#include "global.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" typedef struct { /* 0x00 */ s16 drawType; // indicates which draw function to use when displaying the object /* 0x04 */ void* drawArg; // segment address (display list or texture) passed to the draw function when called } DebugDispObjectInfo; // size = 0x8 typedef void (*DebugDispObject_DrawFunc)(DebugDispObject*, void*, PlayState*); void DebugDisplay_DrawSpriteI8(DebugDispObject* dispObj, void* texture, PlayState* play); void DebugDisplay_DrawPolygon(DebugDispObject* dispObj, void* dlist, PlayState* play); static DebugDispObject_DrawFunc sDebugObjectDrawFuncTable[] = { DebugDisplay_DrawSpriteI8, DebugDisplay_DrawPolygon, }; static DebugDispObjectInfo sDebugObjectInfoTable[] = { { 0, gDebugCircleTex }, { 0, gDebugCrossTex }, { 0, gDebugBallTex }, { 0, gDebugCursorTex }, { 1, gDebugArrowDL }, { 1, gDebugCameraDL }, }; static Lights1 sDebugObjectLights = gdSPDefLights1(128, 128, 128, 255, 255, 255, 73, 73, 73); static DebugDispObject* sDebugObjectListHead; void DebugDisplay_Init(void) { sDebugObjectListHead = NULL; } DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, f32 scaleX, f32 scaleY, f32 scaleZ, u8 red, u8 green, u8 blue, u8 alpha, s16 type, GraphicsContext* gfxCtx) { DebugDispObject* prevHead = sDebugObjectListHead; sDebugObjectListHead = Graph_Alloc(gfxCtx, sizeof(DebugDispObject)); sDebugObjectListHead->pos.x = posX; sDebugObjectListHead->pos.y = posY; sDebugObjectListHead->pos.z = posZ; sDebugObjectListHead->rot.x = rotX; sDebugObjectListHead->rot.y = rotY; sDebugObjectListHead->rot.z = rotZ; sDebugObjectListHead->scale.x = scaleX; sDebugObjectListHead->scale.y = scaleY; sDebugObjectListHead->scale.z = scaleZ; sDebugObjectListHead->color.r = red; sDebugObjectListHead->color.g = green; sDebugObjectListHead->color.b = blue; sDebugObjectListHead->color.a = alpha; sDebugObjectListHead->type = type; sDebugObjectListHead->next = prevHead; return sDebugObjectListHead; } void DebugDisplay_DrawObjects(PlayState* play) { DebugDispObject* dispObj = sDebugObjectListHead; DebugDispObjectInfo* objInfo; while (dispObj != NULL) { objInfo = &sDebugObjectInfoTable[dispObj->type]; sDebugObjectDrawFuncTable[objInfo->drawType](dispObj, objInfo->drawArg, play); dispObj = dispObj->next; } } void DebugDisplay_DrawSpriteI8(DebugDispObject* dispObj, void* texture, PlayState* play) { OPEN_DISPS(play->state.gfxCtx, "../z_debug_display.c", 169); Gfx_SetupDL_47Xlu(play->state.gfxCtx); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, dispObj->color.r, dispObj->color.g, dispObj->color.b, dispObj->color.a); Matrix_Translate(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, MTXMODE_NEW); Matrix_Scale(dispObj->scale.x, dispObj->scale.y, dispObj->scale.z, MTXMODE_APPLY); Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY); Matrix_RotateZYX(dispObj->rot.x, dispObj->rot.y, dispObj->rot.z, MTXMODE_APPLY); gDPLoadTextureBlock(POLY_XLU_DISP++, texture, G_IM_FMT_I, G_IM_SIZ_8b, 16, 16, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_debug_display.c", 189), G_MTX_MODELVIEW | G_MTX_LOAD); gSPDisplayList(POLY_XLU_DISP++, gDebugSpriteDL); CLOSE_DISPS(play->state.gfxCtx, "../z_debug_display.c", 192); } void DebugDisplay_DrawPolygon(DebugDispObject* dispObj, void* dlist, PlayState* play) { OPEN_DISPS(play->state.gfxCtx, "../z_debug_display.c", 211); Gfx_SetupDL_4Xlu(play->state.gfxCtx); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, dispObj->color.r, dispObj->color.g, dispObj->color.b, dispObj->color.a); gSPSetLights1(POLY_XLU_DISP++, sDebugObjectLights); Matrix_SetTranslateRotateYXZ(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, &dispObj->rot); Matrix_Scale(dispObj->scale.x, dispObj->scale.y, dispObj->scale.z, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_debug_display.c", 228), G_MTX_MODELVIEW | G_MTX_LOAD); gSPDisplayList(POLY_XLU_DISP++, dlist); CLOSE_DISPS(play->state.gfxCtx, "../z_debug_display.c", 231); }