mirror of
https://github.com/zeldaret/mm.git
synced 2026-05-23 06:54:14 -04:00
z_lights fully matched (#80)
* z_lights OK * Documentation * Fixup for z_collision_check * Improve function types of bind functions * Fixup for types
This commit is contained in:
+26
-26
@@ -27,34 +27,34 @@ void GameState_SetFBFilter(Gfx** gfx, u32 arg1) {
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if ((R_FB_FILTER_TYPE > 0) && (R_FB_FILTER_TYPE < 5)) {
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D_801F8010.type = R_FB_FILTER_TYPE;
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D_801F8010.color.red = R_FB_FILTER_PRIM_COLOR(0);
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D_801F8010.color.green = R_FB_FILTER_PRIM_COLOR(1);
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D_801F8010.color.blue = R_FB_FILTER_PRIM_COLOR(2);
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D_801F8010.color.alpha = R_FB_FILTER_A;
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D_801F8010.color.r = R_FB_FILTER_PRIM_COLOR(0);
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D_801F8010.color.g = R_FB_FILTER_PRIM_COLOR(1);
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D_801F8010.color.b = R_FB_FILTER_PRIM_COLOR(2);
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D_801F8010.color.a = R_FB_FILTER_A;
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func_80140D10(&D_801F8010, &_gfx, arg1);
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} else {
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if ((R_FB_FILTER_TYPE == 5) || (R_FB_FILTER_TYPE == 6)) {
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D_801F8020.useRgba = (R_FB_FILTER_TYPE == 6);
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D_801F8020.primColor.red = R_FB_FILTER_PRIM_COLOR(0);
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D_801F8020.primColor.green = R_FB_FILTER_PRIM_COLOR(1);
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D_801F8020.primColor.blue = R_FB_FILTER_PRIM_COLOR(2);
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D_801F8020.primColor.alpha = R_FB_FILTER_A;
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D_801F8020.envColor.red = R_FB_FILTER_ENV_COLOR(0);
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D_801F8020.envColor.green = R_FB_FILTER_ENV_COLOR(1);
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D_801F8020.envColor.blue = R_FB_FILTER_ENV_COLOR(2);
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D_801F8020.envColor.alpha = R_FB_FILTER_A;
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D_801F8020.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
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D_801F8020.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
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D_801F8020.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
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D_801F8020.primColor.a = R_FB_FILTER_A;
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D_801F8020.envColor.r = R_FB_FILTER_ENV_COLOR(0);
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D_801F8020.envColor.g = R_FB_FILTER_ENV_COLOR(1);
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D_801F8020.envColor.b = R_FB_FILTER_ENV_COLOR(2);
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D_801F8020.envColor.a = R_FB_FILTER_A;
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func_80142100(&D_801F8020, &_gfx, arg1);
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} else {
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if (R_FB_FILTER_TYPE == 7) {
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sMonoColors.unk_00 = 0;
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sMonoColors.primColor.red = R_FB_FILTER_PRIM_COLOR(0);
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sMonoColors.primColor.green = R_FB_FILTER_PRIM_COLOR(1);
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sMonoColors.primColor.blue = R_FB_FILTER_PRIM_COLOR(2);
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sMonoColors.primColor.alpha = R_FB_FILTER_A;
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sMonoColors.envColor.red = R_FB_FILTER_ENV_COLOR(0);
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sMonoColors.envColor.green = R_FB_FILTER_ENV_COLOR(1);
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sMonoColors.envColor.blue = R_FB_FILTER_ENV_COLOR(2);
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sMonoColors.envColor.alpha = R_FB_FILTER_A;
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sMonoColors.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
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sMonoColors.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
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sMonoColors.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
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sMonoColors.primColor.a = R_FB_FILTER_A;
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sMonoColors.envColor.r = R_FB_FILTER_ENV_COLOR(0);
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sMonoColors.envColor.g = R_FB_FILTER_ENV_COLOR(1);
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sMonoColors.envColor.b = R_FB_FILTER_ENV_COLOR(2);
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sMonoColors.envColor.a = R_FB_FILTER_A;
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VisMono_Draw(&sMonoColors, &_gfx, arg1);
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}
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}
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@@ -81,11 +81,11 @@ void GameState_Draw(GameState *ctxt, GraphicsContext *gCtxt) {
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if (R_FB_FILTER_TYPE && R_FB_FILTER_ENV_COLOR(3) == 0) {
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GameState_SetFBFilter(&nextDisplayList, (u32) gCtxt->zbuffer);
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}
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if (R_ENABLE_ARENA_DBG < 0) {
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R_ENABLE_ARENA_DBG = 0;
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}
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gSPEndDisplayList(nextDisplayList++);
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Graph_BranchDlist(_polyOpa, nextDisplayList);
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gCtxt->polyOpa.p = nextDisplayList;
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@@ -111,12 +111,12 @@ void Game_ResetSegments(GraphicsContext *gCtxt) {
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void func_801736DC(GraphicsContext *gCtxt) {
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Gfx* nextDisplayList;
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Gfx* _polyOpa;
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nextDisplayList = Graph_GfxPlusOne(_polyOpa = gCtxt->polyOpa.p);
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gSPDisplayList(gCtxt->overlay.p++, nextDisplayList);
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gSPEndDisplayList(nextDisplayList++);
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Graph_BranchDlist(_polyOpa, nextDisplayList);
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gCtxt->polyOpa.p = nextDisplayList;
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}
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@@ -207,7 +207,7 @@ lblUnk:;
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Gamealloc_Init(&ctxt->alloc);
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Game_InitHeap(ctxt, 0x100000);
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Game_SetFramerateDivisor(ctxt, 3);
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gameStateInit(ctxt);
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func_80140CE0(&D_801F8010);
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@@ -216,7 +216,7 @@ lblUnk:;
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func_80140898(&D_801F8048);
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func_801773A0(&D_801F7FF0);
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func_8013ED9C();
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osSendMesg(&ctxt->gfxCtx->unk5C, NULL, 1);
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}
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@@ -3828,9 +3828,9 @@ void CollisionCheck_SpawnShieldParticles(GlobalContext* ctxt, Vec3f* v) {
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shieldParticleInitMetal.position.x = v->x;
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shieldParticleInitMetal.position.y = v->y;
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shieldParticleInitMetal.position.z = v->z;
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shieldParticleInitMetal.lightParams.posX = shieldParticleInitMetal.position.x;
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shieldParticleInitMetal.lightParams.posY = shieldParticleInitMetal.position.y;
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shieldParticleInitMetal.lightParams.posZ = shieldParticleInitMetal.position.z;
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shieldParticleInitMetal.lightPoint.x = shieldParticleInitMetal.position.x;
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shieldParticleInitMetal.lightPoint.y = shieldParticleInitMetal.position.y;
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shieldParticleInitMetal.lightPoint.z = shieldParticleInitMetal.position.z;
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Effect_Add(ctxt, &effectIndex, 3, 0, 1, &shieldParticleInitMetal);
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}
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@@ -3883,9 +3883,9 @@ void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* ctxt, Vec3f* v, Vec3
