Files
mtgodot-poc/extension/src/port/EterLib/GrpLightManager.h
T
shenleiandClaude Opus 5 9a8e11f3dd port 2A step 4: platform skeleton + rest of the 2V3 header closure
- Mirror the remaining non-Python 2V3 closure headers (98 more, 173 total): EffectLib,
  EterGrnLib, SpeedTreeLib, SphereLib, PRTerrainLib, EterImageLib, EterBase/Poly, cipher/tea,
  EterLib Grp*/IME/Input/MSWindow/StateManager, GameLib actor/map/race headers, EterPack.
- SDK shims: granny.h, SpeedTreeRT.h, imm.h, Dimm.h (the SDK MIDL header, not mirrored),
  dinput/d3dx8 additions; D3D8 render-state enums, FVF macros and the COM resource hierarchy;
  more Win32 GDI/handle types with layout static_asserts.
- PORT edits for MSVC-permissive code (typename, friend visibility, <algorithm>, pointer→uintptr_t)
  and PRTerrainLib/StdAfx.h dropping the ScriptLib/Python include.
- port_logic links the vendored cryptopp/minilzo.
- extension/src/platform: port_platform target with 103 generated stub files (1917 function
  stubs, 146 static members) from the new platform_stub.py (clang -ast-dump-filter);
  MT_PLATFORM_STUB() marks every unimplemented body. libmtgodot links port_platform and
  port_gate.sh builds it.

Gate: macOS, Android, iOS, Windows (mingw) PASS; Linux BLOCKED (no toolchain).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 21:46:24 +09:00

128 lines
2.9 KiB
C++

#pragma once
#include "../EterBase/Singleton.h"
#include "GrpBase.h"
#include "Util.h"
#include "Pool.h"
#include <deque>
typedef DWORD TLightID;
enum ELightType
{
LIGHT_TYPE_STATIC, // Continuously turning on light
LIGHT_TYPE_DYNAMIC, // Immediately turning off light
};
class CLightBase
{
public:
CLightBase() {};
virtual ~CLightBase() {};
void SetCurrentTime();
protected:
static float ms_fCurTime;
};
class CLight : public CGraphicBase, public CLightBase
{
public:
CLight();
virtual ~CLight();
void Initialize();
void Clear();
void Update();
void SetParameter(TLightID id, const D3DLIGHT8 & c_rLight);
void SetDistance(float fDistance);
float GetDistance() const { return m_fDistance; }
TLightID GetLightID() { return m_LightID; }
BOOL isEdited() { return m_isEdited; }
void SetDeviceLight(BOOL bActive);
void SetDiffuseColor(float fr, float fg, float fb, float fa = 1.0f);
void SetAmbientColor(float fr, float fg, float fb, float fa = 1.0f);
void SetRange(float fRange);
void SetPosition(float fx, float fy, float fz);
const D3DVECTOR & GetPosition() const;
void BlendDiffuseColor(const D3DXCOLOR & c_rColor, float fBlendTime, float fDelayTime = 0.0f);
void BlendAmbientColor(const D3DXCOLOR & c_rColor, float fBlendTime, float fDelayTime = 0.0f);
void BlendRange(float fRange, float fBlendTime, float fDelayTime = 0.0f);
private:
TLightID m_LightID; // Light ID. equal to D3D light index
D3DLIGHT8 m_d3dLight;
BOOL m_isEdited;
float m_fDistance;
TTransitorColor m_DiffuseColorTransitor;
TTransitorColor m_AmbientColorTransitor;
TTransitorFloat m_RangeTransitor;
};
class CLightManager : public CGraphicBase, public CLightBase, public CSingleton<CLightManager>
{
public:
enum
{
LIGHT_LIMIT_DEFAULT = 3,
// LIGHT_MAX_NUM = 32,
};
typedef std::deque<TLightID> TLightIDDeque;
typedef std::map<TLightID, CLight *> TLightMap;
typedef std::vector<CLight *> TLightSortVector;
public:
CLightManager();
virtual ~CLightManager();
void Destroy();
void Initialize();
// NOTE : FlushLight후 렌더링
// 그 후 반드시 RestoreLight를 해줘야만 한다.
void Update();
void FlushLight();
void RestoreLight();
/////
void RegisterLight(ELightType LightType, TLightID * poutLightID, D3DLIGHT8 & LightData);
CLight * GetLight(TLightID LightID);
void DeleteLight(TLightID LightID);
/////
void SetCenterPosition(const D3DXVECTOR3 & c_rv3Position);
void SetLimitLightCount(DWORD dwLightCount);
void SetSkipIndex(DWORD dwSkipIndex);
protected:
TLightIDDeque m_NonUsingLightIDDeque;
TLightMap m_LightMap;
TLightSortVector m_LightSortVector;
D3DXVECTOR3 m_v3CenterPosition;
DWORD m_dwLimitLightCount;
DWORD m_dwSkipIndex;
protected:
TLightID NewLightID();
void ReleaseLightID(TLightID LightID);
CDynamicPool<CLight> m_LightPool;
};