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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
This commit is contained in:
fig02 2020-09-05 09:45:10 -04:00 committed by GitHub
parent 612980f90c
commit bb1aacbd0b
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GPG key ID: 4AEE18F83AFDEB23
111 changed files with 614 additions and 1244 deletions

View file

@ -12,7 +12,7 @@ void ActorShape_Init(ActorShape* shape, f32 arg1, void* shadowDrawFunc, f32 arg3
shape->unk_14 = -1;
}
void func_8002B200(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx, Gfx* dlist, Color_RGBA8* color) {
void func_8002B200(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gfx* dlist, Color_RGBA8* color) {
f32 temp1;
f32 temp2;
MtxF sp60;
@ -57,18 +57,18 @@ void func_8002B200(Actor* actor, LightMapper* lightMapper, GlobalContext* global
}
}
void ActorShadow_DrawFunc_Circle(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx) {
func_8002B200(actor, lightMapper, globalCtx, &D_04049210, NULL);
void ActorShadow_DrawFunc_Circle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
func_8002B200(actor, lights, globalCtx, &D_04049210, NULL);
}
Color_RGBA8 D_80115F80 = { 255, 255, 255, 255 };
void ActorShadow_DrawFunc_WhiteCircle(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx) {
func_8002B200(actor, lightMapper, globalCtx, &D_04049210, &D_80115F80);
void ActorShadow_DrawFunc_WhiteCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
func_8002B200(actor, lights, globalCtx, &D_04049210, &D_80115F80);
}
void ActorShadow_DrawFunc_Squiggly(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx) {
func_8002B200(actor, lightMapper, globalCtx, &D_04049AD0, NULL);
void ActorShadow_DrawFunc_Squiggly(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
func_8002B200(actor, lights, globalCtx, &D_04049AD0, NULL);
}
void func_8002B66C(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, f32 arg4, f32 arg5, f32 arg6) {
@ -97,7 +97,7 @@ void func_8002B66C(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3,
#ifdef NON_MATCHING
// saved register, stack usage and minor ordering differences
void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx) {
void ActorShadow_DrawFunc_Teardrop(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
MtxF spE8;
f32 spE0[2];
s32 i;
@ -125,7 +125,7 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
temp_14 = actor->shape.unk_14;
actor->shape.unk_10 *= 0.3f;
actor->shape.unk_14 *= ((temp_f20 - 20.0f) * 0.02f) > 1.0f ? 1.0f : ((temp_f20 - 20.0f) * 0.02f);
ActorShadow_DrawFunc_Circle(actor, lightMapper, globalCtx);
ActorShadow_DrawFunc_Circle(actor, lights, globalCtx);
actor->shape.unk_10 = temp_10;
actor->shape.unk_14 = temp_14;
}
@ -133,7 +133,7 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
if (temp_f20 < 200.0f) {
phi_s7 = &actor->unk_CC[0];
spAC = &spE0[0];
temp_s6 = lightMapper->numLights;
temp_s6 = lights->numLights;
temp_s6 -= 2;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 1741);
@ -151,7 +151,7 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
phi_f2 = phi_s7->y - *spAC;
if ((phi_f2 >= -1.0f) && (phi_f2 < 500.0f)) {
phi_s0 = lightMapper->lights;
phi_s0 = &lights->l.l[0];
if (phi_f2 <= 0.0f) {
actor->shape.unk_15++;
@ -1724,8 +1724,8 @@ s32 func_8002F9EC(GlobalContext* globalCtx, Actor* actor, UNK_TYPE arg2, UNK_TYP
}
// Local data used for Farore's Wind light (stored in BSS, possibly a struct?)
LightInfoPositional D_8015BC00;
z_Light* D_8015BC10;
LightInfo D_8015BC00;
LightNode* D_8015BC10;
s32 D_8015BC14;
f32 D_8015BC18;
@ -1754,9 +1754,9 @@ void func_8002FA60(GlobalContext* globalCtx) {
lightPos.y = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f;
lightPos.z = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z;
Lights_InitType0PositionalLight(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF, -1);
Lights_PointNoGlowSetInfo(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF, -1);
D_8015BC10 = Lights_Insert(globalCtx, &globalCtx->lightCtx, &D_8015BC00);
D_8015BC10 = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &D_8015BC00);
D_8015BC14 = 0;
D_8015BC18 = 0.0f;
}
@ -1919,8 +1919,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
lightPos.y = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + spD8;
lightPos.z = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z;
Lights_InitType0PositionalLight(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF,
500.0f * spD4);
Lights_PointNoGlowSetInfo(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF, 500.0f * spD4);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 5474);
}
@ -1930,7 +1929,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
#endif
void func_80030488(GlobalContext* globalCtx) {
Lights_Remove(globalCtx, &globalCtx->lightCtx, D_8015BC10);
LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, D_8015BC10);
}
void func_800304B0(GlobalContext* globalCtx) {
@ -2150,16 +2149,16 @@ void Actor_FaultPrint(Actor* actor, char* command) {
void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
FaultClient faultClient;
LightMapper* lightMapper;
Lights* lights;
Fault_AddClient(&faultClient, Actor_FaultPrint, actor, "Actor_draw");
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 6035);
lightMapper = Lights_CreateMapper(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
lights = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
func_8007A474(lightMapper, globalCtx->lightCtx.lightsHead, (actor->flags & 0x400000) ? NULL : &actor->posRot.pos);
func_80079EFC(lightMapper, globalCtx->state.gfxCtx);
Lights_BindAll(lights, globalCtx->lightCtx.listHead, (actor->flags & 0x400000) ? NULL : &actor->posRot.pos);
Lights_Draw(lights, globalCtx->state.gfxCtx);
if (actor->flags & 0x1000) {
func_800D1694(actor->posRot.pos.x + globalCtx->mainCamera.unk_80.x,
@ -2206,7 +2205,7 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
}
if (actor->shape.shadowDrawFunc != NULL) {
actor->shape.shadowDrawFunc(actor, lightMapper, globalCtx);
actor->shape.shadowDrawFunc(actor, lights, globalCtx);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 6119);
@ -2425,7 +2424,7 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
func_8002FBAC(globalCtx);
if (IREG(32) == 0) {
func_8007ABBC(globalCtx);
Lights_DrawGlow(globalCtx);
}
if ((HREG(64) != 1) || (HREG(75) != 0)) {

