re3/src/renderer/Timecycle.h

202 lines
10 KiB
C++

#pragma once
class CTimeCycle
{
static uint8 m_nAmbientRed[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientRed_Obj[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientGreen_Obj[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientBlue_Obj[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientRed_Bl[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientGreen_Bl[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientBlue_Bl[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientRed_Obj_Bl[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientGreen_Obj_Bl[NUMHOURS][NUMWEATHERS];
static uint8 m_nAmbientBlue_Obj_Bl[NUMHOURS][NUMWEATHERS];
static uint8 m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
static uint8 m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
static uint8 m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
static uint8 m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
static uint8 m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
static uint8 m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
static int8 m_fSunSize[NUMHOURS][NUMWEATHERS];
static int8 m_fSpriteSize[NUMHOURS][NUMWEATHERS];
static int8 m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
static uint8 m_nShadowStrength[NUMHOURS][NUMWEATHERS];
static uint8 m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
static uint8 m_nPoleShadowStrength[NUMHOURS][NUMWEATHERS];
static int16 m_fFogStart[NUMHOURS][NUMWEATHERS];
static int16 m_fFarClip[NUMHOURS][NUMWEATHERS];
static uint8 m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
static uint8 m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
static uint8 m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
static uint8 m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
static uint8 m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_fBlurRed[NUMHOURS][NUMWEATHERS];
static uint8 m_fBlurGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_fBlurBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_fWaterRed[NUMHOURS][NUMWEATHERS];
static uint8 m_fWaterGreen[NUMHOURS][NUMWEATHERS];
static uint8 m_fWaterBlue[NUMHOURS][NUMWEATHERS];
static uint8 m_fWaterAlpha[NUMHOURS][NUMWEATHERS];
static float m_fCurrentAmbientRed;
static float m_fCurrentAmbientGreen;
static float m_fCurrentAmbientBlue;
static float m_fCurrentAmbientRed_Obj;
static float m_fCurrentAmbientGreen_Obj;
static float m_fCurrentAmbientBlue_Obj;
static float m_fCurrentAmbientRed_Bl;
static float m_fCurrentAmbientGreen_Bl;
static float m_fCurrentAmbientBlue_Bl;
static float m_fCurrentAmbientRed_Obj_Bl;
static float m_fCurrentAmbientGreen_Obj_Bl;
static float m_fCurrentAmbientBlue_Obj_Bl;
static float m_fCurrentDirectionalRed;
static float m_fCurrentDirectionalGreen;
static float m_fCurrentDirectionalBlue;
static int32 m_nCurrentSkyTopRed;
static int32 m_nCurrentSkyTopGreen;
static int32 m_nCurrentSkyTopBlue;
static int32 m_nCurrentSkyBottomRed;
static int32 m_nCurrentSkyBottomGreen;
static int32 m_nCurrentSkyBottomBlue;
static int32 m_nCurrentSunCoreRed;
static int32 m_nCurrentSunCoreGreen;
static int32 m_nCurrentSunCoreBlue;
static int32 m_nCurrentSunCoronaRed;
static int32 m_nCurrentSunCoronaGreen;
static int32 m_nCurrentSunCoronaBlue;
static float m_fCurrentSunSize;
static float m_fCurrentSpriteSize;
static float m_fCurrentSpriteBrightness;
static int32 m_nCurrentShadowStrength;
static int32 m_nCurrentLightShadowStrength;
static int32 m_nCurrentPoleShadowStrength;
static float m_fCurrentFogStart;
static float m_fCurrentFarClip;
static float m_fCurrentLightsOnGroundBrightness;
static int32 m_nCurrentLowCloudsRed;
static int32 m_nCurrentLowCloudsGreen;
static int32 m_nCurrentLowCloudsBlue;
static int32 m_nCurrentFluffyCloudsTopRed;
static int32 m_nCurrentFluffyCloudsTopGreen;
static int32 m_nCurrentFluffyCloudsTopBlue;
static int32 m_nCurrentFluffyCloudsBottomRed;
static int32 m_nCurrentFluffyCloudsBottomGreen;
static int32 m_nCurrentFluffyCloudsBottomBlue;
static float m_fCurrentBlurRed;
static float m_fCurrentBlurGreen;
static float m_fCurrentBlurBlue;
static float m_fCurrentWaterRed;
static float m_fCurrentWaterGreen;
static float m_fCurrentWaterBlue;
static float m_fCurrentWaterAlpha;
static int32 m_nCurrentFogColourRed;
static int32 m_nCurrentFogColourGreen;
static int32 m_nCurrentFogColourBlue;
static int32 m_FogReduction;
public:
static int32 m_bExtraColourOn;
static int32 m_ExtraColour;
static float m_ExtraColourInter;
static int32 m_CurrentStoredValue;
static CVector m_VectorToSun[16];
static float m_fShadowFrontX[16];
static float m_fShadowFrontY[16];
static float m_fShadowSideX[16];
static float m_fShadowSideY[16];
static float m_fShadowDisplacementX[16];
static float m_fShadowDisplacementY[16];
