun_sun[13]
Definition Light.h:2097
Vtx sun_LightModel_mesh_vtx_cull[8]
Definition Light.h:2073
Gfx sun_LightModel_mesh_tri_0[3]
Definition Light.h:2091

◆ 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:2084

◆ 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: