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Some doc on env light settings (#1307)
* remove `LightSettings` struct, typedef for zapd * more decimal * fog far -> z far * `LIGHTCTX_FOGNEAR_MAX`, `LIGHTCTX_ZFAR_MAX` * name sp88,sp8C in `Environment_Update` * `EnvLightSettings.fogNear` -> `blendRateAndFogNear` and macros * A different struct for `EnvironmentContext.lightSettings` * Uniform zapd compat typedefs todos * `LIGHTCTX_` -> `ENV_` * Comment on `blendRateAndFogNear` + "fogFar" * Move fogFar~1000 comment to zFar * comment rewrite attempt * move relevant macros down Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
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451e855dbc
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d2191a5d48
14 changed files with 151 additions and 125 deletions
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@ -911,7 +911,7 @@ 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(PlayState* play, LightContext* lightCtx);
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void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b);
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void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear, s16 fogFar);
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void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear, s16 zFar);
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Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx);
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void LightContext_InitList(PlayState* play, LightContext* lightCtx);
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void LightContext_DestroyList(PlayState* play, LightContext* lightCtx);
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@ -43,7 +43,7 @@
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#define R_ENV_LIGHT2_COLOR(i) REG(6 + (i))
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#define R_ENV_DISABLE_DBG REG(9)
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#define R_ENV_FOG_COLOR(i) REG(10 + (i))
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#define R_ENV_FOG_FAR REG(13)
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#define R_ENV_Z_FAR REG(13)
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#define R_ENV_FOG_NEAR REG(14)
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#define R_ENV_TIME_SPEED_OLD REG(15) // Most likely used during development. Unused in the final game.
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#define R_RUN_SPEED_LIMIT REG(45)
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@ -55,7 +55,9 @@ typedef struct {
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/* 0x4 */ Vec3s* bgCamFuncData; // s16 data grouped in threes (ex. Vec3s), is usually of type `BgCamFuncData`, but can be a list of points of type `Vec3s` for crawlspaces
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} BgCamInfo; // size = 0x8
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typedef BgCamInfo CamData; // Todo: Zapd compatibility
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// ZAPD compatibility typedefs
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// TODO: Remove when ZAPD adds support for them
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typedef BgCamInfo CamData;
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// The structure used for all instances of s16 data from `BgCamInfo` with the exception of crawlspaces.
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// See `Camera_Subj4` for Vec3s data usage in crawlspaces
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@ -139,10 +139,34 @@ typedef struct {
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/* 0x09 */ s8 light2Dir[3];
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/* 0x0C */ u8 light2Color[3];
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/* 0x0F */ u8 fogColor[3];
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/* 0x12 */ s16 fogNear;
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/* 0x14 */ s16 fogFar;
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/* 0x12 */ s16 fogNear; // ranges from 0-1000 (0: starts immediately, 1000: no fog), but is clamped to ENV_FOGNEAR_MAX
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/* 0x14 */ s16 zFar; // Max depth (render distance) of the view as a whole. fogFar will always match zFar
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} CurrentEnvLightSettings; // size = 0x16
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// `EnvLightSettings` is very similar to `CurrentEnvLightSettings` with one key difference.
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// The light settings data in the scene packs blend rate information with the fog near value.
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// The blendRate determines how fast the current light settings fade to the next one
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// (under LIGHT_MODE_SETTINGS, otherwise unused).
