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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
link debug display
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@@ -58,6 +58,10 @@ m_common_data.c:
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m_controller.c:
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.text: [0x80395BE8, 0x80396120]
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.rodata: [0x80641D20, 0x80641D50]
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m_debug_display.c:
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.text: [0x80396198, 0x803965E4]
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.data: [0x806512D8, 0x80651328]
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.bss: [0x81294008, 0x81294010]
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m_debug_hayakawa.c:
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.text: [0x803965E4, 0x803973E8]
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.rodata: [0x80641D50, 0x80641D90]
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@@ -4,8 +4,23 @@
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#include "types.h"
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#include "m_play.h"
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typedef struct debug_display_s Debug_display;
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extern void Debug_Display_output(GAME_PLAY*);
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struct debug_display_s{
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xyz_t pos;
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s_xyz rot;
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xyz_t scale;
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rgba8888_t color;
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s16 type;
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Debug_display* next;
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};
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extern void Debug_Display_init();
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extern Debug_display* Debug_Display_new(f32 posX, f32 posY, f32 posZ, f32 scaleX, f32 scaleY, f32 scaleZ,
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s16 rotX, s16 rotY, s16 rotZ, s8 r, s8 g, s8 b, s8 alpha, s16 type, GRAPH* graph);
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extern void Debug_Display_output(GAME_PLAY* play);
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extern Debug_display* debug_display;
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#endif
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@@ -320,4 +320,4 @@ void Ef_Room_Sunshine_MinsectR_actor_draw(ACTOR* actor, GAME* game){
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CLOSE_DISP(graph);
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}
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}
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}
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@@ -0,0 +1,114 @@
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#include "m_debug_display.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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typedef void (*DEBUG_DISP_PROC)(Debug_display*, void*, GAME_PLAY*);
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typedef struct debug_display_info_s{
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/* 0x0 */ s16 type;
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/* 0x4 */ void* arg;
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} Debug_display_info;
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static void debug_display_output_sprite_16x16_I8(Debug_display *, void *, GAME_PLAY *);
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static void debug_display_output_polygon(Debug_display *, void *, GAME_PLAY *);
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Debug_display* debug_display;
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void Debug_Display_init(){
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debug_display = NULL;
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}
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extern Debug_display* Debug_Display_new(f32 posX, f32 posY, f32 posZ, f32 scaleX, f32 scaleY, f32 scaleZ,
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s16 rotX, s16 rotY, s16 rotZ, s8 r, s8 g, s8 b, s8 alpha, s16 type, GRAPH* graph){
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Debug_display* display = debug_display;
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debug_display = GRAPH_ALLOC(graph, sizeof(Debug_display) + 4);
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debug_display->pos.x = posX;
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debug_display->pos.y = posY;
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debug_display->pos.z = posZ;
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debug_display->rot.x = rotX;
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debug_display->rot.y = rotY;
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debug_display->rot.z = rotZ;
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debug_display->scale.x = scaleX;
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debug_display->scale.y = scaleY;
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debug_display->scale.z = scaleZ;
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debug_display->color.r = r;
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debug_display->color.g = g;
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debug_display->color.b = b;
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debug_display->color.a = alpha;
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debug_display->type = type;
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debug_display->next = display;
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return debug_display;
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}
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extern void* no_txt;
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extern void* nx_txt;
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extern void* np_txt;
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extern void* nt_txt;
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extern Gfx darrow_model[];
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extern Gfx camera_model[];
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#pragma pool_data off
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extern void Debug_Display_output(GAME_PLAY* play){
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static DEBUG_DISP_PROC debug_display_output_proc[] = { debug_display_output_sprite_16x16_I8, debug_display_output_polygon};
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static Debug_display_info debug_display_shape_data[] = {
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{0, &no_txt}, {0, &nx_txt}, {0, &np_txt}, {0, &nt_txt}, {1, darrow_model}, {1, camera_model},
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};
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Debug_display_info* data;
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Debug_display* display = debug_display;
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while(display != NULL){
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data = &debug_display_shape_data[display->type];
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debug_display_output_proc[data->type](display, data->arg, play);
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display = display->next;
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}
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}
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extern Gfx RCP_debug_texture_16x16_8[];
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#pragma pool_data on
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static void debug_display_output_sprite_16x16_I8(Debug_display* display, void* txt, GAME_PLAY* play){
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OPEN_DISP(play->game.graph);
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softsprite_prim(play->game.graph);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 0, display->color.r, display->color.g, display->color.b, display->color.a);
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Matrix_translate(display->pos.x, display->pos.y, display->pos.z, 0);
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Matrix_scale(display->scale.x, display->scale.y, display->scale.z, 1);
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Matrix_mult(&play->billboard_matrix, 1);
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Matrix_rotateXYZ(display->rot.x, display->rot.y, display->rot.z, 1);
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gDPLoadTextureBlock(NEXT_POLY_XLU_DISP, txt, G_IM_FMT_I, G_IM_SIZ_8b, 16, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(play->game.graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_XLU_DISP, RCP_debug_texture_16x16_8);
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CLOSE_DISP(play->game.graph);
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}
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static void debug_display_output_polygon(Debug_display* display, void* dl, GAME_PLAY* play) {
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static Lights1 material = gdSPDefLights1(128, 128, 128, 255, 255, 255, 73, 73, 73);
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OPEN_DISP(play->game.graph);
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polygon_z_light_prim(play->game.graph);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 0, display->color.r, display->color.g, display->color.b, display->color.a);
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gSPSetLights1(NEXT_POLY_XLU_DISP, material);
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Matrix_softcv3_load(&display->rot, display->pos.x, display->pos.y, display->pos.z);
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Matrix_scale(display->scale.x, display->scale.y, display->scale.z, 1);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(play->game.graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_XLU_DISP, dl);
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CLOSE_DISP(play->game.graph);
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}
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