View file

@ -3068,9 +3068,9 @@ void func_80062CD4(GlobalContext* globalCtx, Vec3f* v) {
init.position.x = (s32)v->x;
init.position.y = (s32)v->y;
init.position.z = (s32)v->z;
init.lightParams.posX = init.position.x;
init.lightParams.posY = init.position.y;
init.lightParams.posZ = init.position.z;
init.lightPoint.x = init.position.x;
init.lightPoint.y = init.position.y;
init.lightPoint.z = init.position.z;
Effect_Add(globalCtx, &sp24, EFFECT_SHIELD_PARTICLE, 0, 1, &init);
}
@ -3111,9 +3111,9 @@ void func_80062E14(GlobalContext* globalCtx, Vec3f* v, Vec3f* arg2) {
init.position.x = (s32)v->x;
init.position.y = (s32)v->y;
init.position.z = (s32)v->z;
init.lightParams.posX = init.position.x;
init.lightParams.posY = init.position.y;
init.lightParams.posZ = init.position.z;
init.lightPoint.x = init.position.x;
init.lightPoint.y = init.position.y;
init.lightPoint.z = init.position.z;
Effect_Add(globalCtx, &sp24, EFFECT_SHIELD_PARTICLE, 0, 1, &init);
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, arg2, 4, &D_801333E0, &D_801333E0, &D_801333E8);

View file

@ -50,11 +50,12 @@ void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
this->lightDecay = initParams->lightDecay;
if (this->lightDecay == true) {
this->lightInfo.type = 0;
this->lightInfo.params = initParams->lightParams;
this->light = Lights_Insert(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, &this->lightInfo);
this->lightInfo.type = LIGHT_POINT_NOGLOW;
this->lightInfo.params.point = initParams->lightPoint;
this->lightNode =
LightContext_InsertLight(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, &this->lightInfo);
} else {
this->light = NULL;
this->lightNode = NULL;
}
}
}
@ -63,10 +64,10 @@ void EffectShieldParticle_Destroy(void* thisx) {
EffectShieldParticle* this = (EffectShieldParticle*)thisx;
if ((this != NULL) && (this->lightDecay == true)) {
if (this->light == Effect_GetGlobalCtx()->lightCtx.lightsHead) {
Effect_GetGlobalCtx()->lightCtx.lightsHead = this->light->next;
if (this->lightNode == Effect_GetGlobalCtx()->lightCtx.listHead) {
Effect_GetGlobalCtx()->lightCtx.listHead = this->lightNode->next;
}
Lights_Remove(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, this->light);
LightContext_RemoveLight(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, this->lightNode);
}
}
@ -100,7 +101,7 @@ s32 EffectShieldParticle_Update(void* thisx) {
}
if (this->lightDecay == true) {
this->lightInfo.params.radius /= 2;
this->lightInfo.params.point.radius /= 2;
}
this->timer++;

