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z_lights.c OK (#343)
* rename some structs * changes * rename stuff and start a func * progress * progress * progress * remove unwanted file * progress * match last few funcs * done, i think * small changes * match Lights_Draw (thanks krim) * comments * cleanup * most pr suggestions * name changes * rename
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111 changed files with 614 additions and 1244 deletions
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@ -288,10 +288,10 @@ void FlagSet_Update(GlobalContext* globalCtx);
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void Overlay_LoadGameState(GameStateOverlay* overlayEntry);
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void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
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void ActorShape_Init(ActorShape* shape, f32 arg1, void* shadowDrawFunc, f32 arg3);
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void ActorShadow_DrawFunc_Circle(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx);
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void ActorShadow_DrawFunc_WhiteCircle(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx);
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void ActorShadow_DrawFunc_Squiggly(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx);
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void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx);
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void ActorShadow_DrawFunc_Circle(Actor* actor, Lights* lights, GlobalContext* globalCtx);
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void ActorShadow_DrawFunc_WhiteCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx);
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void ActorShadow_DrawFunc_Squiggly(Actor* actor, Lights* lights, GlobalContext* globalCtx);
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void ActorShadow_DrawFunc_Teardrop(Actor* actor, Lights* lights, GlobalContext* globalCtx);
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void func_8002BDB0(Actor* actor, s32 arg1, s32 arg2, UNK_PTR arg3, s32 arg4, UNK_PTR arg5);
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void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx);
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s32 Flags_GetSwitch(GlobalContext* globalCtx, s32 flag);
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@ -903,7 +903,7 @@ void KaleidoSetup_Destroy(GlobalContext* globalCtx);
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// ? func_8006EE60(?);
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// ? func_8006EEBC(?);
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// ? func_8006EF10(?);
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// ? func_8006F0A0(?);
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s32 func_8006F0A0(s32 arg0);
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// ? func_8006F0D4(?);
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// ? func_8006F0FC(?);
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u8 func_8006F140(GlobalContext*, EnvironmentContext*, UNK_TYPE);
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@ -975,29 +975,27 @@ void Health_InitData(GlobalContext* globalCtx);
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void Health_UpdateData(GlobalContext* globalCtx);
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void Health_Draw(GlobalContext* globalCtx);
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void Health_HandleCriticalAlarm(GlobalContext* globalCtx);
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void Lights_InitPositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue,
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s16 radius, u32 type);
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void Lights_InitType0PositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue,
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s16 radius);
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void Lights_InitType2PositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue,
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s16 radius);
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void Lights_SetPositionalLightColorAndRadius(LightInfoPositional* info, u8 red, u8 green, u8 blue, s16 radius);
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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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void Lights_MapperInit(LightMapper* mapper, u8 red, u8 green, u8 blue);
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// ? func_8007A0B4(?);
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// ? func_8007A474(?);
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z_Light* Lights_FindFreeSlot();
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void func_8007A614(GlobalContext* globalCtx, LightingContext* lightCtx);
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void func_8007A698(LightingContext* lightCtx, u8 arg1, u8 arg2, u8 arg3, s16 arg4, s16 arg5);
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void Lights_SetAmbientColor(LightingContext* lightCtx, u8 red, u8 green, u8 blue);
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LightMapper* Lights_CreateMapper(LightingContext* lightCtx, GraphicsContext* gfxCtx);
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void Lights_ClearHead(GlobalContext* globalCtx, LightingContext* lightCtx);
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void Lights_RemoveAll(GlobalContext* globalCtx, LightingContext* lightCtx);
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z_Light* Lights_Insert(GlobalContext* globalCtx, LightingContext* lightCtx, void* info);
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void Lights_Remove(GlobalContext* globalCtx, LightingContext* lightCtx, z_Light* light);
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LightMapper* func_8007A960(GraphicsContext* gfxCtx, u8 red, u8 green, u8 blue);
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// ? func_8007A9B4(?);
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// ? func_8007ABBC(?);
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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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void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius);
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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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void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius);
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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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void Lights_Reset(Lights* lights, u8 ambentR, u8 ambentG, u8 ambentB);
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void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx);
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void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* vec);
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void LightContext_Init(GlobalContext* globalCtx, LightContext* lightCtx);
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void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b);
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void func_8007A698(LightContext* lightCtx, u8 arg1, u8 arg2, u8 arg3, s16 numLights, s16 arg5);
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Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx);
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void LightContext_InitList(GlobalContext* globalCtx, LightContext* lightCtx);
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void LightContext_DestroyList(GlobalContext* globalCtx, LightContext* lightCtx);
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LightNode* LightContext_InsertLight(GlobalContext* globalCtx, LightContext* lightCtx, LightInfo* info);
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void LightContext_RemoveLight(GlobalContext* globalCtx, LightContext* lightCtx, LightNode* node);
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Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g,
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u8 b, s8 x, s8 y, s8 z);
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Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB);
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void Lights_GlowCheck(GlobalContext* globalCtx);
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void Lights_DrawGlow(GlobalContext* globalCtx);
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void ZeldaArena_CheckPointer(void* ptr, u32 size, const char* name, const char* action);
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void* ZeldaArena_Malloc(u32 size);
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void* ZeldaArena_MallocDebug(u32 size, const char* file, s32 line);
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