2022-11-06 23:49:04 +00:00
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#ifndef Z64LIGHT_H
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#define Z64LIGHT_H
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2020-08-31 23:02:37 +00:00
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Overhaul the build system (#234)
* wip
* fix
* add disassembler
* Disasm builds OK
* Variable addends
* More wip
* Rodata migration implemented
* Cleanup old tools
* Try fix submodule -> subrepo merge
* git subrepo pull --force --remote=https://github.com/zeldaret/ZAPD.git tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "602e609"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "602e609"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Builds again but assets are totally broken
* git subrepo pull --force tools/asm-processor
subrepo:
subdir: "tools/asm-processor"
merged: "1ffdb08a"
upstream:
origin: "https://github.com/simonlindholm/asm-processor.git"
branch: "master"
commit: "1ffdb08a"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* More cleanup, move functions.txt and variables.txt to tools/disasm and rm tables
* rm z64compress in preparation for subrepo
* git subrepo clone (merge) https://github.com/z64me/z64compress.git tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "eb11085c"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "eb11085c"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Fix asset extraction
* Fix diff-init make rule
* Split code bss
* Split assumed linker bug padding from assembly files
* add filelists for mm.us.rev1
* Maybe working, but I'm not sure
* add overlays to spec
* Add rodata to actos
* Everything compiles
* Make a lot of C files for code
* Add almost every file in code to spec
* whoops
* 3 code files left
* add scenes to spec
* More progress on progress.py
* Fix skelanime in spec
* audio files!
* Fix merge issues
* Fix some C files in code
* Fix remaining code files
* Use existing O1 C files in spec
* reorder boot order in spec
* update spec
* fault.c
* Convert relocs on completed actors, fixbaserom uses current rom name
* more boot files
* Add VT macros and script
* finish already existing boot files
* most of libultra
* fix 64bits libultra files
* Use C files for libultra, wrap some functions in NON_MATCHING
* Remove duplicate of OS_CLOCK_RATE from fault.c
* C files for fbdemos
* delete dumb files
* bootstrap C files, still need to add them to the spec
* update fixbaserom
* boot OK?
* I forgot to commit the spec
* C for gamestates
* C for kaleido
* Change all includes to ""
* copy actor sizes script from oot
* I forgot to delete those files
* Basic C files for effects
* Add effects initvars names
* Remove mislabelled boot functions from header/txt
* Begin porting bootstrap_fx, some sizes
* Fix <>
* Fix enum
* Fix diff.py
* fix libultra stuff
* update regconvert
* update setup warnings
* add some missing ;
* Fix some makefile stuff and other fixes on some non_matching functions
* add executable flag in extract_baserom and fixbaserom
* fix relative path
* copy assist from oot
* fix map path
* another assist path fix
* Delete C files for handwritten files
* add code_801A51F0 to spec
* add gfxbuffers to spec
* Move rodata to top of each file when possible
* UNK_TYPEs for func_801A51F0
* Remove kaleido rodata from spec
* Update spec and undefined_syms for recent merge
* GCC warnings and fix errors in nonmatchings,
* round percentage numbers
* progress script: format changes
* progress: error on non-existing files
* fix warning in z_scene_table
* Match 2 nonmatchings in z_actor
* Warnings in lightswitch and invadepoh
* Fix warning in z_actor_dlftbls
* I though I fixed this one
* whoops
* Comment out CC_CHECK
* Removed redundant ultra64.h includes
* Update asm_processor, sorted boot_O1 into other folders, completed the fbdemo bootstrap, cleaned up undefined_syms
* Completed gamestates bootstrap
* Split kaleido_scope
* Remove section.h and segment.h, move keep object externs to a common location in variables.h
* Completed effects bootstrap
* Segmented address externs for effects, fbdemos, gamestates and kaleido
* Move actor data externs out of the if 0
* Segmented address externs for actors
* Prepare actionfunc detection
* fix script, how did it even work before
* Fix actionfunc script again, re-introduce some more intermediate prints to the disassembler
* Automated actionFunc detection in actors
* Segmented addresses from player .text
* rm old segment addrs script and fix build
* Move sizes folder to tools
* Make build.py executable
* New Jenkinsfile Prayge
* Remove numpy dependencies
* Add warnings_disasm_current.txt
* my bad
* Update spec and undefined_syms
* Add z_eff_ss_hahen to pametfrog
* git subrepo pull (merge) --force tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "163ca2af"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "163ca2af"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Make z64compress print to stdout
* sneeky commit to update warnings tooling
* test
* Another test
* Mark fixing overlay reloc generating as a TODO
* Update warnings stuff
* Communicate the return code from running z64compress back to the Makefile through the wrapper
* Run formatter, remove extra commented copy of function
* Re-fix some includes
* Convert atan to hex to conform to decided style
* Some tidying up, remove c for fp and the other two handwritten code files
* BSS in z_collision_check & z_scene_proc
* add static back in
* Fix timerintr bss, add file to spec, some cleanup
* Remove externs
* Newline
* Readd enums
* Typo
* Colours
* Comments for hitmark enum values
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Improvements and suggestions
* Organize and remove unused imports and use env for python3 scripts, delete unused overlay.py
Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
2021-08-04 03:21:31 +00:00
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#include "ultra64.h"
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#include "color.h"
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2023-03-30 16:17:55 +00:00
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#include "z64math.h"
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2020-08-31 23:02:37 +00:00
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2023-11-23 02:55:05 +00:00
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struct GraphicsContext;
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2023-03-04 18:53:10 +00:00
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struct PlayState;
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2023-11-23 02:55:05 +00:00
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typedef struct AdjLightSettings {
