#ifndef Z64LIGHT_H #define Z64LIGHT_H #include "ultra64.h" #include "ultra64/gbi.h" #include "z64math.h" #include "color.h" struct GraphicsContext; struct PlayState; typedef struct LightPoint { /* 0x0 */ s16 x; /* 0x2 */ s16 y; /* 0x4 */ s16 z; /* 0x6 */ u8 color[3]; /* 0x9 */ u8 drawGlow; /* 0xA */ s16 radius; } LightPoint; // size = 0xC typedef struct LightDirectional { /* 0x0 */ s8 x; /* 0x1 */ s8 y; /* 0x2 */ s8 z; /* 0x3 */ u8 color[3]; } LightDirectional; // size = 0x6 typedef union LightParams { LightPoint point; LightDirectional dir; } LightParams; // size = 0xC typedef struct LightInfo { /* 0x0 */ u8 type; /* 0x2 */ LightParams params; } LightInfo; // size = 0xE typedef struct Lights { /* 0x00 */ u8 numLights; /* 0x08 */ Lightsn l; } Lights; // size = 0x80 typedef struct LightNode { /* 0x0 */ LightInfo* info; /* 0x4 */ struct LightNode* prev; /* 0x8 */ struct LightNode* next; } LightNode; // size = 0xC #define ENV_FOGNEAR_MAX 996 #define ENV_ZFAR_MAX 12800 typedef struct LightContext { /* 0x0 */ LightNode* listHead; /* 0x4 */ u8 ambientColor[3]; /* 0x7 */ u8 fogColor[3]; /* 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 LightType { /* 0x00 */ LIGHT_POINT_NOGLOW, /* 0x01 */ LIGHT_DIRECTIONAL, /* 0x02 */ LIGHT_POINT_GLOW } LightType; typedef void (*LightsBindFunc)(Lights* lights, LightParams* params, Vec3f* vec); void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type); void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius); void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius); void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius); void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b); void Lights_Reset(Lights* lights, u8 ambentR, u8 ambentG, u8 ambentB); void Lights_Draw(Lights* lights, struct GraphicsContext* gfxCtx); void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* vec); void LightContext_Init(struct 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 zFar); Lights* LightContext_NewLights(LightContext* lightCtx, struct GraphicsContext* gfxCtx); void LightContext_InitList(struct PlayState* play, LightContext* lightCtx); void LightContext_DestroyList(struct PlayState* play, LightContext* lightCtx); LightNode* LightContext_InsertLight(struct PlayState* play, LightContext* lightCtx, LightInfo* info); void LightContext_RemoveLight(struct PlayState* play, LightContext* lightCtx, LightNode* node); Lights* Lights_NewAndDraw(struct GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g, u8 b, s8 x, s8 y, s8 z); Lights* Lights_New(struct GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB); void Lights_GlowCheck(struct PlayState* play); void Lights_DrawGlow(struct PlayState* play); #endif