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shieldParticleInitWood.position.x = v->x;
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shieldParticleInitWood.position.y = v->y;
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shieldParticleInitWood.position.z = v->z;
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shieldParticleInitWood.lightParams.posX = shieldParticleInitWood.position.x;
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shieldParticleInitWood.lightParams.posY = shieldParticleInitWood.position.y;
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shieldParticleInitWood.lightParams.posZ = shieldParticleInitWood.position.z;
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shieldParticleInitWood.lightPoint.x = shieldParticleInitWood.position.x;
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shieldParticleInitWood.lightPoint.y = shieldParticleInitWood.position.y;
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shieldParticleInitWood.lightPoint.z = shieldParticleInitWood.position.z;
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Effect_Add(ctxt, &effectIndex, 3, 0, 1, &shieldParticleInitWood);
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func_8019F1C0(pos, 0x1837);
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@@ -253,12 +253,12 @@ void EffectSS_DrawParticle(GlobalContext* ctxt, s32 index) {
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}
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void EffectSS_DrawAllParticles(GlobalContext* ctxt) {
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LightMapper* s0;
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Lights* s0;
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s32 i;
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s0 = Lights_CreateMapper(&ctxt->lightCtx, ctxt->state.gfxCtx);
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Lights_MapLights(s0, ctxt->lightCtx.lightsHead, 0, ctxt);
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Lights_UploadLights(s0, ctxt->state.gfxCtx);
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s0 = LightContext_NewLights(&ctxt->lightCtx, ctxt->state.gfxCtx);
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Lights_BindAll(s0, ctxt->lightCtx.listHead, 0, ctxt);
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Lights_Draw(s0, ctxt->state.gfxCtx);
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for (i = 0; i < EffectSS2Info.size; i++) {
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if (EffectSS2Info.data_table[i].life > -1) {
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+9
-9
@@ -538,11 +538,11 @@ void Math_SmoothScaleMaxS(s16* start, s16 target, s16 scale, s16 maxStep) {
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*start += v0;
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}
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void Color_RGBA8_Copy(ColorRGBA8* dst, ColorRGBA8* src) {
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dst->red = src->red;
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dst->green = src->green;
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dst->blue = src->blue;
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dst->alpha = src->alpha;
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void Color_RGBA8_Copy(Color_RGBA8* dst, Color_RGBA8* src) {
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dst->r = src->r;
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dst->g = src->g;
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dst->b = src->b;
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dst->a = src->a;
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}
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void func_801000A4(u16 a0) {
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@@ -569,11 +569,11 @@ void Lib_TranslateAndRotateYVec3f(Vec3f* translation, s16 rotation, Vec3f* src,
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}
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#ifdef NON_MATCHING
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void Lib_LerpRGB(RGB* a, RGB* b, f32 t, RGB* dst) {
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void Lib_LerpRGB(Color_RGB8* a, Color_RGB8* b, f32 t, Color_RGB8* dst) {
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// XXX regalloc is slightly off
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dst->red = (f32)a->red + ((f32)b->red - (f32)a->red) * t;
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dst->green = (f32)a->green + ((f32)b->green - (f32)a->green) * t;
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dst->blue = (f32)a->blue + ((f32)b->blue - (f32)a->blue) * t;
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dst->r = (f32)a->r + ((f32)b->r - (f32)a->r) * t;
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dst->g = (f32)a->g + ((f32)b->g - (f32)a->g) * t;
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dst->b = (f32)a->b + ((f32)b->b - (f32)a->b) * t;
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}
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#else
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_lib/Lib_LerpRGB.asm")
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+250
-252
@@ -1,152 +1,143 @@
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#include <ultra64.h>
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#include <global.h>
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void Lights_InitPositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue, s16 radius, u32 type) {
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void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type) {
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info->type = type;
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info->params.posX = posX;
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info->params.posY = posY;
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info->params.posZ = posZ;
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Lights_SetPositionalLightColorAndRadius(info, red, green, blue, radius);
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info->params.point.x = x;
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info->params.point.y = y;
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info->params.point.z = z;
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Lights_PointSetColorAndRadius(info, r, g, b, radius);
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}
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void Lights_InitType0PositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue, s16 radius) {
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Lights_InitPositionalLight(info, posX, posY, posZ, red, green, blue, radius, 0);
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void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
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Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_NOGLOW);
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}
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void Lights_InitType2PositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue, s16 radius) {
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Lights_InitPositionalLight(info, posX, posY, posZ, red, green, blue, radius, 2);
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void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
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Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_GLOW);
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}
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void Lights_SetPositionalLightColorAndRadius(LightInfoPositional* info, u8 red, u8 green, u8 blue, s16 radius) {
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info->params.red = red;
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info->params.green = green;
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info->params.blue = blue;
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info->params.radius = radius;
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void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius) {
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info->params.point.color[0] = r;
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info->params.point.color[1] = g;
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info->params.point.color[2] = b;
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info->params.point.radius = radius;
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}
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void Lights_SetPositionalLightPosition(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ) {
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info->params.posX = posX;
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info->params.posY = posY;
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info->params.posZ = posZ;
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void Lights_PointSetPosition(LightInfo* info, s16 x, s16 y, s16 z) {
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info->params.point.x = x;
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info->params.point.y = y;
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info->params.point.z = z;
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}
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void Lights_InitDirectional(LightInfoDirectional* info, s8 dirX, s8 dirY, s8 dirZ, u8 red, u8 green, u8 blue) {
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info->type = 1;
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info->params.dirX = dirX;
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info->params.dirY = dirY;
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info->params.dirZ = dirZ;