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// Get blend rate from `EnvLightSettings.blendRateAndFogNear` in 0-255 range
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#define ENV_LIGHT_SETTINGS_BLEND_RATE_U8(blendRateAndFogNear) (((blendRateAndFogNear) >> 10) * 4)
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#define ENV_LIGHT_SETTINGS_FOG_NEAR(blendRateAndFogNear) ((blendRateAndFogNear) & 0x3FF)
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typedef struct {
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/* 0x00 */ u8 ambientColor[3];
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/* 0x03 */ s8 light1Dir[3];
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/* 0x06 */ u8 light1Color[3];
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/* 0x09 */ s8 light2Dir[3];
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/* 0x0C */ u8 light2Color[3];
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/* 0x0F */ u8 fogColor[3];
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/* 0x12 */ s16 blendRateAndFogNear;
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/* 0x14 */ s16 zFar;
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} EnvLightSettings; // size = 0x16
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// ZAPD compatibility typedefs
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// TODO: Remove when ZAPD adds support for them
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typedef EnvLightSettings LightSettings;
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typedef struct {
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/* 0x00 */ char unk_00[0x02];
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/* 0x02 */ u16 sceneTimeSpeed; // time speed value from the scene file
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@ -178,7 +202,7 @@ typedef struct {
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/* 0x92 */ s16 adjLight1Color[3];
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/* 0x98 */ s16 adjFogColor[3];
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/* 0x9E */ s16 adjFogNear;
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/* 0xA0 */ s16 adjFogFar;
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/* 0xA0 */ s16 adjZFar;
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/* 0xA2 */ char unk_A2[0x06];
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/* 0xA8 */ Vec3s windDirection;
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/* 0xB0 */ f32 windSpeed;
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@ -188,7 +212,7 @@ typedef struct {
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/* 0xBD */ u8 lightSetting; // only used with `LIGHT_MODE_SETTINGS` or on override
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/* 0xBE */ u8 prevLightSetting;
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/* 0xBF */ u8 lightSettingOverride;
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/* 0xC0 */ EnvLightSettings lightSettings; // settings for the currently "live" lights
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/* 0xC0 */ CurrentEnvLightSettings lightSettings; // settings for the currently "live" lights
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/* 0xD6 */ u16 lightBlendRateOverride;
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/* 0xD8 */ f32 lightBlend; // only used with `LIGHT_MODE_SETTINGS` or on setting override
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/* 0xDC */ u8 lightBlendOverride;
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@ -43,12 +43,15 @@ typedef struct LightNode {
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/* 0x8 */ struct LightNode* next;
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} LightNode; // size = 0xC
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#define ENV_FOGNEAR_MAX 996
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#define ENV_ZFAR_MAX 12800
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typedef struct {
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/* 0x0 */ LightNode* listHead;
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/* 0x4 */ u8 ambientColor[3];
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/* 0x7 */ u8 fogColor[3];
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/* 0xA */ s16 fogNear; // how close until fog starts taking effect. range 0 - 1000
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/* 0xC */ s16 fogFar; // how far until fog starts to saturate. range 0 - 1000
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/* 0xA */ s16 fogNear; // how close until fog starts taking effect. range 0 - ENV_FOGNEAR_MAX
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/* 0xC */ s16 zFar; // draw distance. range 0 - ENV_ZFAR_MAX
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} LightContext; // size = 0x10
