mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-17 15:05:05 -05:00
99260acaf1
* Use PlayState instead of GlobalContext - GlobalContext -> PlayState - globalCtx -> play - GlobalCtx -> PlayState - globalContext -> playState * Find and replace Gameplay_ with Play_ * Correct some misnamed argument cases
453 lines
13 KiB
C
453 lines
13 KiB
C
#include "global.h"
|
|
|
|
#include <string.h>
|
|
|
|
#include "objects/gameplay_keep/gameplay_keep.h"
|
|
|
|
#include "soh/frame_interpolation.h"
|
|
|
|
#define LIGHTS_BUFFER_SIZE 32
|
|
//#define LIGHTS_BUFFER_SIZE 1024 // Kill me
|
|
|
|
typedef struct {
|
|
/* 0x000 */ s32 numOccupied;
|
|
/* 0x004 */ s32 searchIndex;
|
|
/* 0x008 */ LightNode buf[LIGHTS_BUFFER_SIZE];
|
|
} LightsBuffer; // size = 0x188
|
|
|
|
LightsBuffer sLightsBuffer;
|
|
|
|
void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type) {
|
|
info->type = type;
|
|
info->params.point.x = x;
|
|
info->params.point.y = y;
|
|
info->params.point.z = z;
|
|
Lights_PointSetColorAndRadius(info, r, g, b, radius);
|
|
}
|
|
|
|
void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
|
|
Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_NOGLOW);
|
|
}
|
|
|
|
void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
|
|
Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_GLOW);
|
|
}
|
|
|
|
void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius) {
|
|
info->params.point.color[0] = r;
|
|
info->params.point.color[1] = g;
|
|
info->params.point.color[2] = b;
|
|
info->params.point.radius = radius;
|
|
}
|
|
|
|
void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b) {
|
|
info->type = LIGHT_DIRECTIONAL;
|
|
info->params.dir.x = x;
|
|
info->params.dir.y = y;
|
|
info->params.dir.z = z;
|
|
info->params.dir.color[0] = r;
|
|
info->params.dir.color[1] = g;
|
|
info->params.dir.color[2] = b;
|
|
}
|
|
|
|
// unused
|
|
void Lights_Reset(Lights* lights, u8 ambentR, u8 ambentG, u8 ambentB) {
|
|
lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambentR;
|
|
lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambentG;
|
|
lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambentB;
|
|
lights->numLights = 0;
|
|
}
|
|
|
|
/*
|
|
* Draws every light in the provided Lights group
|
|
*/
|
|
void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
|
|
Light* light;
|
|
s32 i;
|
|
|
|
#if 1
|
|
|
|
OPEN_DISPS(gfxCtx);
|
|
|
|
gSPNumLights(POLY_OPA_DISP++, lights->numLights);
|
|
gSPNumLights(POLY_XLU_DISP++, lights->numLights);
|
|
|
|
i = 0;
|
|
light = &lights->l.l[0];
|
|
|
|
while (i < lights->numLights) {
|
|
i++;
|
|
gSPLight(POLY_OPA_DISP++, light, i);
|
|
gSPLight(POLY_XLU_DISP++, light, i);
|
|
light++;
|
|
}
|
|
|
|
i++; // abmient light is total number of lights + 1
|
|
gSPLight(POLY_OPA_DISP++, &lights->l.a, i);
|
|
gSPLight(POLY_XLU_DISP++, &lights->l.a, i);
|
|
|
|
CLOSE_DISPS(gfxCtx);
|
|
#endif
|
|
}
|
|
|
|
Light* Lights_FindSlot(Lights* lights) {
|
|
if (lights->numLights >= 7) {
|
|
return NULL;
|
|
} else {
|
|
return &lights->l.l[lights->numLights++];
|
|
}
|
|
}
|
|
|
|
void Lights_BindPoint(Lights* lights, LightParams* params, Vec3f* vec) {
|
|
f32 xDiff;
|
|
f32 yDiff;
|
|
f32 zDiff;
|
|
f32 posDiff;
|
|
f32 scale;
|
|
Light* light;
|
|
|
|
if (vec != NULL) {
|
|
xDiff = params->point.x - vec->x;
|
|
yDiff = params->point.y - vec->y;
|
|
zDiff = params->point.z - vec->z;
|
|
scale = params->point.radius;
|
|
posDiff = SQ(xDiff) + SQ(yDiff) + SQ(zDiff);
|
|
|
|
if (posDiff < SQ(scale)) {
|
|
light = Lights_FindSlot(lights);
|
|
|
|
if (light != NULL) {
|
|
posDiff = sqrtf(posDiff);
|
|
scale = posDiff / scale;
|
|
scale = 1 - SQ(scale);
|
|
|
|
light->l.col[0] = light->l.colc[0] = params->point.color[0] * scale;
|
|
light->l.col[1] = light->l.colc[1] = params->point.color[1] * scale;
|
|
light->l.col[2] = light->l.colc[2] = params->point.color[2] * scale;
|
|
|
|