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info->params.red = red;
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info->params.green = green;
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info->params.blue = blue;
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void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b) {
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info->type = LIGHT_DIRECTIONAL;
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info->params.dir.x = x;
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info->params.dir.y = y;
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info->params.dir.z = z;
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info->params.dir.color[0] = r;
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info->params.dir.color[1] = g;
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info->params.dir.color[2] = b;
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}
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void Lights_MapperInit(LightMapper* mapper, u8 red, u8 green, u8 blue) {
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mapper->lights.a.l.colc[0] = red;
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mapper->lights.a.l.col[0] = red;
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mapper->lights.a.l.colc[1] = green;
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mapper->lights.a.l.col[1] = green;
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mapper->lights.a.l.colc[2] = blue;
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mapper->lights.a.l.col[2] = blue;
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mapper->numLights = 0;
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void Lights_Reset(Lights* lights, u8 r, u8 g, u8 b) {
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lights->l.a.l.colc[0] = r;
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lights->l.a.l.col[0] = r;
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lights->l.a.l.colc[1] = g;
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lights->l.a.l.col[1] = g;
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lights->l.a.l.colc[2] = b;
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lights->l.a.l.col[2] = b;
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lights->numLights = 0;
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}
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// XXX regalloc
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#ifdef NON_MATCHING
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void Lights_UploadLights(LightMapper* mapper, GraphicsContext* gCtxt) {
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/*
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* Draws every light in the provided Lights group
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*/
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void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
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Light* l;
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s32 i;
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gSPNumLights(gCtxt->polyOpa.p++, mapper->numLights);
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gSPNumLights(gCtxt->polyXlu.p++, mapper->numLights);
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OPEN_DISPS(gfxCtx);
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l = &mapper->lights.l[0];
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gSPNumLights(POLY_OPA_DISP++, lights->numLights);
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gSPNumLights(POLY_XLU_DISP++, lights->numLights);
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for (i = 0; i < mapper->numLights;) {
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gSPLight(gCtxt->polyOpa.p++, l, ++i);
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gSPLight(gCtxt->polyXlu.p++, l++, i);
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l = lights->l.l;
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for (i = 0; i < lights->numLights;) {
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gSPLight(POLY_OPA_DISP++, l, ++i);
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gSPLight(POLY_XLU_DISP++, l++, i);
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}
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gSPLight(gCtxt->polyOpa.p++, &mapper->lights.a, ++i);
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gSPLight(gCtxt->polyXlu.p++, &mapper->lights.a, i);
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}
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#else
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_lights/Lights_UploadLights.asm")
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#endif
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gSPLight(POLY_OPA_DISP++, &lights->l.a, ++i);
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gSPLight(POLY_XLU_DISP++, &lights->l.a, i);
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Light* Lights_MapperGetNextFreeSlot(LightMapper* mapper) {
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if (6 < mapper->numLights) {
|
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CLOSE_DISPS(gfxCtx);
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}
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Light* Lights_FindSlot(Lights* lights) {
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if (lights->numLights >= 7) {
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return NULL;
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}
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return &mapper->lights.l[mapper->numLights++];
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return &lights->l.l[lights->numLights++];
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}
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// XXX regalloc, some reorderings
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#ifdef NON_MATCHING
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void Lights_MapPositionalWithReference(LightMapper* mapper, LightInfoPositionalParams* params, Vec3f* pos) {
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void Lights_BindPointWithReference(Lights* lights, LightParams* params, Vec3f* pos) {
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f32 xDiff;
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f32 yDiff;
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f32 zDiff;
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f32 dist;
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f32 radiusF;
|
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f32 posDiff;
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f32 scale;
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Light* light;
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if (pos == NULL) return;
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if ((pos != NULL) && (params->point.radius >= 1)) {
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xDiff = params->point.x - pos->x;
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yDiff = params->point.y - pos->y;
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zDiff = params->point.z - pos->z;
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scale = params->point.radius;
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posDiff = SQ(xDiff) + SQ(yDiff) + SQ(zDiff);
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if (params->radius < 1) return;
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if (SQ(scale) > posDiff) {
|
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light = Lights_FindSlot(lights);
|
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|
||||
xDiff = params->posX - pos->x;
|
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yDiff = params->posY - pos->y;
|
||||
zDiff = params->posZ - pos->z;
|
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radiusF = params->radius;
|
||||
dist = xDiff * xDiff + yDiff * yDiff + zDiff * zDiff;
|
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if (light != NULL) {
|
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posDiff = sqrtf(posDiff);
|
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scale = posDiff / scale;
|
||||
scale = 1 - SQ(scale);
|
||||
|
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if (radiusF * radiusF > dist) {
|
||||
light = Lights_MapperGetNextFreeSlot(mapper);
|
||||
if (light == NULL) return;
|
||||
light->l.col[0] = params->point.color[0] * scale;
|
||||
light->l.colc[0] = light->l.col[0];
|
||||
light->l.col[1] = params->point.color[1] * scale;
|
||||
light->l.colc[1] = light->l.col[1];
|
||||
light->l.col[2] = params->point.color[2] * scale;
|
||||
light->l.colc[2] = light->l.col[2];
|
||||
|
||||
dist = sqrtf(dist);
|
||||
scale = (posDiff < 1) ? 120 : 120 / posDiff;
|
||||
|
||||
light->l.colc[0] = light->l.col[0] = params->red * (1 - (dist / radiusF) * (dist / radiusF));
|
||||
light->l.colc[1] = light->l.col[1] = params->green * (1 - (dist / radiusF) * (dist / radiusF));
|
||||
light->l.colc[2] = light->l.col[2] = params->blue * (1 - (dist / radiusF) * (dist / radiusF));
|
||||
|
||||
if (dist < 1) {
|
||||
dist = 120;
|
||||
} else {
|
||||
dist = 120 / dist;
|
||||
light->l.dir[0] = xDiff * scale;
|
||||
light->l.dir[1] = yDiff * scale;
|
||||
light->l.dir[2] = zDiff * scale;
|
||||
}
|
||||
}
|
||||
|
||||
xDiff *= dist;
|
||||
yDiff *= dist;
|
||||
zDiff *= dist;
|
||||
|
||||
light->l.dir[0] = xDiff;
|
||||
light->l.dir[1] = yDiff;
|
||||
light->l.dir[2] = zDiff;
|
||||
}
|
||||
}
|
||||
#else
|
||||
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_lights/Lights_MapPositionalWithReference.asm")
|
||||
#endif
|
||||
|
||||
// This function matches, but uses .rodata. We don't have a good way to match partial .rodata for a file yet.