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typedef enum {
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@ -45,17 +45,6 @@ typedef struct {
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// TODO: ZAPD Compatibility
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typedef Spawn EntranceEntry;
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typedef struct {
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/* 0x00 */ u8 ambientColor[3];
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/* 0x03 */ s8 diffuseDir1[3];
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/* 0x06 */ u8 diffuseColor1[3];
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/* 0x09 */ s8 diffuseDir2[3];
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/* 0x0C */ u8 diffuseColor2[3];
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/* 0x0F */ u8 fogColor[3];
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/* 0x12 */ u16 fogNear;
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/* 0x14 */ u16 fogFar;
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} LightSettings; // size = 0x16
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typedef struct {
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/* 0x00 */ u8 count; // number of points in the path
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/* 0x04 */ Vec3s* points; // Segment Address to the array of points
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@ -157,7 +146,8 @@ typedef union {
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RoomShapeCullable cullable;
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} RoomShape; // "Ground Shape"
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// TODO update ZAPD
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// ZAPD compatibility typedefs
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// TODO: Remove when ZAPD adds support for them
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typedef RoomShapeDListsEntry PolygonDlist;
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typedef RoomShapeNormal PolygonType0;
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typedef RoomShapeImageSingle MeshHeader1Single;
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@ -248,8 +248,8 @@ void func_80064824(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
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}
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break;
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case 6:
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if (play->envCtx.adjFogFar < 12800) {
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play->envCtx.adjFogFar += 35;
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if (play->envCtx.adjZFar < ENV_ZFAR_MAX) {
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play->envCtx.adjZFar += 35;
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}
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break;
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case 7:
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@ -319,7 +319,7 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
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envCtx->adjAmbientColor[0] = envCtx->adjAmbientColor[1] = envCtx->adjAmbientColor[2] = envCtx->adjLight1Color[0] =
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envCtx->adjLight1Color[1] = envCtx->adjLight1Color[2] = envCtx->adjFogColor[0] = envCtx->adjFogColor[1] =
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envCtx->adjFogColor[2] = envCtx->adjFogNear = envCtx->adjFogFar = 0;
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envCtx->adjFogColor[2] = envCtx->adjFogNear = envCtx->adjZFar = 0;
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envCtx->sunPos.x = -(Math_SinS(((void)0, gSaveContext.dayTime) - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f;
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envCtx->sunPos.y = +(Math_CosS(((void)0, gSaveContext.dayTime) - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f;
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@ -873,8 +873,8 @@ void Environment_UpdateRain(PlayState* play);
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void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContext* lightCtx, PauseContext* pauseCtx,
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MessageContext* msgCtx, GameOverContext* gameOverCtx, GraphicsContext* gfxCtx) {
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f32 sp8C;
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f32 sp88 = 0.0f;
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f32 timeChangeBlend;
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f32 configChangeBlend = 0.0f;
