Effect Dust OK (#1016)

* OK

* Some cleanup

* Description

* format

* Better name

* whoops

* Array count

* Name dust texture arrays

* Fix

* static

* Update dust tex outnames
This commit is contained in:
Derek Hensley
2022-09-24 10:04:03 -07:00
committed by GitHub
parent 2c6816ba77
commit f31056ef8a
15 changed files with 245 additions and 61 deletions
@@ -1,30 +1,192 @@
/*
* File: z_eff_ss_dust.c
* Overlay: ovl_Effect_Ss_Dust
* Description:
* Description: Dust Particle Effect
*/
#include "z_eff_ss_dust.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define rPrimColorR regs[0]
#define rPrimColorG regs[1]
#define rPrimColorB regs[2]
#define rPrimColorA regs[3]
#define rEnvColorR regs[4]
#define rEnvColorG regs[5]
#define rEnvColorB regs[6]
#define rEnvColorA regs[7]
#define rTexIndex regs[8] // this reg is also used to set specific colors in the fire update function
#define rScale regs[9]
#define rScaleStep regs[10]
#define rDrawFlags regs[11]
#define rLifespan regs[12]
#define PARAMS ((EffectSsDustInitParams*)initParamsx)
s32 EffectSsDust_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
void func_809776BC(PlayState* play, u32 index, EffectSs* this);
void func_809777B4(PlayState* play, u32 index, EffectSs* this);
u32 EffectSsDust_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
void EffectSsDust_Update(PlayState* play, u32 index, EffectSs* this);
void EffectSsDust_UpdateFire(PlayState* play, u32 index, EffectSs* this);
void EffectSsDust_Draw(PlayState* play, u32 index, EffectSs* this);
#if 0
const EffectSsInit Effect_Ss_Dust_InitVars = {
EFFECT_SS_DUST,
EffectSsDust_Init,
};
#endif
static EffectSsUpdateFunc sUpdateFuncs[] = {
EffectSsDust_Update,
EffectSsDust_UpdateFire,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Dust/EffectSsDust_Init.s")
static TexturePtr sDustTextures[] = {
gEffDust1Tex, gEffDust2Tex, gEffDust3Tex, gEffDust4Tex, gEffDust5Tex, gEffDust6Tex, gEffDust7Tex, gEffDust8Tex,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Dust/EffectSsDust_Draw.s")
u32 EffectSsDust_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx) {
EffectSsDustInitParams* initParams = PARAMS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Dust/func_809776BC.s")
Math_Vec3f_Copy(&this->pos, &initParams->pos);
Math_Vec3f_Copy(&this->velocity, &initParams->velocity);
Math_Vec3f_Copy(&this->accel, &initParams->accel);
this->gfx = gEffDustDL;
this->life = initParams->life;
this->update = sUpdateFuncs[initParams->updateMode];
this->draw = EffectSsDust_Draw;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Dust/func_809777B4.s")
if (initParams->drawFlags & DUST_DRAWFLAG_RAND_COLOR_OFFSET) {
s32 randColorOffset = Rand_ZeroOne() * 20.0f - 10.0f;
this->rPrimColorR = initParams->primColor.r + randColorOffset;
this->rPrimColorG = initParams->primColor.g + randColorOffset;
this->rPrimColorB = initParams->primColor.b + randColorOffset;
this->rEnvColorR = initParams->envColor.r + randColorOffset;
this->rEnvColorG = initParams->envColor.g + randColorOffset;
this->rEnvColorB = initParams->envColor.b + randColorOffset;
} else {
this->rPrimColorR = initParams->primColor.r;
this->rPrimColorG = initParams->primColor.g;
this->rPrimColorB = initParams->primColor.b;
this->rEnvColorR = initParams->envColor.r;
this->rEnvColorG = initParams->envColor.g;
this->rEnvColorB = initParams->envColor.b;
}
this->rPrimColorA = initParams->primColor.a;
this->rEnvColorA = initParams->envColor.a;
this->rTexIndex = 0;
this->rScale = initParams->scale;
