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* z64 - a * z64 - b * z64 - c * z64 - d * z64 - e * z64 - f * z64 - g * z64 - h * z64 - i * z64 - l * z64 - m * z64 - o * z64 - p * z64 - q * z64 - r * z64 - s * z64 - t * z64 - v * restore file * fix merge * fix merge --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
89 lines
3.2 KiB
C
89 lines
3.2 KiB
C
#ifndef LIGHT_H
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#define LIGHT_H
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#include "ultra64.h"
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#include "ultra64/gbi.h"
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#include "z_math.h"
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struct GraphicsContext;
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struct PlayState;
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typedef struct LightPoint {
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/* 0x0 */ s16 x;
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/* 0x2 */ s16 y;
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/* 0x4 */ s16 z;
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/* 0x6 */ u8 color[3];
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/* 0x9 */ u8 drawGlow;
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/* 0xA */ s16 radius;
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} LightPoint; // size = 0xC
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typedef struct LightDirectional {
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/* 0x0 */ s8 x;
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/* 0x1 */ s8 y;
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/* 0x2 */ s8 z;
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/* 0x3 */ u8 color[3];
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} LightDirectional; // size = 0x6
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typedef union LightParams {
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LightPoint point;
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LightDirectional dir;
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} LightParams; // size = 0xC
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typedef struct LightInfo {
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/* 0x0 */ u8 type;
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/* 0x2 */ LightParams params;
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} LightInfo; // size = 0xE
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typedef struct Lights {
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/* 0x00 */ u8 numLights;
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/* 0x08 */ Lightsn l;
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} Lights; // size = 0x80
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typedef struct LightNode {
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/* 0x0 */ LightInfo* info;
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/* 0x4 */ struct LightNode* prev;
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/* 0x8 */ struct LightNode* next;
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} LightNode; // size = 0xC
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#define ENV_FOGNEAR_MAX 996
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#define ENV_ZFAR_MAX 12800
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typedef struct LightContext {
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/* 0x0 */ LightNode* listHead;
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/* 0x4 */ u8 ambientColor[3];
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/* 0x7 */ u8 fogColor[3];
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/* 0xA */ s16 fogNear; // how close until fog starts taking effect. range 0 - ENV_FOGNEAR_MAX
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/* 0xC */ s16 zFar; // draw distance. range 0 - ENV_ZFAR_MAX
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} LightContext; // size = 0x10
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typedef enum LightType {
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/* 0x00 */ LIGHT_POINT_NOGLOW,
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/* 0x01 */ LIGHT_DIRECTIONAL,
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/* 0x02 */ LIGHT_POINT_GLOW
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} LightType;
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typedef void (*LightsBindFunc)(Lights* lights, LightParams* params, Vec3f* vec);
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void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type);
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void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius);
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void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius);
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void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius);
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void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b);
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void Lights_Reset(Lights* lights, u8 ambentR, u8 ambentG, u8 ambentB);
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void Lights_Draw(Lights* lights, struct GraphicsContext* gfxCtx);
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void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* vec);
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void LightContext_Init(struct PlayState* play, LightContext* lightCtx);
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void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b);
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void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear, s16 zFar);
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Lights* LightContext_NewLights(LightContext* lightCtx, struct GraphicsContext* gfxCtx);
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void LightContext_InitList(struct PlayState* play, LightContext* lightCtx);
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void LightContext_DestroyList(struct PlayState* play, LightContext* lightCtx);
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LightNode* LightContext_InsertLight(struct PlayState* play, LightContext* lightCtx, LightInfo* info);
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void LightContext_RemoveLight(struct PlayState* play, LightContext* lightCtx, LightNode* node);
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Lights* Lights_NewAndDraw(struct GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g,
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u8 b, s8 x, s8 y, s8 z);
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Lights* Lights_New(struct GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB);
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void Lights_GlowCheck(struct PlayState* play);
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void Lights_DrawGlow(struct PlayState* play);
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#endif
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