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u16 i;
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u16 j;
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u16 time;
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@ -986,16 +986,18 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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u8 blend8[2];
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s16 blend16[2];
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sp8C = Environment_LerpWeight(sTimeBasedLightConfigs[envCtx->lightConfig][i].endTime,
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sTimeBasedLightConfigs[envCtx->lightConfig][i].startTime,
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((void)0, gSaveContext.skyboxTime));
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timeChangeBlend =
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Environment_LerpWeight(sTimeBasedLightConfigs[envCtx->lightConfig][i].endTime,
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sTimeBasedLightConfigs[envCtx->lightConfig][i].startTime,
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((void)0, gSaveContext.skyboxTime));
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sSandstormColorIndex = sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting & 3;
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sNextSandstormColorIndex = sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting & 3;
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sSandstormLerpScale = sp8C;
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sSandstormLerpScale = timeChangeBlend;
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if (envCtx->changeLightEnabled) {
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sp88 = ((f32)envCtx->changeDuration - envCtx->changeLightTimer) / envCtx->changeDuration;
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configChangeBlend =
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((f32)envCtx->changeDuration - envCtx->changeLightTimer) / envCtx->changeDuration;
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envCtx->changeLightTimer--;
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if (envCtx->changeLightTimer <= 0) {
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@ -1011,15 +1013,15 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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.ambientColor[j],
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
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.ambientColor[j],
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sp8C);
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timeChangeBlend);
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blend8[1] = LERP(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
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.ambientColor[j],
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
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.nextLightSetting]
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.ambientColor[j],
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sp8C);
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*(envCtx->lightSettings.ambientColor + j) = LERP(blend8[0], blend8[1], sp88);
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timeChangeBlend);
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*(envCtx->lightSettings.ambientColor + j) = LERP(blend8[0], blend8[1], configChangeBlend);
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}
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// set light1 direction for the sun
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.light1Color[j],
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
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.light1Color[j],
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sp8C);
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timeChangeBlend);
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blend8[1] = LERP(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
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.light1Color[j],
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
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.nextLightSetting]
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.light1Color[j],
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sp8C);
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*(envCtx->lightSettings.light1Color + j) = LERP(blend8[0], blend8[1], sp88);
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timeChangeBlend);
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*(envCtx->lightSettings.light1Color + j) = LERP(blend8[0], blend8[1], configChangeBlend);
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// blend light2Color
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blend8[0] =