scale = (posDiff < 1.0f) ? 120.0f : 120.0f / posDiff;
|
|
|
|
light->l.dir[0] = xDiff * scale;
|
|
light->l.dir[1] = yDiff * scale;
|
|
light->l.dir[2] = zDiff * scale;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Lights_BindDirectional(Lights* lights, LightParams* params, Vec3f* vec) {
|
|
Light* light = Lights_FindSlot(lights);
|
|
|
|
if (light != NULL) {
|
|
light->l.col[0] = light->l.colc[0] = params->dir.color[0];
|
|
light->l.col[1] = light->l.colc[1] = params->dir.color[1];
|
|
light->l.col[2] = light->l.colc[2] = params->dir.color[2];
|
|
light->l.dir[0] = params->dir.x;
|
|
light->l.dir[1] = params->dir.y;
|
|
light->l.dir[2] = params->dir.z;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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* vec) {
|
|
LightsBindFunc bindFuncs[] = { Lights_BindPoint, Lights_BindDirectional, Lights_BindPoint };
|
|
LightInfo* info;
|
|
|
|
while (listHead != NULL) {
|
|
info = listHead->info;
|
|
// OTRTODO: we do not know the root cause of the info->type value being invalid
|
|
// but this prevents it from crashing the game on the game over screen
|
|
if (info->type < 3) {
|
|
bindFuncs[info->type](lights, &info->params, vec);
|
|
}
|
|
listHead = listHead->next;
|
|
}
|
|
}
|
|
|
|
LightNode* Lights_FindBufSlot() {
|
|
LightNode* node;
|
|
|
|
if (sLightsBuffer.numOccupied >= LIGHTS_BUFFER_SIZE) {
|
|
return NULL;
|
|
}
|
|
|
|
node = &sLightsBuffer.buf[sLightsBuffer.searchIndex];
|
|
|
|
while (node->info != NULL) {
|
|
sLightsBuffer.searchIndex++;
|
|
|
|
if (sLightsBuffer.searchIndex < LIGHTS_BUFFER_SIZE) {
|
|
node++;
|
|
} else {
|
|
sLightsBuffer.searchIndex = 0;
|
|
node = &sLightsBuffer.buf[0];
|
|
}
|
|
}
|
|
|
|
sLightsBuffer.numOccupied++;
|
|
|
|
return node;
|
|
}
|
|
|
|
// return type must not be void to match
|
|
s32 Lights_FreeNode(LightNode* light) {
|
|
if (light != NULL) {
|
|
sLightsBuffer.numOccupied--;
|
|
light->info = NULL;
|
|
sLightsBuffer.searchIndex = (light - sLightsBuffer.buf) / sizeof(LightNode);
|
|
}
|
|
}
|
|
|
|
void LightContext_Init(PlayState* play, LightContext* lightCtx) {
|
|
LightContext_InitList(play, lightCtx);
|
|
LightContext_SetAmbientColor(lightCtx, 80, 80, 80);
|
|
LightContext_SetFog(lightCtx, 0, 0, 0, 996, 12800);
|
|
memset(&sLightsBuffer, 0, sizeof(sLightsBuffer));
|
|
}
|
|
|
|
void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b) {
|
|
lightCtx->ambientColor[0] = r;
|
|
lightCtx->ambientColor[1] = g;
|
|
lightCtx->ambientColor[2] = b;
|
|
}
|
|
|
|
void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear, s16 fogFar) {
|
|
lightCtx->fogColor[0] = r;
|
|
lightCtx->fogColor[1] = g;
|
|
lightCtx->fogColor[2] = b;
|
|
lightCtx->fogNear = fogNear;
|
|
lightCtx->fogFar = fogFar;
|
|
}
|
|
|
|
/**
|
|
* 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->ambientColor[0], lightCtx->ambientColor[1], lightCtx->ambientColor[2]);
|
|
}
|
|
|
|
void LightContext_InitList(PlayState* play, LightContext* lightCtx) {
|
|
lightCtx->listHead = NULL;
|
|
}
|
|
|
|
void LightContext_DestroyList(PlayState* play, LightContext* lightCtx) {
|
|
while (lightCtx->listHead != NULL) {
|
|
LightContext_RemoveLight(play, lightCtx, lightCtx->listHead);
|
|
lightCtx->listHead = lightCtx->listHead->next;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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(PlayState* play, LightContext* lightCtx, LightInfo* info) {
|
|
LightNode* node;
|
|
|
|
node = Lights_FindBufSlot();
|
|
|
|
if (node != NULL) {
|
|
node->info = info;
|
|
node->prev = NULL;
|
|
node->next = lightCtx->listHead;
|
|
|
|
if (lightCtx->listHead != NULL) {
|
|
lightCtx->listHead->prev = node;
|
|
}
|
|
|
|
lightCtx->listHead = node;
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
void LightContext_RemoveLight(PlayState* play, LightContext* lightCtx, LightNode* node) {
|
|
if (node != NULL) {
|
|
if (node->prev != NULL) {