View file

@ -295,12 +295,12 @@ void EffectSs_Draw(GlobalContext* globalCtx, s32 index) {
// original name: "EffectSoftSprite2_disp"
void EffectSs_DrawAll(GlobalContext* globalCtx) {
LightMapper* lightMapper;
Lights* lights;
s32 i;
lightMapper = Lights_CreateMapper(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
func_8007A474(lightMapper, globalCtx->lightCtx.lightsHead, 0);
func_80079EFC(lightMapper, globalCtx->state.gfxCtx);
lights = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
Lights_BindAll(lights, globalCtx->lightCtx.listHead, NULL);
Lights_Draw(lights, globalCtx->state.gfxCtx);
for (i = 0; i < sEffectSsInfo.tableSize; i++) {
if (sEffectSsInfo.table[i].life > -1) {

View file

@ -1,190 +1,396 @@
#include <ultra64.h>
#include <global.h>
LightsList sLightsList;
#define LIGHTS_BUFFER_SIZE 32
void Lights_InitPositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue,
s16 radius, u32 type) {
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.posX = posX;
info->params.posY = posY;
info->params.posZ = posZ;
Lights_SetPositionalLightColorAndRadius(info, red, green, blue, radius);
info->params.point.x = x;
info->params.point.y = y;
info->params.point.z = z;
Lights_PointSetColorAndRadius(info, r, g, b, radius);
}
void Lights_InitType0PositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue,
s16 radius) {
Lights_InitPositionalLight(info, posX, posY, posZ, red, green, blue, radius, 0);
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_InitType2PositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue,
s16 radius) {
Lights_InitPositionalLight(info, posX, posY, posZ, red, green, blue, radius, 2);
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_SetPositionalLightColorAndRadius(LightInfoPositional* info, u8 red, u8 green, u8 blue, s16 radius) {
info->params.red = red;
info->params.green = green;
info->params.blue = blue;
info->params.radius = radius;
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_InitDirectional(LightInfoDirectional* info, s8 dirX, s8 dirY, s8 dirZ, u8 red, u8 green, u8 blue) {
info->type = 1;
info->params.dirX = dirX;
info->params.dirY = dirY;
info->params.dirZ = dirZ;
info->params.red = red;
info->params.green = green;
info->params.blue = blue;
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;
}
void Lights_MapperInit(LightMapper* mapper, u8 red, u8 green, u8 blue) {
mapper->ambient.l.col[0] = red;
mapper->ambient.l.colc[0] = red;
mapper->ambient.l.col[1] = green;
mapper->ambient.l.colc[1] = green;
mapper->ambient.l.col[2] = blue;
mapper->ambient.l.colc[2] = blue;
mapper->numLights = 0;
// 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;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_80079EFC.s")
/*
* Draws every light in the provided Lights group
*/
void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
Light* light;
s32 i;
Light* Lights_MapperGetNextFreeSlot(LightMapper* mapper) {
if (6 < mapper->numLights) {
return NULL;
OPEN_DISPS(gfxCtx, "../z_lights.c", 339);
gSPNumLights(oGfxCtx->polyOpa.p++, lights->numLights);
gSPNumLights(oGfxCtx->polyXlu.p++, lights->numLights);
i = 0;
light = &lights->l.l[0];
while (i < lights->numLights) {
i++;
gSPLight(oGfxCtx->polyOpa.p++, light, i);
gSPLight(oGfxCtx->polyXlu.p++, light, i);
light++;
}
return &mapper->lights[mapper->numLights++];
if (0) {}
i++; // abmient light is total number of lights + 1
gSPLight(oGfxCtx->polyOpa.p++, &lights->l.a, i);
gSPLight(oGfxCtx->polyXlu.p++, &lights->l.a, i);
CLOSE_DISPS(gfxCtx, "../z_lights.c", 352);
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A0B4.s")
Light* Lights_FindSlot(Lights* lights) {
if (lights->numLights >= 7) {
return NULL;
} else {
return &lights->l.l[lights->numLights++];
}
}
void func_8007A40C(LightMapper* mapper, LightInfoDirectionalParams* params, GlobalContext* globalCtx) {
Light* light = Lights_MapperGetNextFreeSlot(mapper);
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);
if (1) {}
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->red;
light->l.col[1] = light->l.colc[1] = params->green;
light->l.col[2] = light->l.colc[2] = params->blue;
light->l.dir[0] = params->dirX;
light->l.dir[1] = params->dirY;
light->l.dir[2] = params->dirZ;
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;
}
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A474.s")
/*
* 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;
z_Light* Lights_FindFreeSlot() {
z_Light* ret;
while (listHead != NULL) {
info = listHead->info;
bindFuncs[info->type](lights, &info->params, vec);
listHead = listHead->next;
}
}
if (0x1F < sLightsList.numOccupied) {
LightNode* Lights_FindBufSlot() {
LightNode* node;
if (sLightsBuffer.numOccupied >= LIGHTS_BUFFER_SIZE) {
return NULL;
}
ret = &sLightsList.lights[sLightsList.nextFree];
node = &sLightsBuffer.buf[sLightsBuffer.searchIndex];
while (ret->info != NULL) {
sLightsList.nextFree++;
while (node->info != NULL) {
sLightsBuffer.searchIndex++;
if (sLightsList.nextFree < 0x20) {
ret++;
if (sLightsBuffer.searchIndex < LIGHTS_BUFFER_SIZE) {
node++;
} else {
sLightsList.nextFree = 0;
ret = &sLightsList.lights[0];
sLightsBuffer.searchIndex = 0;
node = &sLightsBuffer.buf[0];
}
}
sLightsList.numOccupied++;
sLightsBuffer.numOccupied++;
return ret;
return node;
}
// return type must not be void to match
