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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:
Dragorn421 2022-11-02 00:00:38 +01:00 committed by GitHub
parent 451e855dbc
commit d2191a5d48
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14 changed files with 151 additions and 125 deletions

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@ -911,7 +911,7 @@ void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx);
void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* vec);
void LightContext_Init(PlayState* play, LightContext* lightCtx);
void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 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);
Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx);
void LightContext_InitList(PlayState* play, LightContext* lightCtx);
void LightContext_DestroyList(PlayState* play, LightContext* lightCtx);

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@ -43,7 +43,7 @@
#define R_ENV_LIGHT2_COLOR(i) REG(6 + (i))
#define R_ENV_DISABLE_DBG REG(9)
#define R_ENV_FOG_COLOR(i) REG(10 + (i))
#define R_ENV_FOG_FAR REG(13)
#define R_ENV_Z_FAR REG(13)
#define R_ENV_FOG_NEAR REG(14)
#define R_ENV_TIME_SPEED_OLD REG(15) // Most likely used during development. Unused in the final game.
#define R_RUN_SPEED_LIMIT REG(45)

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@ -55,7 +55,9 @@ typedef struct {
/* 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
} BgCamInfo; // size = 0x8
typedef BgCamInfo CamData; // Todo: Zapd compatibility
// ZAPD compatibility typedefs
// TODO: Remove when ZAPD adds support for them
typedef BgCamInfo CamData;
// The structure used for all instances of s16 data from `BgCamInfo` with the exception of crawlspaces.
// See `Camera_Subj4` for Vec3s data usage in crawlspaces

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@ -139,10 +139,34 @@ typedef struct {
/* 0x09 */ s8 light2Dir[3];
/* 0x0C */ u8 light2Color[3];
/* 0x0F */ u8 fogColor[3];
/* 0x12 */ s16 fogNear;
/* 0x14 */ s16 fogFar;
/* 0x12 */ s16 fogNear; // ranges from 0-1000 (0: starts immediately, 1000: no fog), but is clamped to ENV_FOGNEAR_MAX
/* 0x14 */ s16 zFar; // Max depth (render distance) of the view as a whole. fogFar will always match zFar
} CurrentEnvLightSettings; // size = 0x16
// `EnvLightSettings` is very similar to `CurrentEnvLightSettings` with one key difference.
// The light settings data in the scene packs blend rate information with the fog near value.
// The blendRate determines how fast the current light settings fade to the next one
// (under LIGHT_MODE_SETTINGS, otherwise unused).
// Get blend rate from `EnvLightSettings.blendRateAndFogNear` in 0-255 range
#define ENV_LIGHT_SETTINGS_BLEND_RATE_U8(blendRateAndFogNear) (((blendRateAndFogNear) >> 10) * 4)
#define ENV_LIGHT_SETTINGS_FOG_NEAR(blendRateAndFogNear) ((blendRateAndFogNear) & 0x3FF)
typedef struct {
/* 0x00 */ u8 ambientColor[3];
/* 0x03 */ s8 light1Dir[3];
/* 0x06 */ u8 light1Color[3];
/* 0x09 */ s8 light2Dir[3];
/* 0x0C */ u8 light2Color[3];
/* 0x0F */ u8 fogColor[3];
/* 0x12 */ s16 blendRateAndFogNear;
/* 0x14 */ s16 zFar;
} EnvLightSettings; // size = 0x16
// ZAPD compatibility typedefs
// TODO: Remove when ZAPD adds support for them
typedef EnvLightSettings LightSettings;
typedef struct {
/* 0x00 */ char unk_00[0x02];
/* 0x02 */ u16 sceneTimeSpeed; // time speed value from the scene file
@ -178,7 +202,7 @@ typedef struct {
/* 0x92 */ s16 adjLight1Color[3];
/* 0x98 */ s16 adjFogColor[3];
/* 0x9E */ s16 adjFogNear;
/* 0xA0 */ s16 adjFogFar;
/* 0xA0 */ s16 adjZFar;
/* 0xA2 */ char unk_A2[0x06];
/* 0xA8 */ Vec3s windDirection;
/* 0xB0 */ f32 windSpeed;
@ -188,7 +212,7 @@ typedef struct {
/* 0xBD */ u8 lightSetting; // only used with `LIGHT_MODE_SETTINGS` or on override
/* 0xBE */ u8 prevLightSetting;
/* 0xBF */ u8 lightSettingOverride;
/* 0xC0 */ EnvLightSettings lightSettings; // settings for the currently "live" lights
/* 0xC0 */ CurrentEnvLightSettings lightSettings; // settings for the currently "live" lights
/* 0xD6 */ u16 lightBlendRateOverride;
/* 0xD8 */ f32 lightBlend; // only used with `LIGHT_MODE_SETTINGS` or on setting override
/* 0xDC */ u8 lightBlendOverride;