|
|
node->prev->next = node->next;
|
|
} else {
|
|
lightCtx->listHead = node->next;
|
|
}
|
|
|
|
if (node->next != NULL) {
|
|
node->next->prev = node->prev;
|
|
}
|
|
|
|
Lights_FreeNode(node);
|
|
}
|
|
}
|
|
|
|
// unused
|
|
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;
|
|
|
|
lights = Graph_Alloc(gfxCtx, sizeof(Lights));
|
|
|
|
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->numLights = numLights;
|
|
|
|
for (i = 0; i < numLights; i++) {
|
|
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_Draw(lights, gfxCtx);
|
|
|
|
return lights;
|
|
}
|
|
|
|
Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB) {
|
|
Lights* lights;
|
|
|
|
lights = Graph_Alloc(gfxCtx, sizeof(Lights));
|
|
|
|
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->numLights = 0;
|
|
|
|
return lights;
|
|
}
|
|
|
|
void Lights_GlowCheckPrepare(PlayState* play) {
|
|
LightNode* node;
|
|
LightPoint* params;
|
|
Vec3f pos;
|
|
Vec3f multDest;
|
|
f32 wDest;
|
|
f32 wX;
|
|
f32 wY;
|
|
|
|
node = play->lightCtx.listHead;
|
|
|
|
while (node != NULL) {
|
|
params = &node->info->params.point;
|
|
|
|
if (node->info->type == LIGHT_POINT_GLOW) {
|
|
f32 x, y;
|
|
u32 shrink;
|
|
uint32_t height;
|
|
|
|
pos.x = params->x;
|
|
pos.y = params->y;
|
|
pos.z = params->z;
|
|
func_8002BE04(play, &pos, &multDest, &wDest);
|
|
wX = multDest.x * wDest;
|
|
wY = multDest.y * wDest;
|
|
|
|
x = wX * 160 + 160;
|
|
y = wY * 120 + 120;
|
|
shrink = ShrinkWindow_GetCurrentVal();
|
|
|
|
if ((multDest.z > 1.0f) && y >= shrink && y <= SCREEN_HEIGHT - shrink) {
|
|
OTRGetPixelDepthPrepare(x, y);
|
|
}
|
|
}
|
|
node = node->next;
|
|
}
|
|
}
|
|
|
|
void Lights_GlowCheck(PlayState* play) {
|
|
LightNode* node;
|
|
LightPoint* params;
|
|
Vec3f pos;
|
|
Vec3f multDest;
|
|
f32 wDest;
|
|
f32 wX;
|
|
f32 wY;
|
|
s32 wZ;
|
|
s32 zBuf;
|
|
|
|
node = play->lightCtx.listHead;
|
|
|
|
while (node != NULL) {
|
|
params = &node->info->params.point;
|
|
|
|
if (node->info->type == LIGHT_POINT_GLOW) {
|
|
f32 x, y;
|
|
u32 shrink;
|
|
uint32_t height;
|
|
|
|
pos.x = params->x;
|
|
pos.y = params->y;
|
|
pos.z = params->z;
|
|
func_8002BE04(play, &pos, &multDest, &wDest);
|
|
params->drawGlow = false;
|
|
wX = multDest.x * wDest;
|
|
wY = multDest.y * wDest;
|
|
|
|
x = wX * 160 + 160;
|
|
y = wY * 120 + 120;
|
|
shrink = ShrinkWindow_GetCurrentVal();
|
|
|
|
if ((multDest.z > 1.0f) && y >= shrink && y <= SCREEN_HEIGHT - shrink) {
|
|
wZ = (s32)((multDest.z * wDest) * 16352.0f) + 16352;
|
|
zBuf = OTRGetPixelDepth(x, y) * 4;
|
|
|
|
if (wZ < (zBuf >> 3)) {
|
|
params->drawGlow = true;
|
|
}
|
|
}
|
|
}
|
|
node = node->next;
|
|
}
|
|
}
|
|
|
|
void Lights_DrawGlow(PlayState* play) {
|
|
s32 pad;
|
|
LightNode* node;
|
|
|
|
node = play->lightCtx.listHead;
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
POLY_XLU_DISP = func_800947AC(POLY_XLU_DISP++);
|
|
gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_NOISE);
|
|
gDPSetColorDither(POLY_XLU_DISP++, G_CD_MAGICSQ);
|
|
gSPDisplayList(POLY_XLU_DISP++, gGlowCircleTextureLoadDL);
|
|
|
|
while (node != NULL) {
|
|
LightInfo* info;
|
|
LightPoint* params;
|
|
f32 scale;
|
|
s32 pad[4];
|
|
|
|
info = node->info;
|
|
params = &info->params.point;
|
|
|
|
if ((info->type == LIGHT_POINT_GLOW) && (params->drawGlow)) {
|
|
scale = SQ(params->radius) * 0.0000026f;
|
|
|
|
FrameInterpolation_RecordOpenChild(node, 0);
|
|
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, params->color[0], params->color[1], params->color[2], 50);
|
|
Matrix_Translate(params->x, params->y, params->z, MTXMODE_NEW);
|
|
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
|
|
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPDisplayList(POLY_XLU_DISP++, gGlowCircleDL);
|
|
FrameInterpolation_RecordCloseChild();
|
|
}
|
|
|
|
node = node->next;
|
|
}
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
}
|