|
||||
#ifdef NON_MATCHING
|
||||
void Lights_MapPositional(LightMapper* mapper, LightInfoPositionalParams* params, GlobalContext* ctxt) {
|
||||
void Lights_BindPoint(Lights* lights, LightParams* params, GlobalContext* globalCtx) {
|
||||
Light* light;
|
||||
f32 radiusF = params->radius;
|
||||
f32 radiusF = params->point.radius;
|
||||
Vec3f posF;
|
||||
Vec3f adjustedPos;
|
||||
u32 pad;
|
||||
if (radiusF > 0) {
|
||||
posF.x = params->posX;
|
||||
posF.y = params->posY;
|
||||
posF.z = params->posZ;
|
||||
Matrix_MultiplyByVectorXYZ(&ctxt->unk187B0,&posF,&adjustedPos);
|
||||
posF.x = params->point.x;
|
||||
posF.y = params->point.y;
|
||||
posF.z = params->point.z;
|
||||
Matrix_MultiplyByVectorXYZ(&globalCtx->unk187B0,&posF,&adjustedPos);
|
||||
if ((adjustedPos.z > -radiusF) &&
|
||||
(600 + radiusF > adjustedPos.z) &&
|
||||
(400 > fabsf(adjustedPos.x) - radiusF) &&
|
||||
(400 > fabsf(adjustedPos.y) - radiusF)) {
|
||||
light = Lights_MapperGetNextFreeSlot(mapper);
|
||||
light = Lights_FindSlot(lights);
|
||||
if (light != NULL) {
|
||||
radiusF = 4500000.0f / (radiusF * radiusF);
|
||||
if (radiusF > 255) {
|
||||
@@ -155,236 +146,250 @@ void Lights_MapPositional(LightMapper* mapper, LightInfoPositionalParams* params
|
||||
radiusF = 20;
|
||||
}
|
||||
|
||||
light->lPos.col[0] = params->red;
|
||||
light->lPos.colc[0] = light->lPos.col[0];
|
||||
light->lPos.col[1] = params->green;
|
||||
light->lPos.colc[1] = light->lPos.col[1];
|
||||
light->lPos.col[2] = params->blue;
|
||||
light->lPos.colc[2] = light->lPos.col[2];
|
||||
light->lPos.pos[0] = params->posX;
|
||||
light->lPos.pos[1] = params->posY;
|
||||
light->lPos.pos[2] = params->posZ;
|
||||
light->lPos.pad1 = 0x8;
|
||||
light->lPos.pad2 = 0xFF;
|
||||
light->lPos.unkE = (s8)radiusF;
|
||||
light->p.col[0] = params->point.color[0];
|
||||
light->p.colc[0] = light->p.col[0];
|
||||
light->p.col[1] = params->point.color[1];
|
||||
light->p.colc[1] = light->p.col[1];
|
||||
light->p.col[2] = params->point.color[2];
|
||||
light->p.colc[2] = light->p.col[2];
|
||||
light->p.pos[0] = params->point.x;
|
||||
light->p.pos[1] = params->point.y;
|
||||
light->p.pos[2] = params->point.z;
|
||||
light->p.unk3 = 0x8;
|
||||
light->p.unk7 = 0xFF;
|
||||
light->p.unkE = (s32)radiusF;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_lights/Lights_MapPositional.asm")
|
||||
#endif
|
||||
|
||||
void Lights_MapDirectional(LightMapper* mapper, LightInfoDirectionalParams* params, GlobalContext* ctxt) {
|
||||
Light* light = Lights_MapperGetNextFreeSlot(mapper);
|
||||
void Lights_BindDirectional(Lights* lights, LightParams* params, void* unused) {
|
||||
Light* light = Lights_FindSlot(lights);
|
||||
|
||||
if (light != NULL) {
|
||||
light->l.col[0] = params->red;
|
||||
light->l.col[0] = params->dir.color[0];
|
||||
light->l.colc[0] = light->l.col[0];
|
||||
light->l.col[1] = params->green;
|
||||
light->l.col[1] = params->dir.color[1];
|
||||
light->l.colc[1] = light->l.col[1];
|
||||
light->l.col[2] = params->blue;
|
||||
light->l.col[2] = params->dir.color[2];
|
||||
light->l.colc[2] = light->l.col[2];
|
||||
light->l.dir[0] = params->dirX;
|
||||
light->l.dir[1] = params->dirY;
|
||||
light->l.dir[2] = params->dirZ;
|
||||
light->l.pad1 = 0;
|
||||
light->l.dir[0] = params->dir.x;
|
||||
light->l.dir[1] = params->dir.y;
|
||||
light->l.dir[2] = params->dir.z;
|
||||
light->l.pad1 = 0; // TODO the fact that pad1 is set here means that it now does something in MM's microcode
|
||||
}
|
||||
}
|
||||
|
||||
void Lights_MapLights(LightMapper* mapper, z_Light* lights, Vec3f* refPos, GlobalContext* ctxt) {
|
||||
if (lights != NULL) {
|
||||
if ((refPos == NULL) && (mapper->enablePosLights == 1)) {
|
||||
/**
|
||||
* For every light in a provided list, try to find a free slot in the provided Lights group and bind
|
||||
* a light to it. Then apply color and positional/directional info for each light
|
||||
* based on the parameters supplied by the node.