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@ -43,12 +43,15 @@ typedef struct LightNode {
/* 0x8 */ struct LightNode* next;
} LightNode; // size = 0xC
#define ENV_FOGNEAR_MAX 996
#define ENV_ZFAR_MAX 12800
typedef struct {
/* 0x0 */ LightNode* listHead;
/* 0x4 */ u8 ambientColor[3];
/* 0x7 */ u8 fogColor[3];
/* 0xA */ s16 fogNear; // how close until fog starts taking effect. range 0 - 1000
/* 0xC */ s16 fogFar; // how far until fog starts to saturate. range 0 - 1000
/* 0xA */ s16 fogNear; // how close until fog starts taking effect. range 0 - ENV_FOGNEAR_MAX
/* 0xC */ s16 zFar; // draw distance. range 0 - ENV_ZFAR_MAX
} LightContext; // size = 0x10
typedef enum {

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@ -45,17 +45,6 @@ typedef struct {
// TODO: ZAPD Compatibility
typedef Spawn EntranceEntry;
typedef struct {
/* 0x00 */ u8 ambientColor[3];
/* 0x03 */ s8 diffuseDir1[3];
/* 0x06 */ u8 diffuseColor1[3];
/* 0x09 */ s8 diffuseDir2[3];
/* 0x0C */ u8 diffuseColor2[3];
/* 0x0F */ u8 fogColor[3];
/* 0x12 */ u16 fogNear;
/* 0x14 */ u16 fogFar;
} LightSettings; // size = 0x16
typedef struct {
/* 0x00 */ u8 count; // number of points in the path
/* 0x04 */ Vec3s* points; // Segment Address to the array of points
@ -157,7 +146,8 @@ typedef union {
RoomShapeCullable cullable;
} RoomShape; // "Ground Shape"
// TODO update ZAPD
// ZAPD compatibility typedefs
// TODO: Remove when ZAPD adds support for them
typedef RoomShapeDListsEntry PolygonDlist;
typedef RoomShapeNormal PolygonType0;
typedef RoomShapeImageSingle MeshHeader1Single;

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@ -248,8 +248,8 @@ void func_80064824(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
}
break;
case 6:
if (play->envCtx.adjFogFar < 12800) {
play->envCtx.adjFogFar += 35;
if (play->envCtx.adjZFar < ENV_ZFAR_MAX) {
play->envCtx.adjZFar += 35;
}
break;
case 7:

