Files
ac-decomp/rel/m_debug_display.c
T
2023-10-21 14:57:33 +02:00

115 lines
3.9 KiB
C

#include "m_debug_display.h"
#include "m_rcp.h"
#include "sys_matrix.h"
typedef void (*DEBUG_DISP_PROC)(Debug_display*, void*, GAME_PLAY*);
typedef struct debug_display_info_s{
/* 0x0 */ s16 type;
/* 0x4 */ void* arg;
} Debug_display_info;
static void debug_display_output_sprite_16x16_I8(Debug_display *, void *, GAME_PLAY *);
static void debug_display_output_polygon(Debug_display *, void *, GAME_PLAY *);
Debug_display* debug_display;
void Debug_Display_init(){
debug_display = NULL;
}
extern Debug_display* Debug_Display_new(f32 posX, f32 posY, f32 posZ, f32 scaleX, f32 scaleY, f32 scaleZ,
s16 rotX, s16 rotY, s16 rotZ, s8 r, s8 g, s8 b, s8 alpha, s16 type, GRAPH* graph){
Debug_display* display = debug_display;
debug_display = GRAPH_ALLOC(graph, sizeof(Debug_display) + 4);
debug_display->pos.x = posX;
debug_display->pos.y = posY;
debug_display->pos.z = posZ;
debug_display->rot.x = rotX;
debug_display->rot.y = rotY;
debug_display->rot.z = rotZ;
debug_display->scale.x = scaleX;
debug_display->scale.y = scaleY;
debug_display->scale.z = scaleZ;
debug_display->color.r = r;
debug_display->color.g = g;
debug_display->color.b = b;
debug_display->color.a = alpha;
debug_display->type = type;
debug_display->next = display;
return debug_display;
}
extern void* no_txt;
extern void* nx_txt;
extern void* np_txt;
extern void* nt_txt;
extern Gfx darrow_model[];
extern Gfx camera_model[];
#pragma pool_data off
extern void Debug_Display_output(GAME_PLAY* play){
static DEBUG_DISP_PROC debug_display_output_proc[] = { debug_display_output_sprite_16x16_I8, debug_display_output_polygon};
static Debug_display_info debug_display_shape_data[] = {
{0, &no_txt}, {0, &nx_txt}, {0, &np_txt}, {0, &nt_txt}, {1, darrow_model}, {1, camera_model},
};
Debug_display_info* data;
Debug_display* display = debug_display;
while(display != NULL){
data = &debug_display_shape_data[display->type];
debug_display_output_proc[data->type](display, data->arg, play);
display = display->next;
}
}
extern Gfx RCP_debug_texture_16x16_8[];
#pragma pool_data on
static void debug_display_output_sprite_16x16_I8(Debug_display* display, void* txt, GAME_PLAY* play){
OPEN_DISP(play->game.graph);
softsprite_prim(play->game.graph);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 0, display->color.r, display->color.g, display->color.b, display->color.a);
Matrix_translate(display->pos.x, display->pos.y, display->pos.z, 0);
Matrix_scale(display->scale.x, display->scale.y, display->scale.z, 1);
Matrix_mult(&play->billboard_matrix, 1);
Matrix_rotateXYZ(display->rot.x, display->rot.y, display->rot.z, 1);
gDPLoadTextureBlock(NEXT_POLY_XLU_DISP, txt, G_IM_FMT_I, G_IM_SIZ_8b, 16, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(play->game.graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, RCP_debug_texture_16x16_8);
CLOSE_DISP(play->game.graph);
}
static void debug_display_output_polygon(Debug_display* display, void* dl, GAME_PLAY* play) {
static Lights1 material = gdSPDefLights1(128, 128, 128, 255, 255, 255, 73, 73, 73);
OPEN_DISP(play->game.graph);
polygon_z_light_prim(play->game.graph);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 0, display->color.r, display->color.g, display->color.b, display->color.a);
gSPSetLights1(NEXT_POLY_XLU_DISP, material);
Matrix_softcv3_load(&display->rot, display->pos.x, display->pos.y, display->pos.z);
Matrix_scale(display->scale.x, display->scale.y, display->scale.z, 1);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(play->game.graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, dl);
CLOSE_DISP(play->game.graph);
}