|
||||
*
|
||||
* Note: Lights in a given list can only be binded to however many free slots are
|
||||
* available in the Lights group. This is at most 7 slots for a new group, but could be less.
|
||||
*/
|
||||
void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, GlobalContext* globalCtx) {
|
||||
static LightsPosBindFunc posBindFuncs[] = { Lights_BindPoint, Lights_BindDirectional, Lights_BindPoint };
|
||||
static LightsBindFunc dirBindFuncs[] = { Lights_BindPointWithReference, Lights_BindDirectional, Lights_BindPointWithReference };
|
||||
|
||||
if (listHead != NULL) {
|
||||
if ((refPos == NULL) && (lights->enablePosLights == 1)) {
|
||||
do {
|
||||
lightPositionalMapFuncs[lights->info->type](mapper, &lights->info->params, ctxt);
|
||||
lights = lights->next;
|
||||
} while (lights != NULL);
|
||||
posBindFuncs[listHead->info->type](lights, &listHead->info->params, globalCtx);
|
||||
listHead = listHead->next;
|
||||
} while (listHead != NULL);
|
||||
} else {
|
||||
do {
|
||||
lightDirectionalMapFuncs[lights->info->type](mapper, &lights->info->params, refPos);
|
||||
lights = lights->next;
|
||||
} while (lights != NULL);
|
||||
dirBindFuncs[listHead->info->type](lights, &listHead->info->params, refPos);
|
||||
listHead = listHead->next;
|
||||
} while (listHead != NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
z_Light* Lights_FindFreeSlot(void) {
|
||||
z_Light* ret;
|
||||
LightNode* Lights_FindBufSlot() {
|
||||
LightNode* ret;
|
||||
|
||||
if (0x1f < lightsList.numOccupied) {
|
||||
if (sLightsBuffer.numOccupied >= LIGHTS_BUFFER_SIZE) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
ret = &lightsList.lights[lightsList.nextFree];
|
||||
ret = &sLightsBuffer.lights[sLightsBuffer.searchIndex];
|
||||
while (ret->info != NULL) {
|
||||
lightsList.nextFree++;
|
||||
if (lightsList.nextFree < 0x20) {
|
||||
sLightsBuffer.searchIndex++;
|
||||
if (sLightsBuffer.searchIndex < LIGHTS_BUFFER_SIZE) {
|
||||
ret++;
|
||||
} else {
|
||||
lightsList.nextFree = 0;
|
||||
ret = &lightsList.lights[0];
|
||||
sLightsBuffer.searchIndex = 0;
|
||||
ret = &sLightsBuffer.lights[0];
|
||||
}
|
||||
}
|
||||
|
||||
lightsList.numOccupied++;
|
||||
sLightsBuffer.numOccupied++;
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Lights_Free(z_Light* light) {
|
||||
void Lights_FreeNode(LightNode* light) {
|
||||
if (light != NULL) {
|
||||
lightsList.numOccupied--;
|
||||
sLightsBuffer.numOccupied--;
|
||||
light->info = NULL;
|
||||
lightsList.nextFree = (light - lightsList.lights) / (s32)sizeof(z_Light); //! @bug Due to pointer arithmetic, the division is unnecessary
|
||||
sLightsBuffer.searchIndex = (light - sLightsBuffer.lights) / (s32)sizeof(LightNode); //! @bug Due to pointer arithmetic, the division is unnecessary
|
||||
}
|
||||
}
|
||||
|
||||
void Lights_Init(GlobalContext* ctxt, LightingContext* lCtxt) {
|
||||
Lights_ClearHead(ctxt, lCtxt);
|
||||
Lights_SetAmbientColor(lCtxt, 80, 80, 80);
|
||||
func_80102544(lCtxt, 0, 0, 0, 0x3e4, 0x3200);
|
||||
bzero(&lightsList, sizeof(LightsList));
|
||||
void LightContext_Init(GlobalContext* globalCtx, LightContext* lightCtx) {
|
||||
LightContext_InitList(globalCtx, lightCtx);
|
||||
LightContext_SetAmbientColor(lightCtx, 80, 80, 80);
|
||||
func_80102544(lightCtx, 0, 0, 0, 0x3E4, 0x3200);
|
||||
bzero(&sLightsBuffer, sizeof(LightsBuffer));
|
||||
}
|
||||
|
||||
void Lights_SetAmbientColor(LightingContext* lCtxt, u8 red, u8 green, u8 blue) {
|
||||
lCtxt->ambientRed = red;
|
||||
lCtxt->ambientGreen = green;
|
||||
lCtxt->ambientBlue = blue;
|
||||
void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b) {
|
||||
lightCtx->ambient.r = r;
|
||||
lightCtx->ambient.g = g;
|
||||
lightCtx->ambient.b = b;
|
||||
}
|
||||
|
||||
void func_80102544(LightingContext* lCtxt, u8 a1, u8 a2, u8 a3, s16 sp12, s16 sp16) {
|
||||
lCtxt->unk7 = a1;
|
||||
lCtxt->unk8 = a2;
|
||||
lCtxt->unk9 = a3;
|
||||
lCtxt->unkA = sp12;
|
||||
lCtxt->unkC = sp16;
|
||||
void func_80102544(LightContext* lightCtx, u8 a1, u8 a2, u8 a3, s16 numLights, s16 sp16) {
|
||||
lightCtx->unk7 = a1;
|
||||
lightCtx->unk8 = a2;
|
||||
lightCtx->unk9 = a3;
|
||||
lightCtx->unkA = numLights;
|
||||
lightCtx->unkC = sp16;
|
||||
}
|
||||
|
||||
LightMapper* Lights_CreateMapper(LightingContext* lCtxt, GraphicsContext* gCtxt) {
|
||||
return Lights_MapperAllocateAndInit(gCtxt, lCtxt->ambientRed, lCtxt->ambientGreen, lCtxt->ambientBlue);
|
||||
/**
|
||||
* Allocate a new Lights group and initilize the ambient color with that provided by LightContext
|
||||
*/
|