s32 Lights_Free(z_Light* light) {
s32 Lights_FreeNode(LightNode* light) {
if (light != NULL) {
sLightsList.numOccupied--;
sLightsBuffer.numOccupied--;
light->info = NULL;
sLightsList.nextFree = (light - sLightsList.lights) / sizeof(z_Light);
sLightsBuffer.searchIndex = (light - sLightsBuffer.buf) / sizeof(LightNode);
}
}
void func_8007A614(GlobalContext* globalCtx, LightingContext* lightCtx) {
Lights_ClearHead(globalCtx, lightCtx);
Lights_SetAmbientColor(lightCtx, 80, 80, 80);
func_8007A698(lightCtx, 0, 0, 0, 0x3e4, 0x3200);
bzero(&sLightsList, sizeof(sLightsList));
void LightContext_Init(GlobalContext* globalCtx, LightContext* lightCtx) {
LightContext_InitList(globalCtx, lightCtx);
LightContext_SetAmbientColor(lightCtx, 80, 80, 80);
func_8007A698(lightCtx, 0, 0, 0, 0x3E4, 0x3200);
bzero(&sLightsBuffer, sizeof(sLightsBuffer));
}
void Lights_SetAmbientColor(LightingContext* lightCtx, u8 red, u8 green, u8 blue) {
lightCtx->ambientRed = red;
lightCtx->ambientGreen = green;
lightCtx->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_8007A698(LightingContext* lightCtx, u8 arg1, u8 arg2, u8 arg3, s16 arg4, s16 arg5) {
void func_8007A698(LightContext* lightCtx, u8 arg1, u8 arg2, u8 arg3, s16 numLights, s16 arg5) {
lightCtx->unk_07 = arg1;
lightCtx->unk_08 = arg2;
lightCtx->unk_09 = arg3;
lightCtx->unk_0A = arg4;
lightCtx->unk_0A = numLights;
lightCtx->unk_0C = arg5;
}
LightMapper* Lights_CreateMapper(LightingContext* lightCtx, GraphicsContext* gfxCtx) {
return func_8007A960(gfxCtx, lightCtx->ambientRed, lightCtx->ambientGreen, lightCtx->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* globalCtx, LightingContext* lightCtx) {
lightCtx->lightsHead = NULL;
void LightContext_InitList(GlobalContext* globalCtx, LightContext* lightCtx) {
lightCtx->listHead = NULL;
}
void Lights_RemoveAll(GlobalContext* globalCtx, LightingContext* lightCtx) {
while (lightCtx->lightsHead != NULL) {
Lights_Remove(globalCtx, lightCtx, lightCtx->lightsHead);
lightCtx->lightsHead = lightCtx->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* globalCtx, LightingContext* lightCtx, void* 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* node;
light = Lights_FindFreeSlot();
if (light != NULL) {
light->info = info;
light->prev = NULL;
light->next = lightCtx->lightsHead;
node = Lights_FindBufSlot();
if (lightCtx->lightsHead != NULL) {
lightCtx->lightsHead->prev = light;
if (node != NULL) {
node->info = info;
node->prev = NULL;
node->next = lightCtx->listHead;
if (lightCtx->listHead != NULL) {
lightCtx->listHead->prev = node;
}
lightCtx->lightsHead = light;
lightCtx->listHead = node;
}
return light;
return node;
}
void Lights_Remove(GlobalContext* globalCtx, LightingContext* lightCtx, z_Light* light) {
if (light != NULL) {
if (light->prev != NULL) {
light->prev->next = light->next;
void LightContext_RemoveLight(GlobalContext* globalCtx, LightContext* lightCtx, LightNode* node) {
if (node != NULL) {
if (node->prev != NULL) {
node->prev->next = node->next;
} else {
lightCtx->lightsHead = light->next;
lightCtx->listHead = node->next;
}
if (light->next != NULL) {
light->next->prev = light->prev;
if (node->next != NULL) {
node->next->prev = node->prev;
}
Lights_Free(light);
Lights_FreeNode(node);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A824.s")
// 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;
#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A960.s")
lights = Graph_Alloc(gfxCtx, sizeof(Lights));
#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A9B4.s")
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;
#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007ABBC.s")
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_GlowCheck(GlobalContext* globalCtx) {
LightNode* node;
LightPoint* params;
Vec3f pos;
Vec3f multDest;
f32 wDest;
f32 wX;
f32 wY;
s32 wZ;
s32 zBuf;
node = globalCtx->lightCtx.listHead;
while (node != NULL) {
params = &node->info->params.point;
if (node->info->type == LIGHT_POINT_GLOW) {
pos.x = params->x;
pos.y = params->y;
pos.z = params->z;
func_8002BE04(globalCtx, &pos, &multDest, &wDest);
params->drawGlow = false;
wX = multDest.x * wDest;
wY = multDest.y * wDest;
if ((multDest.z > 1.0f) && (fabsf(wX) < 1.0f) && (fabsf(wY) < 1.0f)) {
wZ = (s32)((multDest.z * wDest) * 16352.0f) + 16352;
zBuf = gZBuffer[(s32)((wY * -120.0f) + 120.0f)][(s32)((wX * 160.0f) + 160.0f)] * 4;
if (1) {}
if (1) {}
if (wZ < (func_8006F0A0(zBuf) >> 3)) {
params->drawGlow = true;
}
}
}
node = node->next;
}
}
void Lights_DrawGlow(GlobalContext* globalCtx) {
s32 pad;
LightNode* node;
node = globalCtx->lightCtx.listHead;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_lights.c", 887);
oGfxCtx->polyXlu.p = func_800947AC(oGfxCtx->polyXlu.p++);
gDPSetAlphaDither(oGfxCtx->polyXlu.p++, G_AD_NOISE);
gDPSetColorDither(oGfxCtx->polyXlu.p++, G_CD_MAGICSQ);
gSPDisplayList(oGfxCtx->polyXlu.p++, D_04015720);
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;
gDPSetPrimColor(oGfxCtx->polyXlu.p++, 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(oGfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_lights.c", 918),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(oGfxCtx->polyXlu.p++, D_04015760);
}
node = node->next;
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_lights.c", 927);
}