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@ -1058,15 +1060,15 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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.light2Color[j],
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
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.light2Color[j],
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sp8C);
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timeChangeBlend);
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blend8[1] = LERP(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
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.light2Color[j],
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
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.nextLightSetting]
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.light2Color[j],
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sp8C);
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*(envCtx->lightSettings.light2Color + j) = LERP(blend8[0], blend8[1], sp88);
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timeChangeBlend);
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*(envCtx->lightSettings.light2Color + j) = LERP(blend8[0], blend8[1], configChangeBlend);
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}
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// blend fogColor
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@ -1076,47 +1078,49 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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.fogColor[j],
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
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.fogColor[j],
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sp8C);
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timeChangeBlend);
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blend8[1] = LERP(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
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.fogColor[j],
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
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.nextLightSetting]
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.fogColor[j],
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sp8C);
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*(envCtx->lightSettings.fogColor + j) = LERP(blend8[0], blend8[1], sp88);
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timeChangeBlend);
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*(envCtx->lightSettings.fogColor + j) = LERP(blend8[0], blend8[1], configChangeBlend);
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}
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blend16[0] = LERP16(
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(lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting].fogNear &
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0x3FF),
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(lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
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.fogNear &
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0x3FF),
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sp8C);
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ENV_LIGHT_SETTINGS_FOG_NEAR(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting]
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.blendRateAndFogNear),
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ENV_LIGHT_SETTINGS_FOG_NEAR(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
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.blendRateAndFogNear),
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timeChangeBlend);
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blend16[1] = LERP16(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
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.fogNear &
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0x3FF,
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].nextLightSetting]
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.fogNear &
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0x3FF,
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sp8C);
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ENV_LIGHT_SETTINGS_FOG_NEAR(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
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.blendRateAndFogNear),
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ENV_LIGHT_SETTINGS_FOG_NEAR(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
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.nextLightSetting]
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.blendRateAndFogNear),
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timeChangeBlend);
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envCtx->lightSettings.fogNear = LERP16(blend16[0], blend16[1], sp88);