||||
Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx) {
|
||||
return Lights_New(gfxCtx, lightCtx->ambient.r, lightCtx->ambient.g, lightCtx->ambient.b);
|
||||
}
|
||||
|
||||
void Lights_ClearHead(GlobalContext* ctxt, LightingContext* lCtxt) {
|
||||
lCtxt->lightsHead = NULL;
|
||||
void LightContext_InitList(GlobalContext* globalCtx, LightContext* lightCtx) {
|
||||
lightCtx->listHead = NULL;
|
||||
}
|
||||
|
||||
void Lights_RemoveAll(GlobalContext* ctxt, LightingContext* lCtxt) {
|
||||
while (lCtxt->lightsHead != NULL) {
|
||||
Lights_Remove(ctxt, lCtxt, lCtxt->lightsHead);
|
||||
lCtxt->lightsHead = lCtxt->lightsHead->next;
|
||||
void LightContext_DestroyList(GlobalContext* globalCtx, LightContext* lightCtx) {
|
||||
while (lightCtx->listHead != NULL) {
|
||||
LightContext_RemoveLight(globalCtx, lightCtx, lightCtx->listHead);
|
||||
lightCtx->listHead = lightCtx->listHead->next;
|
||||
}
|
||||
}
|
||||
|
||||
z_Light* Lights_Insert(GlobalContext* ctxt, LightingContext* lCtxt, LightInfo* info) {
|
||||
z_Light* light;
|
||||
/**
|
||||
* Insert a new light into the list pointed to by LightContext
|
||||
*
|
||||
* Note: Due to the limited number of slots in a Lights group, inserting too many lights in the
|
||||
* list may result in older entries not being bound to a Light when calling Lights_BindAll
|
||||
*/
|
||||
LightNode* LightContext_InsertLight(GlobalContext* globalCtx, LightContext* lightCtx, LightInfo* info) {
|
||||
LightNode* light;
|
||||
|
||||
light = Lights_FindFreeSlot();
|
||||
light = Lights_FindBufSlot();
|
||||
if (light != NULL) {
|
||||
light->info = info;
|
||||
light->prev = NULL;
|
||||
light->next = lCtxt->lightsHead;
|
||||
light->next = lightCtx->listHead;
|
||||
|
||||
if (lCtxt->lightsHead != NULL) {
|
||||
lCtxt->lightsHead->prev = light;
|
||||
if (lightCtx->listHead != NULL) {
|
||||
lightCtx->listHead->prev = light;
|
||||
}
|
||||
|
||||
lCtxt->lightsHead = light;
|
||||
lightCtx->listHead = light;
|
||||
}
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
void Lights_Remove(GlobalContext* ctxt, LightingContext* lCtxt, z_Light* light) {
|
||||
void LightContext_RemoveLight(GlobalContext* globalCtx, LightContext* lightCtx, LightNode* light) {
|
||||
if (light != NULL) {
|
||||
if (light->prev != NULL) {
|
||||
light->prev->next = light->next;
|
||||
} else {
|
||||
lCtxt->lightsHead = light->next;
|
||||
lightCtx->listHead = light->next;
|
||||
}
|
||||
|
||||
if (light->next != NULL) {
|
||||
light->next->prev = light->prev;
|
||||
}
|
||||
|
||||
Lights_Free(light);
|
||||
Lights_FreeNode(light);
|
||||
}
|
||||
}
|
||||
|
||||
LightMapper* func_801026E8(GraphicsContext* gCtxt, u8 ambientRed, u8 ambientGreen, u8 ambientBlue, u8 numLights, u8 red, u8 green, u8 blue, s8 dirX, s8 dirY, s8 dirZ) {
|
||||
LightMapper* mapper;
|
||||
Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g, u8 b, s8 x, s8 y, s8 z) {
|
||||
Lights* lights;
|
||||
s32 i;
|
||||
|
||||
// TODO allocation should be a macro
|
||||
mapper = (LightMapper *)((int)gCtxt->polyOpa.d - sizeof(LightMapper));
|
||||
gCtxt->polyOpa.d = (void*)mapper;
|
||||
lights = (Lights *)((int)gfxCtx->polyOpa.d - sizeof(Lights));
|
||||
gfxCtx->polyOpa.d = (void*)lights;
|
||||
|
||||
mapper->lights.a.l.col[0] = mapper->lights.a.l.colc[0] = ambientRed;
|
||||
mapper->lights.a.l.col[1] = mapper->lights.a.l.colc[1] = ambientGreen;
|
||||
mapper->lights.a.l.col[2] = mapper->lights.a.l.colc[2] = ambientBlue;
|
||||
mapper->enablePosLights = 0;
|
||||
mapper->numLights = numLights;
|
||||
lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
|
||||
lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
|
||||
lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
|
||||
lights->enablePosLights = 0;
|
||||
lights->numLights = numLights;
|
||||
|
||||
for (i = 0; i < numLights; i++) {
|
||||
mapper->lights.l[i].l.col[0] = mapper->lights.l[i].l.colc[0] = red;
|
||||
mapper->lights.l[i].l.col[1] = mapper->lights.l[i].l.colc[1] = green;
|
||||
mapper->lights.l[i].l.col[2] = mapper->lights.l[i].l.colc[2] = blue;
|
||||
mapper->lights.l[i].l.dir[0] = dirX;
|
||||
mapper->lights.l[i].l.dir[1] = dirY;
|
||||
mapper->lights.l[i].l.dir[2] = dirZ;
|
||||
lights->l.l[i].l.col[0] = lights->l.l[i].l.colc[0] = r;
|
||||
lights->l.l[i].l.col[1] = lights->l.l[i].l.colc[1] = g;
|
||||
lights->l.l[i].l.col[2] = lights->l.l[i].l.colc[2] = b;
|
||||
lights->l.l[i].l.dir[0] = x;
|
||||
lights->l.l[i].l.dir[1] = y;
|
||||
lights->l.l[i].l.dir[2] = z;
|
||||
}
|
||||
|
||||
Lights_UploadLights(mapper,gCtxt);