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@ -319,7 +319,7 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
envCtx->adjAmbientColor[0] = envCtx->adjAmbientColor[1] = envCtx->adjAmbientColor[2] = envCtx->adjLight1Color[0] =
envCtx->adjLight1Color[1] = envCtx->adjLight1Color[2] = envCtx->adjFogColor[0] = envCtx->adjFogColor[1] =
envCtx->adjFogColor[2] = envCtx->adjFogNear = envCtx->adjFogFar = 0;
envCtx->adjFogColor[2] = envCtx->adjFogNear = envCtx->adjZFar = 0;
envCtx->sunPos.x = -(Math_SinS(((void)0, gSaveContext.dayTime) - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f;
envCtx->sunPos.y = +(Math_CosS(((void)0, gSaveContext.dayTime) - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f;
@ -873,8 +873,8 @@ void Environment_UpdateRain(PlayState* play);
void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContext* lightCtx, PauseContext* pauseCtx,
MessageContext* msgCtx, GameOverContext* gameOverCtx, GraphicsContext* gfxCtx) {
f32 sp8C;
f32 sp88 = 0.0f;
f32 timeChangeBlend;
f32 configChangeBlend = 0.0f;
u16 i;
u16 j;
u16 time;
@ -986,16 +986,18 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
u8 blend8[2];
s16 blend16[2];
sp8C = Environment_LerpWeight(sTimeBasedLightConfigs[envCtx->lightConfig][i].endTime,
timeChangeBlend =
Environment_LerpWeight(sTimeBasedLightConfigs[envCtx->lightConfig][i].endTime,
sTimeBasedLightConfigs[envCtx->lightConfig][i].startTime,
((void)0, gSaveContext.skyboxTime));
sSandstormColorIndex = sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting & 3;
sNextSandstormColorIndex = sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting & 3;
sSandstormLerpScale = sp8C;
sSandstormLerpScale = timeChangeBlend;
if (envCtx->changeLightEnabled) {
sp88 = ((f32)envCtx->changeDuration - envCtx->changeLightTimer) / envCtx->changeDuration;
configChangeBlend =
((f32)envCtx->changeDuration - envCtx->changeLightTimer) / envCtx->changeDuration;
envCtx->changeLightTimer--;
if (envCtx->changeLightTimer <= 0) {
@ -1011,15 +1013,15 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
.ambientColor[j],
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
.ambientColor[j],
sp8C);
timeChangeBlend);
blend8[1] = LERP(
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
.ambientColor[j],
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
.nextLightSetting]
.ambientColor[j],
sp8C);
*(envCtx->lightSettings.ambientColor + j) = LERP(blend8[0], blend8[1], sp88);
timeChangeBlend);
*(envCtx->lightSettings.ambientColor + j) = LERP(blend8[0], blend8[1], configChangeBlend);
}
// set light1 direction for the sun
@ -1042,15 +1044,15 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
.light1Color[j],
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
.light1Color[j],
sp8C);
timeChangeBlend);
blend8[1] = LERP(
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
.light1Color[j],
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
.nextLightSetting]
.light1Color[j],
sp8C);
*(envCtx->lightSettings.light1Color + j) = LERP(blend8[0], blend8[1], sp88);
timeChangeBlend);
*(envCtx->lightSettings.light1Color + j) = LERP(blend8[0], blend8[1], configChangeBlend);
// blend light2Color
blend8[0] =
@ -1058,15 +1060,15 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
.light2Color[j],
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
.light2Color[j],
sp8C);
timeChangeBlend);
blend8[1] = LERP(
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
.light2Color[j],
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
.nextLightSetting]
.light2Color[j],
sp8C);
*(envCtx->lightSettings.light2Color + j) = LERP(blend8[0], blend8[1], sp88);
timeChangeBlend);
*(envCtx->lightSettings.light2Color + j) = LERP(blend8[0], blend8[1], configChangeBlend);
}
// blend fogColor
@ -1076,47 +1078,49 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
.fogColor[j],
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
.fogColor[j],
sp8C);
timeChangeBlend);
blend8[1] = LERP(
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
.fogColor[j],
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
.nextLightSetting]
.fogColor[j],
sp8C);
*(envCtx->lightSettings.fogColor + j) = LERP(blend8[0], blend8[1], sp88);
timeChangeBlend);
*(envCtx->lightSettings.fogColor + j) = LERP(blend8[0], blend8[1], configChangeBlend);
}
blend16[0] = LERP16(
(lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting].fogNear &
0x3FF),
(lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
.fogNear &
0x3FF),
sp8C);
ENV_LIGHT_SETTINGS_FOG_NEAR(
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting]
.blendRateAndFogNear),
ENV_LIGHT_SETTINGS_FOG_NEAR(
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting]
.blendRateAndFogNear),
timeChangeBlend);
blend16[1] = LERP16(
ENV_LIGHT_SETTINGS_FOG_NEAR(
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
.fogNear &
0x3FF,
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].nextLightSetting]
.fogNear &
0x3FF,
sp8C);
.blendRateAndFogNear),
ENV_LIGHT_SETTINGS_FOG_NEAR(
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i]
.nextLightSetting]
.blendRateAndFogNear),
timeChangeBlend);
envCtx->lightSettings.fogNear = LERP16(blend16[0], blend16[1], sp88);
envCtx->lightSettings.fogNear = LERP16(blend16[0], blend16[1], configChangeBlend);
blend16[0] = LERP16(
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting].fogFar,
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting].fogFar,
sp8C);
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].lightSetting].zFar,
lightSettingsList[sTimeBasedLightConfigs[envCtx->lightConfig][i].nextLightSetting].zFar,
timeChangeBlend);
blend16[1] = LERP16(
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].lightSetting]
.fogFar,
.zFar,
lightSettingsList[sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].nextLightSetting]
.fogFar,
sp8C);
.zFar,
timeChangeBlend);
envCtx->lightSettings.fogFar = LERP16(blend16[0], blend16[1], sp88);
envCtx->lightSettings.zFar = LERP16(blend16[0], blend16[1], configChangeBlend);
if (sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].nextLightSetting >=
envCtx->numLightSettings) {
@ -1142,11 +1146,13 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
envCtx->lightSettings.fogColor[i] = lightSettingsList[envCtx->lightSetting].fogColor[i];
}
envCtx->lightSettings.fogNear = lightSettingsList[envCtx->lightSetting].fogNear & 0x3FF;
envCtx->lightSettings.fogFar = lightSettingsList[envCtx->lightSetting].fogFar;
envCtx->lightSettings.fogNear =
ENV_LIGHT_SETTINGS_FOG_NEAR(lightSettingsList[envCtx->lightSetting].blendRateAndFogNear);
envCtx->lightSettings.zFar = lightSettingsList[envCtx->lightSetting].zFar;
envCtx->lightBlend = 1.0f;
} else {
u8 blendRate = (lightSettingsList[envCtx->lightSetting].fogNear >> 0xA) * 4;
u8 blendRate =
ENV_LIGHT_SETTINGS_BLEND_RATE_U8(lightSettingsList[envCtx->lightSetting].blendRateAndFogNear);
if (blendRate == 0) {
blendRate++;
@ -1184,12 +1190,13 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
LERP(lightSettingsList[envCtx->prevLightSetting].fogColor[i],
lightSettingsList[envCtx->lightSetting].fogColor[i], envCtx->lightBlend);
}
envCtx->lightSettings.fogNear =
LERP16(lightSettingsList[envCtx->prevLightSetting].fogNear & 0x3FF,
lightSettingsList[envCtx->lightSetting].fogNear & 0x3FF, envCtx->lightBlend);
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;

View File

@ -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;
}
/**

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@ -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

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@ -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;

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@ -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;
}
}

View File

@ -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);
}
}

View File

@ -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);