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re3/src/render/CutsceneShadow.h

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2020-07-29 09:17:53 +00:00
#pragma once
#include "ShadowCamera.h"
class CCutsceneShadow
{
public:
enum
{
RASTER = 0,
RESAMPLE,
BLUR,
GRADIENT,
};
CShadowCamera m_Camera;
bool m_bResample;
char _pad0[3];
CShadowCamera m_ResampleCamera;
int32 m_nBlurPasses;
CShadowCamera m_BlurCamera;
bool m_bGradient;
char _pad1[3];
CShadowCamera m_GradientCamera;
union
{
RwObject *m_pObject;
RpAtomic *m_pAtomic;
RpClump *m_pClump;
};
int m_nRwObjectType;
RpLight *m_pLight;
RwSphere m_BoundingSphere;
RwSphere m_BaseSphere;
CCutsceneShadow();
~CCutsceneShadow();
RwSphere &GetBaseSphere()
{
return m_BaseSphere;
}
bool Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient);
RwFrame *SetLightProperties(float angleY, float angleX, bool setLight);
bool IsInitialized();
void Destroy();
RwRaster *Update();
RwTexture *UpdateForCutscene();
CShadowCamera *GetShadowCamera(int32 camType = RASTER);
RwTexture *GetShadowRwTexture();
void DrawBorderAroundTexture(RwRGBA const& color);
};