#include "global.h" #include "vt.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" static Vtx sVertices[5] = { VTX(-32, -32, 0, 0, 1024, 0xFF, 0xFF, 0xFF, 0xFF), VTX(32, 32, 0, 1024, 0, 0xFF, 0xFF, 0xFF, 0xFF), VTX(-32, 32, 0, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF), VTX(32, -32, 0, 1024, 1024, 0xFF, 0xFF, 0xFF, 0xFF), }; // original name: "EffectShieldParticle_ct" void EffectShieldParticle_Init(void* thisx, void* initParamsx) { EffectShieldParticle* this = (EffectShieldParticle*)thisx; EffectShieldParticleInit* initParams = (EffectShieldParticleInit*)initParamsx; EffectShieldParticleElement* elem; if ((this != NULL) && (initParams != NULL)) { this->numElements = initParams->numElements; if (this->numElements > ARRAY_COUNT(this->elements)) { osSyncPrintf(VT_FGCOL(RED)); osSyncPrintf("EffectShieldParticle_ct():パーティクル数がオーバしてます。\n"); osSyncPrintf(VT_RST); return; } this->position = initParams->position; this->primColorStart = initParams->primColorStart; this->envColorStart = initParams->envColorStart; this->primColorMid = initParams->primColorMid; this->envColorMid = initParams->envColorMid; this->primColorEnd = initParams->primColorEnd; this->envColorEnd = initParams->envColorEnd; this->deceleration = initParams->deceleration; this->maxInitialSpeed = initParams->maxInitialSpeed; this->lengthCutoff = initParams->lengthCutoff; this->duration = initParams->duration; this->timer = 0; for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) { elem->initialSpeed = (Rand_ZeroOne() * (this->maxInitialSpeed * 0.5f)) + (this->maxInitialSpeed * 0.5f); elem->endX = 0.0f; elem->startXChange = 0.0f; elem->startX = 0.0f; elem->endXChange = elem->initialSpeed; elem->yaw = Rand_ZeroOne() * 65534.0f; elem->pitch = Rand_ZeroOne() * 65534.0f; } this->lightDecay = initParams->lightDecay; if (this->lightDecay == true) { this->lightInfo.type = LIGHT_POINT_NOGLOW; this->lightInfo.params.point = initParams->lightPoint; this->lightNode = LightContext_InsertLight(Effect_GetPlayState(), &Effect_GetPlayState()->lightCtx, &this->lightInfo); } else { this->lightNode = NULL; } } } void EffectShieldParticle_Destroy(void* thisx) { EffectShieldParticle* this = (EffectShieldParticle*)thisx; if ((this != NULL) && (this->lightDecay == true)) { if (this->lightNode == Effect_GetPlayState()->lightCtx.listHead) { Effect_GetPlayState()->lightCtx.listHead = this->lightNode->next; } LightContext_RemoveLight(Effect_GetPlayState(), &Effect_GetPlayState()->lightCtx, this->lightNode); } } s32 EffectShieldParticle_Update(void* thisx) { EffectShieldParticle* this = (EffectShieldParticle*)thisx; EffectShieldParticleElement* elem; if (this == NULL) { return 0; } for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) { elem->endXChange -= this->deceleration; if (elem->endXChange < 0.0f) { elem->endXChange = 0.0f; } if (elem->startXChange > 0.0f) { elem->startXChange -= this->deceleration; if (elem->startXChange < 0.0f) { elem->startXChange = 0.0f; } } elem->endX += elem->endXChange; elem->startX += elem->startXChange; if ((elem->startXChange == 0.0f) && (this->lengthCutoff < (elem->endX - elem->startX))) { elem->startXChange = elem->initialSpeed; } } if (this->lightDecay == true) { this->lightInfo.params.point.radius /= 2; } this->timer++; if (this->duration < this->timer) { return 1; } return 0; } void EffectShieldParticle_GetColors(EffectShieldParticle* this, Color_RGBA8* primColor, Color_RGBA8* envColor) { s32 halfDuration = this->duration * 0.5f; f32 ratio; if (halfDuration == 0) { primColor->r = this->primColorStart.r; primColor->g = this->primColorStart.g; primColor->b = this->primColorStart.b; primColor->a = this->primColorStart.a; envColor->r = this->envColorStart.r; envColor->g = this->envColorStart.g; envColor->b = this->envColorStart.b; envColor->a = this->envColorStart.a; } else if (this->timer < halfDuration) { ratio = this->timer / (f32)halfDuration; primColor->r = this->primColorStart.r + (this->primColorMid.r - this->primColorStart.r) * ratio; primColor->g = this->primColorStart.g + (this->primColorMid.g - this->primColorStart.g) * ratio; primColor->b = this->primColorStart.b + (this->primColorMid.b - this->primColorStart.b) * ratio; primColor->a = this->primColorStart.a + (this->primColorMid.a - this->primColorStart.a) * ratio; envColor->r = this->envColorStart.r + (this->envColorMid.r - this->envColorStart.r) * ratio; envColor->g = this->envColorStart.g + (this->envColorMid.g - this->envColorStart.g) * ratio; envColor->b = this->envColorStart.b + (this->envColorMid.b - this->envColorStart.b) * ratio; envColor->a = this->envColorStart.a + (this->envColorMid.a - this->envColorStart.a) * ratio; } else { ratio = (this->timer - halfDuration) / (f32)halfDuration; primColor->r = this->primColorMid.r + (this->primColorEnd.r - this->primColorMid.r) * ratio; primColor->g = this->primColorMid.g + (this->primColorEnd.g - this->primColorMid.g) * ratio; primColor->b = this->primColorMid.b + (this->primColorEnd.b - this->primColorMid.b) * ratio; primColor->a = this->primColorMid.a + (this->primColorEnd.a - this->primColorMid.a) * ratio; envColor->r = this->envColorMid.r + (this->envColorEnd.r - this->envColorMid.r) * ratio; envColor->g = this->envColorMid.g + (this->envColorEnd.g - this->envColorMid.g) * ratio; envColor->b = this->envColorMid.b + (this->envColorEnd.b - this->envColorMid.b) * ratio; envColor->a = this->envColorMid.a + (this->envColorEnd.a - this->envColorMid.a) * ratio; } } void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) { EffectShieldParticle* this = (EffectShieldParticle*)thisx; EffectShieldParticleElement* elem; Color_RGBA8 primColor; Color_RGBA8 envColor; OPEN_DISPS(gfxCtx, "../z_eff_shield_particle.c", 272); if (this != NULL) { POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_38); gDPSetCycleType(POLY_XLU_DISP++, G_CYC_2CYCLE); gDPPipeSync(POLY_XLU_DISP++); gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gDPLoadTextureBlock(POLY_XLU_DISP++, gUnknownCircle6Tex, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD); gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0, 0, 0, 0, COMBINED, 0, 0, 0, COMBINED); gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_ZB_CLD_SURF2); gSPClearGeometryMode(POLY_XLU_DISP++, G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR); gSPSetGeometryMode(POLY_XLU_DISP++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH); EffectShieldParticle_GetColors(this, &primColor, &envColor); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, primColor.r, primColor.g, primColor.b, primColor.a); gDPSetEnvColor(POLY_XLU_DISP++, envColor.r, envColor.g, envColor.b, envColor.a); gDPPipeSync(POLY_XLU_DISP++); for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) { Mtx* mtx; MtxF sp104; MtxF spC4; MtxF sp84; f32 temp1 = (s16)((elem->endX + elem->startX) * 0.5f); f32 temp2 = elem->endX - elem->startX; f32 temp3 = (s16)((temp2 * (1.0f / 64.0f)) / 0.02f); if (temp3 < 1.0f) { temp3 = 1.0f; } SkinMatrix_SetTranslate(&spC4, this->position.x, this->position.y, this->position.z); SkinMatrix_SetRotateZYX(&sp104, 0, elem->yaw, 0); SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84); SkinMatrix_SetRotateZYX(&sp104, 0, 0, elem->pitch); SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4); SkinMatrix_SetTranslate(&sp104, temp1, 0.0f, 0.0f); SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84); SkinMatrix_SetScale(&sp104, temp3 * 0.02f, 0.02f, 0.02f); SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4); mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &spC4); if (mtx == NULL) { break; } gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPVertex(POLY_XLU_DISP++, sVertices, 4, 0); gSP2Triangles(POLY_XLU_DISP++, 0, 1, 2, 0, 0, 3, 1, 0); } } CLOSE_DISPS(gfxCtx, "../z_eff_shield_particle.c", 359); }