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envCtx->lightSettings.fogNear = LERP16(blend16[0], blend16[1], configChangeBlend);
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blend16[0] = LERP16(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting].fogFar,
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting].fogFar,
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sp8C);
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting].zFar,
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lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting].zFar,
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timeChangeBlend);
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blend16[1] = LERP16(
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
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.fogFar,
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.zFar,
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lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].nextLightSetting]
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.fogFar,
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sp8C);
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.zFar,
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timeChangeBlend);
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envCtx->lightSettings.fogFar = LERP16(blend16[0], blend16[1], sp88);
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envCtx->lightSettings.zFar = LERP16(blend16[0], blend16[1], configChangeBlend);
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if (sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].nextLightSetting >=
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envCtx->numLightSettings) {
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@ -1142,11 +1146,13 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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envCtx->lightSettings.fogColor[i] = lightSettingsList[envCtx->lightSetting].fogColor[i];
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}
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envCtx->lightSettings.fogNear = lightSettingsList[envCtx->lightSetting].fogNear & 0x3FF;
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envCtx->lightSettings.fogFar = lightSettingsList[envCtx->lightSetting].fogFar;
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envCtx->lightSettings.fogNear =
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ENV_LIGHT_SETTINGS_FOG_NEAR(lightSettingsList[envCtx->lightSetting].blendRateAndFogNear);
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envCtx->lightSettings.zFar = lightSettingsList[envCtx->lightSetting].zFar;
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envCtx->lightBlend = 1.0f;
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} else {
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u8 blendRate = (lightSettingsList[envCtx->lightSetting].fogNear >> 0xA) * 4;
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u8 blendRate =
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ENV_LIGHT_SETTINGS_BLEND_RATE_U8(lightSettingsList[envCtx->lightSetting].blendRateAndFogNear);
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if (blendRate == 0) {
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blendRate++;
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@ -1184,12 +1190,13 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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LERP(lightSettingsList[envCtx->prevLightSetting].fogColor[i],
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lightSettingsList[envCtx->lightSetting].fogColor[i], envCtx->lightBlend);
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}
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envCtx->lightSettings.fogNear =
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LERP16(lightSettingsList[envCtx->prevLightSetting].fogNear & 0x3FF,
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lightSettingsList[envCtx->lightSetting].fogNear & 0x3FF, envCtx->lightBlend);
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envCtx->lightSettings.fogFar =
|
||||
LERP16(lightSettingsList[envCtx->prevLightSetting].fogFar,
|
||||
lightSettingsList[envCtx->lightSetting].fogFar, envCtx->lightBlend);
|
||||
envCtx->lightSettings.fogNear = LERP16(
|
||||
ENV_LIGHT_SETTINGS_FOG_NEAR(lightSettingsList[envCtx->prevLightSetting].blendRateAndFogNear),
|
||||
ENV_LIGHT_SETTINGS_FOG_NEAR(lightSettingsList[envCtx->lightSetting].blendRateAndFogNear),
|
||||
envCtx->lightBlend);
|
||||
envCtx->lightSettings.zFar =
|
||||
LERP16(lightSettingsList[envCtx->prevLightSetting].zFar,
|
||||
lightSettingsList[envCtx->lightSetting].zFar, envCtx->lightBlend);
|
||||
}
|
||||
|
||||