this->rScaleStep = initParams->scaleStep;
this->rLifespan = initParams->life;
this->rDrawFlags = initParams->drawFlags;
return 1;
}
void EffectSsDust_Draw(PlayState* play, u32 index, EffectSs* this) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
MtxF mfTrans;
MtxF mfScale;
MtxF mfResult;
MtxF mfTransBillboard;
s32 pad;
Mtx* mtx;
f32 scale;
OPEN_DISPS(gfxCtx);
scale = this->rScale * 0.0025f;
SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z);
SkinMatrix_SetScale(&mfScale, scale, scale, 1.0f);
SkinMatrix_MtxFMtxFMult(&mfTrans, &play->billboardMtxF, &mfTransBillboard);
SkinMatrix_MtxFMtxFMult(&mfTransBillboard, &mfScale, &mfResult);
gSPMatrix(POLY_XLU_DISP++, &gIdentityMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &mfResult);
if (mtx != NULL) {
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(sDustTextures[this->rTexIndex]));
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gDPPipeSync(POLY_XLU_DISP++);
if (this->rDrawFlags & DUST_DRAWFLAG1) {
gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0,
COMBINED, 0, SHADE, 0, 0, 0, 0, COMBINED);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_FOG_SHADE_A, G_RM_ZB_CLD_SURF2);
gSPSetGeometryMode(POLY_XLU_DISP++, G_FOG | G_LIGHTING);
} else if (this->rDrawFlags & DUST_DRAWFLAG2) {
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_ZB_CLD_SURF2);
gSPClearGeometryMode(POLY_XLU_DISP++, G_FOG | G_LIGHTING);
} else { // DUST_DRAWFLAG0
gSPClearGeometryMode(POLY_XLU_DISP++, G_LIGHTING);
}
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, 255);
gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB, this->rEnvColorA);
gSPDisplayList(POLY_XLU_DISP++, this->gfx);
}
CLOSE_DISPS(gfxCtx);
}
void EffectSsDust_Update(PlayState* play, u32 index, EffectSs* this) {
this->accel.x = (Rand_ZeroOne() * 0.4f) - 0.2f;
this->accel.z = (Rand_ZeroOne() * 0.4f) - 0.2f;
if ((this->life <= this->rLifespan) && (this->life >= (this->rLifespan - 7))) {
if (this->rLifespan >= 5) {
this->rTexIndex = this->rLifespan - this->life;
} else {
this->rTexIndex = ((this->rLifespan - this->life) * (ARRAY_COUNT(sDustTextures) / this->rLifespan));
}
} else {
this->rTexIndex = ARRAY_COUNT(sDustTextures) - 1;
}
this->rScale += this->rScaleStep;
}
// this update mode is unused in the original game
void EffectSsDust_UpdateFire(PlayState* play, u32 index, EffectSs* this) {
this->accel.x = (Rand_ZeroOne() * 0.4f) - 0.2f;
this->accel.z = (Rand_ZeroOne() * 0.4f) - 0.2f;
switch (this->rTexIndex) {
case 0:
this->rPrimColorR = 255;
this->rPrimColorG = 150;
this->rPrimColorB = 0;
this->rEnvColorR = 150;
this->rEnvColorG = 50;
this->rEnvColorB = 0;
break;
case 1:
this->rPrimColorR = 200;
this->rPrimColorG = 50;
this->rPrimColorB = 0;
this->rEnvColorR = 100;
this->rEnvColorG = 0;
this->rEnvColorB = 0;
break;
case 2:
this->rPrimColorR = 50;
this->rPrimColorG = 0;
this->rPrimColorB = 0;
this->rEnvColorR = 0;
this->rEnvColorG = 0;
this->rEnvColorB = 0;
break;
case 3:
this->rPrimColorR = 50;
this->rEnvColorR = this->rPrimColorG = this->rEnvColorG = this->rPrimColorB = this->rEnvColorB = 0;
break;
}
if (this->rTexIndex < (ARRAY_COUNT(sDustTextures) - 1)) {
this->rTexIndex++;
}
this->rScale += this->rScaleStep;
}
@@ -3,6 +3,16 @@
#include "global.h"
#define DUST_DRAWFLAG0 (0)
#define DUST_DRAWFLAG1 (1 << 0)
#define DUST_DRAWFLAG2 (1 << 1)
#define DUST_DRAWFLAG_RAND_COLOR_OFFSET (1 << 2)
typedef enum {
/* 0 */ DUST_UPDATE_NORMAL,
/* 1 */ DUST_UPDATE_FIRE
} DustUpdateMode;
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ Vec3f velocity;