|
||||
Lights_Draw(lights,gfxCtx);
|
||||
|
||||
return mapper;
|
||||
return lights;
|
||||
}
|
||||
|
||||
LightMapper* Lights_MapperAllocateAndInit(GraphicsContext* gCtxt, u8 red, u8 green, u8 blue) {
|
||||
LightMapper* mapper;
|
||||
Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB) {
|
||||
Lights* lights;
|
||||
|
||||
// TODO allocation should be a macro
|
||||
mapper = (LightMapper *)((int)gCtxt->polyOpa.d - sizeof(LightMapper));
|
||||
gCtxt->polyOpa.d = (void*)mapper;
|
||||
lights = (Lights *)((int)gfxCtx->polyOpa.d - sizeof(Lights));
|
||||
gfxCtx->polyOpa.d = (void*)lights;
|
||||
|
||||
mapper->lights.a.l.col[0] = red;
|
||||
mapper->lights.a.l.colc[0] = red;
|
||||
mapper->lights.a.l.col[1] = green;
|
||||
mapper->lights.a.l.colc[1] = green;
|
||||
mapper->lights.a.l.col[2] = blue;
|
||||
mapper->lights.a.l.colc[2] = blue;
|
||||
mapper->enablePosLights = 0;
|
||||
mapper->numLights = 0;
|
||||
lights->l.a.l.col[0] = ambientR;
|
||||
lights->l.a.l.colc[0] = ambientR;
|
||||
lights->l.a.l.col[1] = ambientG;
|
||||
lights->l.a.l.colc[1] = ambientG;
|
||||
lights->l.a.l.col[2] = ambientB;
|
||||
lights->l.a.l.colc[2] = ambientB;
|
||||
lights->enablePosLights = 0;
|
||||
lights->numLights = 0;
|
||||
|
||||
return mapper;
|
||||
return lights;
|
||||
}
|
||||
|
||||
// XXX regalloc
|
||||
#ifdef NON_MATCHING
|
||||
void func_80102880(GlobalContext* ctxt) {
|
||||
z_Light* light = ctxt->lightsContext.lightsHead;
|
||||
LightInfoPositionalParams* params;
|
||||
Vec3f local_14;
|
||||
Vec3f local_20;
|
||||
f32 local_24;
|
||||
f32 fVar4;
|
||||
s32 s2;
|
||||
u32 pad[2];
|
||||
void Lights_GlowCheck(GlobalContext* globalCtx) {
|
||||
LightNode* light = globalCtx->lightCtx.listHead;
|
||||
|
||||
while (light != NULL) {
|
||||
if (light->info->type == 2) {
|
||||
params = (LightInfoPositionalParams*)&light->info->params;
|
||||
local_14.x = params->posX;
|
||||
local_14.y = params->posY;
|
||||
local_14.z = params->posZ;
|
||||
func_800B4EDC(ctxt, &local_14, &local_20, &local_24);
|
||||
LightPoint* params = (LightPoint*)&light->info->params;
|
||||
|
||||
params->unk9 = 0;
|
||||
if (light->info->type == LIGHT_POINT_GLOW) {
|
||||
Vec3f pos;
|
||||
Vec3f multDest;
|
||||
f32 wDest;
|
||||
|
||||
if ((local_20.z > 1) &&
|
||||
(fabsf(local_20.x * local_24) < 1) &&
|
||||
(fabsf(local_20.y * local_24) < 1)) {
|
||||
fVar4 = local_20.z * local_24;
|
||||
s2 = (s32)(fVar4 * 16352) + 16352;
|
||||
if (s2 < func_80178A94(local_20.x * local_24 * 160 + 160, local_20.y * local_24 * -120 + 120)) {
|
||||
params->unk9 = 1;
|
||||
pos.x = params->x;
|
||||
pos.y = params->y;
|
||||
pos.z = params->z;
|
||||
func_800B4EDC(globalCtx, &pos, &multDest, &wDest);
|
||||
|
||||
params->drawGlow = 0;
|
||||
|
||||
if ((multDest.z > 1) && (fabsf(multDest.x * wDest) < 1) && (fabsf(multDest.y * wDest) < 1)) {
|
||||
s32 wX = multDest.x * wDest * 160 + 160;
|
||||
s32 wY = multDest.y * wDest * -120 + 120;
|
||||
s32 wZ = (s32)((multDest.z * wDest) * 16352) + 16352;
|
||||
s32 zBuf = func_80178A94(wX, wY);
|
||||
|
||||
if (wZ < zBuf) {
|
||||
params->drawGlow = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -392,22 +397,16 @@ void func_80102880(GlobalContext* ctxt) {
|
||||
light = light->next;
|
||||
}
|
||||
}
|
||||
#else
|
||||
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_lights/func_80102880.asm")
|
||||
#endif
|
||||
|
||||
// XXX regalloc
|
||||
#ifdef NON_MATCHING
|
||||
void func_80102A64(GlobalContext* ctxt) {
|
||||
void Lights_DrawGlow(GlobalContext* globalCtx) {
|
||||
Gfx* dl;
|
||||
LightInfoPositionalParams* params;
|
||||
f32 scale;
|
||||
GraphicsContext* gCtxt;
|
||||
z_Light* light = ctxt->lightsContext.lightsHead;
|
||||
LightPoint* params;
|
||||
LightNode* light = globalCtx->lightCtx.listHead;
|
||||
|
||||
if (light != NULL) {
|
||||
gCtxt = ctxt->common.gCtxt;
|
||||
dl = func_8012C7FC(gCtxt->polyXlu.p);
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx);
|
||||
|
||||
dl = func_8012C7FC(POLY_XLU_DISP);
|
||||
|
||||
gSPSetOtherMode(dl++, G_SETOTHERMODE_H, 4, 4, 0x00000080); //! This doesn't resolve to any of the macros in gdi.h
|
||||
|
||||
@@ -417,17 +416,17 @@ void func_80102A64(GlobalContext* ctxt) {
|
||||
gSPDisplayList(dl++, &D_04029CB0);
|
||||
|
||||
do {
|
||||
if (light->info->type == 2) {
|
||||
params = (LightInfoPositionalParams*)&light->info->params;
|
||||
if (params->unk9 != 0) {
|
||||
scale = (f32)params->radius * (f32)params->radius * 2e-6f;
|
||||
if (light->info->type == LIGHT_POINT_GLOW) {
|
||||
