#include "global.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" #define LIGHTS_BUFFER_SIZE 32 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.point.x = x; info->params.point.y = y; info->params.point.z = z; Lights_PointSetColorAndRadius(info, r, g, b, radius); } 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_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_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_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; } // 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; } /* * Draws every light in the provided Lights group */ void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) { Light* light; s32 i; OPEN_DISPS(gfxCtx, "../z_lights.c", 339); gSPNumLights(POLY_OPA_DISP++, lights->numLights); gSPNumLights(POLY_XLU_DISP++, lights->numLights); i = 0; light = &lights->l.l[0]; while (i < lights->numLights) { gSPLight(POLY_OPA_DISP++, light, ++i); gSPLight(POLY_XLU_DISP++, light, i); light++; } // ambient light is total number of lights + 1 gSPLight(POLY_OPA_DISP++, &lights->l.a, ++i); gSPLight(POLY_XLU_DISP++, &lights->l.a, i); CLOSE_DISPS(gfxCtx, "../z_lights.c", 352); } Light* Lights_FindSlot(Lights* lights) { if (lights->numLights >= 7) { return NULL; } else { return &lights->l.l[lights->numLights++]; } } 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->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; } } /** * 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 bound 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; while (listHead != NULL) { info = listHead->info; bindFuncs[info->type](lights, &info->params, vec); listHead = listHead->next; } } LightNode* Lights_FindBufSlot(void) { LightNode* node; if (sLightsBuffer.numOccupied >= LIGHTS_BUFFER_SIZE) { return NULL; } node = &sLightsBuffer.buf[sLightsBuffer.searchIndex]; while (node->info != NULL) { sLightsBuffer.searchIndex++; if (sLightsBuffer.searchIndex < LIGHTS_BUFFER_SIZE) { node++; } else { sLightsBuffer.searchIndex = 0; node = &sLightsBuffer.buf[0]; } } sLightsBuffer.numOccupied++; return node; } // return type must not be void to match s32 Lights_FreeNode(LightNode* light) { if (light != NULL) { sLightsBuffer.numOccupied--; light->info = NULL; sLightsBuffer.searchIndex = (light - sLightsBuffer.buf) / sizeof(LightNode); } } void LightContext_Init(PlayState* play, LightContext* lightCtx) { LightContext_InitList(play, lightCtx); LightContext_SetAmbientColor(lightCtx, 80, 80, 80); LightContext_SetFog(lightCtx, 0, 0, 0, ENV_FOGNEAR_MAX, ENV_ZFAR_MAX); bzero(&sLightsBuffer, sizeof(sLightsBuffer)); } void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b) { lightCtx->ambientColor[0] = r; lightCtx->ambientColor[1] = g; lightCtx->ambientColor[2] = b; } 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->zFar = zFar; } /** * Allocate a new Lights group and initialize the ambient color with that provided by LightContext */ Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx) { return Lights_New(gfxCtx, lightCtx->ambientColor[0], lightCtx->ambientColor[1], lightCtx->ambientColor[2]); } void LightContext_InitList(PlayState* play, LightContext* lightCtx) { lightCtx->listHead = NULL; } void LightContext_DestroyList(PlayState* play, LightContext* lightCtx) { while (lightCtx->listHead != NULL) { LightContext_RemoveLight(play, lightCtx, lightCtx->listHead); lightCtx->listHead = lightCtx->listHead->next; } } /** * 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(PlayState* play, LightContext* lightCtx, LightInfo* info) { LightNode* node; node = Lights_FindBufSlot(); if (node != NULL) { node->info = info; node->prev = NULL; node->next = lightCtx->listHead; if (lightCtx->listHead != NULL) { lightCtx->listHead->prev = node; } lightCtx->listHead = node; } return node; } void LightContext_RemoveLight(PlayState* play, LightContext* lightCtx, LightNode* node) { if (node != NULL) { if (node->prev != NULL) { node->prev->next = node->next; } else { lightCtx->listHead = node->next; } if (node->next != NULL) { node->next->prev = node->prev; } Lights_FreeNode(node); } } // 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; 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 = numLights; 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(PlayState* play) { LightNode* node; LightPoint* params; Vec3f pos; Vec3f multDest; f32 cappedInvWDest; f32 wX; f32 wY; s32 wZ; s32 zBuf; node = play->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; Actor_ProjectPos(play, &pos, &multDest, &cappedInvWDest); params->drawGlow = false; wX = multDest.x * cappedInvWDest; wY = multDest.y * cappedInvWDest; if ((multDest.z > 1.0f) && (fabsf(wX) < 1.0f) && (fabsf(wY) < 1.0f)) { wZ = (s32)((multDest.z * cappedInvWDest) * 16352.0f) + 16352; zBuf = gZBuffer[(s32)((wY * -120.0f) + 120.0f)][(s32)((wX * 160.0f) + 160.0f)] * 4; if (1) {} if (1) {} if (wZ < (Environment_ZBufValToFixedPoint(zBuf) >> 3)) { params->drawGlow = true; } } } node = node->next; } } void Lights_DrawGlow(PlayState* play) { s32 pad; LightNode* node; node = play->lightCtx.listHead; OPEN_DISPS(play->state.gfxCtx, "../z_lights.c", 887); POLY_XLU_DISP = func_800947AC(POLY_XLU_DISP++); gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_NOISE); gDPSetColorDither(POLY_XLU_DISP++, G_CD_MAGICSQ); gSPDisplayList(POLY_XLU_DISP++, gGlowCircleTextureLoadDL); 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(POLY_XLU_DISP++, 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(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_lights.c", 918), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, gGlowCircleDL); } node = node->next; } CLOSE_DISPS(play->state.gfxCtx, "../z_lights.c", 927); }