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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

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@ -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)) {