params = (LightPoint*)&light->info->params;
|
||||
if (params->drawGlow) {
|
||||
f32 scale = SQ((f32)params->radius) * 2e-6f;
|
||||
|
||||
gDPSetPrimColor(dl++, 0, 0, params->red, params->green, params->blue, 50);
|
||||
gDPSetPrimColor(dl++, 0, 0, params->color[0], params->color[1], params->color[2], 50);
|
||||
|
||||
SysMatrix_InsertTranslation(params->posX, params->posY, params->posZ, 0);
|
||||
SysMatrix_InsertTranslation(params->x, params->y, params->z, 0);
|
||||
SysMatrix_InsertScale(scale,scale,scale,1);
|
||||
|
||||
gSPMatrix(dl++, SysMatrix_AppendStateToPolyOpaDisp((ctxt->common).gCtxt), G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPMatrix(dl++, SysMatrix_AppendStateToPolyOpaDisp(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
gSPDisplayList(dl++, &D_04029CF0);
|
||||
}
|
||||
@@ -436,9 +435,8 @@ void func_80102A64(GlobalContext* ctxt) {
|
||||
light = light->next;
|
||||
} while (light != NULL);
|
||||
|
||||
gCtxt->polyXlu.p = dl;
|
||||
POLY_XLU_DISP = dl;
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
}
|
||||
#else
|
||||
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_lights/func_80102A64.asm")
|
||||
#endif
|
||||
|
||||
+1
-1
@@ -310,7 +310,7 @@ void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) {
|
||||
lightInfo = (LightInfo*)Lib_PtrSegToVirt(entry->lightList.segment);
|
||||
for (i = 0; i < entry->lightList.num; i++)
|
||||
{
|
||||
Lights_Insert(ctxt, &ctxt->lightCtx, lightInfo);
|
||||
LightContext_InsertLight(ctxt, &ctxt->lightCtx, lightInfo);
|
||||
lightInfo++;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -66,7 +66,7 @@ void SceneProc_DrawType1Texture(GlobalContext* ctxt, u32 segment, ScrollingTextu
|
||||
|
||||
#ifdef NON_MATCHING
|
||||
// Slight ordering differences at the beginning
|
||||
void SceneProc_DrawFlashingTexture(GlobalContext* ctxt, u32 segment, FlashingTexturePrimColor* primColor, RGBA8* envColor) {
|
||||
void SceneProc_DrawFlashingTexture(GlobalContext* ctxt, u32 segment, FlashingTexturePrimColor* primColor, Color_RGBA8* envColor) {
|
||||
GraphicsContext* gfxCtx;
|
||||
Gfx* dl;
|
||||
|
||||
@@ -108,7 +108,7 @@ void SceneProc_DrawFlashingTexture(GlobalContext* ctxt, u32 segment, FlashingTex
|
||||
#endif
|
||||
|
||||
void SceneProc_DrawType2Texture(GlobalContext* ctxt, u32 segment, FlashingTextureParams* params) {
|
||||
RGBA8* envColor;
|
||||
Color_RGBA8* envColor;
|
||||
FlashingTexturePrimColor* primColor = (FlashingTexturePrimColor *)Lib_PtrSegToVirt(params->primColors);
|
||||
u32 pad;
|
||||
u32 index = gSceneProcStep % params->cycleLength;
|
||||
@@ -116,7 +116,7 @@ void SceneProc_DrawType2Texture(GlobalContext* ctxt, u32 segment, FlashingTextur
|
||||
primColor += index;
|
||||
|
||||
if (params->envColors) {
|
||||
envColor = (RGBA8*)Lib_PtrSegToVirt(params->envColors) + index;
|
||||
envColor = (Color_RGBA8*)Lib_PtrSegToVirt(params->envColors) + index;
|
||||
} else {
|
||||
envColor = NULL;
|
||||
}
|
||||
@@ -132,18 +132,18 @@ s32 SceneProc_Lerp(s32 a, s32 b, f32 t) {
|
||||
// Slight ordering and regalloc differences around t = ...
|
||||
void SceneProc_DrawType3Texture(GlobalContext* ctxt, u32 segment, FlashingTextureParams* params) {
|
||||
FlashingTextureParams* params2 = params;
|
||||
RGBA8* envColorTo;
|
||||
Color_RGBA8* envColorTo;
|
||||
FlashingTexturePrimColor* primColorTo = (FlashingTexturePrimColor *)Lib_PtrSegToVirt(params2->primColors);
|
||||
u16* keyFrames = (u16*)Lib_PtrSegToVirt(params2->keyFrames);
|
||||
s32 index = gSceneProcStep % params2->cycleLength;
|
||||
s32 pad1;
|
||||
s32 keyFrameIndex;
|
||||
RGBA8* envColorPtrIn;
|
||||
Color_RGBA8* envColorPtrIn;
|
||||
f32 t;
|
||||
s32 pad2;
|
||||
FlashingTexturePrimColor primColorIn;
|
||||
RGBA8* envColorFrom;
|
||||
RGBA8 envColorIn;
|
||||
Color_RGBA8* envColorFrom;
|
||||
Color_RGBA8 envColorIn;
|
||||
s32 pad3;
|
||||
FlashingTexturePrimColor* primColorFrom;
|
||||
|
||||
@@ -169,7 +169,7 @@ void SceneProc_DrawType3Texture(GlobalContext* ctxt, u32 segment, FlashingTextur
|
||||
primColorIn.lodFrac = SceneProc_Lerp(primColorFrom->lodFrac, primColorTo->lodFrac, t);
|
||||
|
||||
if (params2->envColors) {
|
||||
envColorTo = (RGBA8*)Lib_PtrSegToVirt(params2->envColors) + keyFrameIndex;
|
||||
envColorTo = (Color_RGBA8*)Lib_PtrSegToVirt(params2->envColors) + keyFrameIndex;
|
||||
envColorFrom = envColorTo - 1;
|
||||
envColorIn.red = SceneProc_Lerp(envColorFrom->red, envColorTo->red, t);
|
||||
envColorIn.green = SceneProc_Lerp(envColorFrom->green, envColorTo->green, t);
|
||||
|
||||
Reference in New Issue
Block a user