static float GetAmbientRed(void) { return m_fCurrentAmbientRed; }
static float GetAmbientGreen(void) { return m_fCurrentAmbientGreen; }
static float GetAmbientBlue(void) { return m_fCurrentAmbientBlue; }
static float GetAmbientRed_Obj(void) { return m_fCurrentAmbientRed_Obj; }
static float GetAmbientGreen_Obj(void) { return m_fCurrentAmbientGreen_Obj; }
static float GetAmbientBlue_Obj(void) { return m_fCurrentAmbientBlue_Obj; }
static float GetAmbientRed_Bl(void) { return m_fCurrentAmbientRed_Bl; }
static float GetAmbientGreen_Bl(void) { return m_fCurrentAmbientGreen_Bl; }
static float GetAmbientBlue_Bl(void) { return m_fCurrentAmbientBlue_Bl; }
static float GetAmbientRed_Obj_Bl(void) { return m_fCurrentAmbientRed_Obj_Bl; }
static float GetAmbientGreen_Obj_Bl(void) { return m_fCurrentAmbientGreen_Obj_Bl; }
static float GetAmbientBlue_Obj_Bl(void) { return m_fCurrentAmbientBlue_Obj_Bl; }
static float GetDirectionalRed(void) { return m_fCurrentDirectionalRed; }
static float GetDirectionalGreen(void) { return m_fCurrentDirectionalGreen; }
static float GetDirectionalBlue(void) { return m_fCurrentDirectionalBlue; }
static int32 GetSkyTopRed(void) { return m_nCurrentSkyTopRed; }
static int32 GetSkyTopGreen(void) { return m_nCurrentSkyTopGreen; }
static int32 GetSkyTopBlue(void) { return m_nCurrentSkyTopBlue; }
static int32 GetSkyBottomRed(void) { return m_nCurrentSkyBottomRed; }
static int32 GetSkyBottomGreen(void) { return m_nCurrentSkyBottomGreen; }
static int32 GetSkyBottomBlue(void) { return m_nCurrentSkyBottomBlue; }
static int32 GetSunCoreRed(void) { return m_nCurrentSunCoreRed; }
static int32 GetSunCoreGreen(void) { return m_nCurrentSunCoreGreen; }
static int32 GetSunCoreBlue(void) { return m_nCurrentSunCoreBlue; }
static int32 GetSunCoronaRed(void) { return m_nCurrentSunCoronaRed; }
static int32 GetSunCoronaGreen(void) { return m_nCurrentSunCoronaGreen; }
static int32 GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; }
static float GetSunSize(void) { return m_fCurrentSunSize; }
static float GetSpriteBrightness(void) { return m_fCurrentSpriteBrightness; }
static float GetSpriteSize(void) { return m_fCurrentSpriteSize; }
static int32 GetShadowStrength(void) { return m_nCurrentShadowStrength; }
static int32 GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
static float GetLightOnGroundBrightness(void) { return m_fCurrentLightsOnGroundBrightness; }
static float GetFarClip(void) { return m_fCurrentFarClip; }
static float GetFogStart(void) { return m_fCurrentFogStart; }
static int32 GetLowCloudsRed(void) { return m_nCurrentLowCloudsRed; }
static int32 GetLowCloudsGreen(void) { return m_nCurrentLowCloudsGreen; }
static int32 GetLowCloudsBlue(void) { return m_nCurrentLowCloudsBlue; }
static int32 GetFluffyCloudsTopRed(void) { return m_nCurrentFluffyCloudsTopRed; }
static int32 GetFluffyCloudsTopGreen(void) { return m_nCurrentFluffyCloudsTopGreen; }
static int32 GetFluffyCloudsTopBlue(void) { return m_nCurrentFluffyCloudsTopBlue; }
static int32 GetFluffyCloudsBottomRed(void) { return m_nCurrentFluffyCloudsBottomRed; }
static int32 GetFluffyCloudsBottomGreen(void) { return m_nCurrentFluffyCloudsBottomGreen; }
static int32 GetFluffyCloudsBottomBlue(void) { return m_nCurrentFluffyCloudsBottomBlue; }
static int32 GetFogRed(void) { return m_nCurrentFogColourRed; }
static int32 GetFogGreen(void) { return m_nCurrentFogColourGreen; }
static int32 GetFogBlue(void) { return m_nCurrentFogColourBlue; }
static int32 GetFogReduction(void) { return m_FogReduction; }
static int32 GetBlurRed(void) { return m_fCurrentBlurRed; }
static int32 GetBlurGreen(void) { return m_fCurrentBlurGreen; }
static int32 GetBlurBlue(void) { return m_fCurrentBlurBlue; }
static int32 GetWaterRed(void) { return m_fCurrentWaterRed; }
static int32 GetWaterGreen(void) { return m_fCurrentWaterGreen; }
static int32 GetWaterBlue(void) { return m_fCurrentWaterBlue; }
static int32 GetWaterAlpha(void) { return m_fCurrentWaterAlpha; }
static void Initialise(void);
static void Update(void);
static float Interpolate(int8 *a, int8 *b);
static float Interpolate(uint8 *a, uint8 *b);
static float Interpolate(int16 *a, int16 *b);
static void StartExtraColour(int32 c, bool fade);
static void StopExtraColour(bool fade);
static CVector &GetSunDirection(void) { return m_VectorToSun[m_CurrentStoredValue]; }
static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; }
static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; }
static float GetShadowSideX(void) { return m_fShadowSideX[m_CurrentStoredValue]; }
static float GetShadowSideY(void) { return m_fShadowSideY[m_CurrentStoredValue]; }
static float GetShadowDisplacementX(void) { return m_fShadowDisplacementX[m_CurrentStoredValue]; }
static float GetShadowDisplacementY(void) { return m_fShadowDisplacementY[m_CurrentStoredValue]; }
};