if (envCtx->lightSetting >= envCtx->numLightSettings) {
|
||||
|
@ -1254,18 +1261,18 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
|
|||
// Adjust fog near and far if necessary
|
||||
adjustment = envCtx->lightSettings.fogNear + envCtx->adjFogNear;
|
||||
|
||||
if (adjustment <= 996) {
|
||||
if (adjustment <= ENV_FOGNEAR_MAX) {
|
||||
lightCtx->fogNear = adjustment;
|
||||
} else {
|
||||
lightCtx->fogNear = 996;
|
||||
lightCtx->fogNear = ENV_FOGNEAR_MAX;
|
||||
}
|
||||
|
||||
adjustment = envCtx->lightSettings.fogFar + envCtx->adjFogFar;
|
||||
adjustment = envCtx->lightSettings.zFar + envCtx->adjZFar;
|
||||
|
||||
if (adjustment <= 12800) {
|
||||
lightCtx->fogFar = adjustment;
|
||||
if (adjustment <= ENV_ZFAR_MAX) {
|
||||
lightCtx->zFar = adjustment;
|
||||
} else {
|
||||
lightCtx->fogFar = 12800;
|
||||
lightCtx->zFar = ENV_ZFAR_MAX;
|
||||
}
|
||||
|
||||
// When environment debug is enabled, various environment related variables can be configured via the reg editor
|
||||
|
@ -1286,7 +1293,7 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
|
|||
R_ENV_FOG_COLOR(1) = lightCtx->fogColor[1];
|
||||
R_ENV_FOG_COLOR(2) = lightCtx->fogColor[2];
|
||||
|
||||
R_ENV_FOG_FAR = lightCtx->fogFar;
|
||||
R_ENV_Z_FAR = lightCtx->zFar;
|
||||
R_ENV_FOG_NEAR = lightCtx->fogNear;
|
||||
|
||||
R_ENV_LIGHT1_DIR(0) = envCtx->dirLight1.params.dir.x;
|
||||
|
@ -1317,7 +1324,7 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
|
|||
lightCtx->fogColor[1] = R_ENV_FOG_COLOR(1);
|
||||
lightCtx->fogColor[2] = R_ENV_FOG_COLOR(2);
|
||||
lightCtx->fogNear = R_ENV_FOG_NEAR;
|
||||
lightCtx->fogFar = R_ENV_FOG_FAR;
|
||||
lightCtx->zFar = R_ENV_Z_FAR;
|
||||
|
||||
if (cREG(14)) {
|
||||
R_ENV_LIGHT1_DIR(0) = Math_CosS(cREG(10)) * Math_CosS(cREG(11)) * 120.0f;
|
||||
|
@ -1593,7 +1600,7 @@ void Environment_DrawLensFlare(PlayState* play, EnvironmentContext* envCtx, View
|
|||
alpha = alpha * lensFlareAlphas[i];
|
||||
alpha = CLAMP_MIN(alpha, 0.0f);
|
||||
|
||||
fogInfluence = (996 - play->lightCtx.fogNear) / 50.0f;
|
||||
fogInfluence = (ENV_FOGNEAR_MAX - play->lightCtx.fogNear) / 50.0f;
|
||||
|
||||
fogInfluence = CLAMP_MAX(fogInfluence, 1.0f);
|
||||
|
||||
|
@ -1640,7 +1647,7 @@ void Environment_DrawLensFlare(PlayState* play, EnvironmentContext* envCtx, View
|
|||
alpha = alpha * glareStrength;
|
||||
alpha = CLAMP_MIN(alpha, 0.0f);
|
||||
|
||||
fogInfluence = (996 - play->lightCtx.fogNear) / 50.0f;
|
||||
fogInfluence = (ENV_FOGNEAR_MAX - play->lightCtx.fogNear) / 50.0f;
|
||||
|
||||
fogInfluence = CLAMP_MAX(fogInfluence, 1.0f);
|
||||
|
||||
|
@ -2233,8 +2240,8 @@ void Environment_FadeInGameOverLights(PlayState* play) {
|
|||
play->envCtx.adjFogColor[i] = -255;
|
||||
}
|
||||
|
||||
if (play->envCtx.lightSettings.fogFar + play->envCtx.adjFogFar > 900) {
|
||||
play->envCtx.adjFogFar -= 100;
|
||||
if (play->envCtx.lightSettings.zFar + play->envCtx.adjZFar > 900) {
|
||||
play->envCtx.adjZFar -= 100;
|
||||
}
|
||||
|
||||
if (play->envCtx.lightSettings.fogNear + play->envCtx.adjFogNear > 950) {
|
||||
|
@ -2277,7 +2284,7 @@ void Environment_FadeOutGameOverLights(PlayState* play) {
|
|||
Math_SmoothStepToS(&play->envCtx.adjLight1Color[i], 0, 5, 12, 1);
|
||||
play->envCtx.adjFogColor[i] = 0;
|
||||
}
|
||||
play->envCtx.adjFogFar = 0;
|
||||
play->envCtx.adjZFar = 0;
|
||||
play->envCtx.adjFogNear = 0;
|
||||
} else {
|
||||
play->envCtx.fillScreen = true;
|
||||
|
|
|
@ -195,7 +195,7 @@ s32 Lights_FreeNode(LightNode* light) {
|
|||
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);
|
||||
LightContext_SetFog(lightCtx, 0, 0, 0, ENV_FOGNEAR_MAX, ENV_ZFAR_MAX);
|
||||
bzero(&sLightsBuffer, sizeof(sLightsBuffer));
|
||||
}
|
||||
|
||||
|
@ -205,12 +205,12 @@ void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b) {
|
|||
lightCtx->ambientColor[2] = b;
|
||||
}
|
||||
|
||||
void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear, s16 fogFar) {
|
||||
void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear, s16 zFar) {
|
||||
lightCtx->fogColor[0] = r;
|
||||
lightCtx->fogColor[1] = g;
|
||||
lightCtx->fogColor[2] = b;
|
||||
lightCtx->fogNear = fogNear;
|
||||
lightCtx->fogFar = fogFar;
|
||||
lightCtx->zFar = zFar;
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
@ -1051,7 +1051,7 @@ void Play_Draw(PlayState* this) {
|
|||
POLY_OPA_DISP = Play_SetFog(this, POLY_OPA_DISP);
|
||||
POLY_XLU_DISP = Play_SetFog(this, POLY_XLU_DISP);
|
||||
|
||||
View_SetPerspective(&this->view, this->view.fovy, this->view.zNear, this->lightCtx.fogFar);
|
||||
View_SetPerspective(&this->view, this->view.fovy, this->view.zNear, this->lightCtx.zFar);
|
||||
View_Apply(&this->view, VIEW_ALL);
|
||||
|
||||
// The billboard matrix temporarily stores the viewing matrix
|
||||
|
|
|
@ -153,7 +153,7 @@ void Room_DrawCullable(PlayState* play, Room* room, u32 flags) {
|
|||