View file

@ -1071,7 +1071,7 @@ void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) {
// regalloc, stack usage and minor ordering differences
void Gameplay_Draw(GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
LightMapper* sp228;
Lights* sp228;
Vec3f sp21C;
OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
@ -1208,9 +1208,9 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
}
if ((HREG(80) != 10) || (HREG(90) & 8)) {
sp228 = Lights_CreateMapper(&globalCtx->lightCtx, gfxCtx);
func_8007A474(sp228, globalCtx->lightCtx.lightsHead, 0);
func_80079EFC(sp228, gfxCtx);
sp228 = LightContext_NewLights(&globalCtx->lightCtx, gfxCtx);
Lights_BindAll(sp228, globalCtx->lightCtx.listHead, NULL);
Lights_Draw(sp228, gfxCtx);
}
if ((HREG(80) != 10) || (HREG(84) != 0)) {
@ -1467,7 +1467,7 @@ void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) {
globalCtx->setupPathList = NULL;
globalCtx->nbSetupActors = 0;
Object_InitBank(globalCtx, &globalCtx->objectCtx);
func_8007A614(globalCtx, &globalCtx->lightCtx);
LightContext_Init(globalCtx, &globalCtx->lightCtx);
func_80098CBC(globalCtx, &globalCtx->nbTransitionActors);
func_80096FD4(globalCtx, &globalCtx->roomCtx.curRoom);
YREG(15) = 0;

View file

@ -336,7 +336,7 @@ void func_80098B74(GlobalContext* globalCtx, SceneCmd* cmd) {
lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.segment);
for (i = 0; i < cmd->lightList.num; i++) {
Lights_Insert(globalCtx, &globalCtx->lightCtx, lightInfo);
LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, lightInfo);
lightInfo++;
}
}