entryBoundsNearZ = projectedPos.z - roomShapeCullableEntry->boundsSphereRadius;
|
||||
|
||||
// If the entry bounding sphere isn't fully beyond the rendered depth range
|
||||
if (entryBoundsNearZ < play->lightCtx.fogFar) {
|
||||
if (entryBoundsNearZ < play->lightCtx.zFar) {
|
||||
|
||||
// This entry will be rendered
|
||||
insert->entry = roomShapeCullableEntry;
|
||||
|
|
|
@ -507,33 +507,33 @@ void BossVa_Tumor(PlayState* play, BossVa* this, s32 count, s16 scale, f32 xzSpr
|
|||
}
|
||||
|
||||
void BossVa_SetSparkEnv(PlayState* play) {
|
||||
play->envCtx.adjAmbientColor[0] = 0xA;
|
||||
play->envCtx.adjAmbientColor[1] = 0xA;
|
||||
play->envCtx.adjAmbientColor[2] = 0xA;
|
||||
play->envCtx.adjLight1Color[0] = 0x73;
|
||||
play->envCtx.adjLight1Color[1] = 0x41;
|
||||
play->envCtx.adjLight1Color[2] = 0x64;
|
||||
play->envCtx.adjFogColor[0] = 0x78;
|
||||
play->envCtx.adjFogColor[1] = 0x78;
|
||||
play->envCtx.adjFogColor[2] = 0x46;
|
||||
play->envCtx.adjAmbientColor[0] = 10;
|
||||
play->envCtx.adjAmbientColor[1] = 10;
|
||||
play->envCtx.adjAmbientColor[2] = 10;
|
||||
play->envCtx.adjLight1Color[0] = 115;
|
||||
play->envCtx.adjLight1Color[1] = 65;
|
||||
play->envCtx.adjLight1Color[2] = 100;
|
||||
play->envCtx.adjFogColor[0] = 120;
|
||||
play->envCtx.adjFogColor[1] = 120;
|
||||
play->envCtx.adjFogColor[2] = 70;
|
||||
}
|
||||
|
||||
void BossVa_SetDeathEnv(PlayState* play) {
|
||||
play->envCtx.adjFogColor[0] = 0xDC;
|
||||
play->envCtx.adjFogColor[1] = 0xDC;
|
||||
play->envCtx.adjFogColor[2] = 0x96;
|
||||
play->envCtx.adjFogNear = -0x3E8;
|
||||
play->envCtx.adjFogFar = -0x384;
|
||||
play->envCtx.adjAmbientColor[0] = 0xC8;
|
||||
play->envCtx.adjAmbientColor[1] = 0xC8;
|
||||
play->envCtx.adjAmbientColor[2] = 0xC8;
|
||||
play->envCtx.adjLight1Color[0] = 0xD7;
|
||||
play->envCtx.adjLight1Color[1] = 0xA5;
|
||||
play->envCtx.adjLight1Color[2] = 0xC8;
|
||||
play->envCtx.screenFillColor[0] = 0xDC;
|
||||
play->envCtx.screenFillColor[1] = 0xDC;
|
||||
play->envCtx.screenFillColor[2] = 0x96;
|
||||
play->envCtx.screenFillColor[3] = 0x64;
|
||||
play->envCtx.adjFogColor[0] = 220;
|
||||
play->envCtx.adjFogColor[1] = 220;
|
||||
play->envCtx.adjFogColor[2] = 150;
|
||||
play->envCtx.adjFogNear = -1000;
|
||||
play->envCtx.adjZFar = -900;
|
||||
play->envCtx.adjAmbientColor[0] = 200;
|
||||
play->envCtx.adjAmbientColor[1] = 200;
|
||||
play->envCtx.adjAmbientColor[2] = 200;
|
||||
play->envCtx.adjLight1Color[0] = 215;
|
||||
play->envCtx.adjLight1Color[1] = 165;
|
||||
play->envCtx.adjLight1Color[2] = 200;
|
||||
play->envCtx.screenFillColor[0] = 220;
|
||||
play->envCtx.screenFillColor[1] = 220;
|
||||
play->envCtx.screenFillColor[2] = 150;
|
||||
play->envCtx.screenFillColor[3] = 100;
|
||||
}
|
||||
|
||||
EnBoom* BossVa_FindBoomerang(PlayState* play) {
|
||||
|
@ -3185,16 +3185,16 @@ void BossVa_Draw(Actor* thisx, PlayState* play) {
|
|||
switch (this->actor.params) {
|
||||
case BOSSVA_BODY:
|
||||
if (play->envCtx.adjFogNear != 0) {
|
||||
play->envCtx.adjFogNear += 0x15E;
|
||||
play->envCtx.adjFogNear += 350;
|
||||
if (play->envCtx.adjFogNear > 0) {
|
||||
play->envCtx.adjFogNear = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (play->envCtx.adjFogFar != 0) {
|
||||
play->envCtx.adjFogFar += 0x15E;
|
||||
if (play->envCtx.adjFogFar > 0) {
|
||||
play->envCtx.adjFogFar = 0;
|
||||
if (play->envCtx.adjZFar != 0) {
|
||||
play->envCtx.adjZFar += 350;
|
||||
if (play->envCtx.adjZFar > 0) {
|
||||
play->envCtx.adjZFar = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -291,11 +291,11 @@ void EnWeatherTag_SetSandstormIntensity(EnWeatherTag* this, PlayState* play) {
|
|||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (Actor_WorldDistXZToActor(&player->actor, &this->actor) < WEATHER_TAG_RANGE100(this->actor.params)) {
|
||||
Math_SmoothStepToS(&play->envCtx.adjFogNear, -0x50, 1, 2, 1);
|
||||
Math_SmoothStepToS(&play->envCtx.adjFogFar, -0x7D0, 1, 50, 1);
|
||||
Math_SmoothStepToS(&play->envCtx.adjFogNear, -80, 1, 2, 1);
|
||||
Math_SmoothStepToS(&play->envCtx.adjZFar, -2000, 1, 50, 1);
|
||||
} else {
|
||||
Math_SmoothStepToS(&play->envCtx.adjFogNear, 0, 1, 1, 1);
|
||||
Math_SmoothStepToS(&play->envCtx.adjFogFar, 0, 1, 25, 1);
|
||||
Math_SmoothStepToS(&play->envCtx.adjZFar, 0, 1, 25, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -5516,9 +5516,9 @@ void Fishing_UpdateOwner(Actor* thisx, PlayState* play2) {
|
|||
if (sSubCamEye.y <= (WATER_SURFACE_Y(play) + 1.0f)) {
|
||||
Environment_EnableUnderwaterLights(play, 1);
|
||||
if (D_80B7E076 != 0) {
|
||||
play->envCtx.adjFogNear = -0xB2;
|
||||
play->envCtx.adjFogNear = -178;
|
||||
} else {
|
||||
play->envCtx.adjFogNear = -0x2E;
|
||||
play->envCtx.adjFogNear = -46;
|
||||
}
|
||||
} else {
|
||||
Environment_EnableUnderwaterLights(play, 0);
|
||||
|
|
Loading…
Reference in a new issue