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2021-07-06 01:14:27 +00:00
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/* 0x00 */ s16 ambientColor[3];
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2023-10-05 05:08:08 +00:00
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/* 0x06 */ s16 light1Color[3];
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/* 0x0C */ s16 light2Color[3];
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2021-07-06 01:14:27 +00:00
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/* 0x12 */ s16 fogColor[3];
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/* 0x18 */ s16 fogNear;
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2023-01-14 15:18:13 +00:00
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/* 0x1A */ s16 zFar;
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2023-10-05 05:08:08 +00:00
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} AdjLightSettings; // size = 0x1C
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2021-07-06 01:14:27 +00:00
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2023-11-23 02:55:05 +00:00
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typedef struct LightPoint {
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2021-03-27 19:29:30 +00:00
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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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2020-08-31 23:02:37 +00:00
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2023-11-23 02:55:05 +00:00
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typedef struct LightDirectional {
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2021-03-27 19:29:30 +00:00
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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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2020-08-31 23:02:37 +00:00
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2021-05-19 02:28:04 +00:00
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typedef union LightParams {
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2021-03-27 19:29:30 +00:00
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LightPoint point;
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LightDirectional dir;
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} LightParams; // size = 0xC
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2020-08-31 23:02:37 +00:00
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2021-05-19 02:28:04 +00:00
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typedef struct LightInfo {
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2023-11-23 02:55:05 +00:00
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/* 0x0 */ u8 type; // LightType enum
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2021-03-27 19:29:30 +00:00
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/* 0x2 */ LightParams params;
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} LightInfo; // size = 0xE
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2020-08-31 23:02:37 +00:00
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2021-05-19 02:28:04 +00:00
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typedef struct Lights {
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2020-08-31 23:02:37 +00:00
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/* 0x00 */ u8 enablePosLights;
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/* 0x01 */ u8 numLights;
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2021-03-27 19:29:30 +00:00
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/* 0x08 */ Lightsn l;
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} Lights; // size = 0x80
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2020-08-31 23:02:37 +00:00
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2021-03-27 19:29:30 +00:00
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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 LIGHTS_BUFFER_SIZE 32
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2020-08-31 23:02:37 +00:00
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2021-05-19 02:28:04 +00:00
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typedef struct LightsBuffer {
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2021-03-27 19:29:30 +00:00
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/* 0x000 */ s32 numOccupied;
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/* 0x004 */ s32 searchIndex;
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/* 0x008 */ LightNode lights[LIGHTS_BUFFER_SIZE];
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} LightsBuffer; // size = 0x188
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2021-05-19 02:28:04 +00:00
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typedef struct LightContext {
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2021-03-27 19:29:30 +00:00
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/* 0x0 */ LightNode* listHead;
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2023-10-05 05:08:08 +00:00
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/* 0x4 */ u8 ambientColor[3];
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/* 0x7 */ u8 fogColor[3];
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2023-01-14 15:18:13 +00:00
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/* 0xA */ s16 fogNear; // how close until fog starts taking effect. range 0 - 996
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/* 0xC */ s16 zFar; // draw distance. range 0 - 12800
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2021-03-27 19:29:30 +00:00
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} LightContext; // size = 0x10
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2021-05-19 02:28:04 +00:00
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typedef enum LightType {
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2022-08-07 23:43:58 +00:00
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/* 0 */ LIGHT_POINT_NOGLOW,
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/* 1 */ LIGHT_DIRECTIONAL,
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/* 2 */ LIGHT_POINT_GLOW
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2021-03-27 19:29:30 +00:00
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} LightType;
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2023-11-23 02:55:05 +00:00
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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_PointSetPosition(LightInfo* info, s16 x, s16 y, s16 z);
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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 r, u8 g, u8 b);
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void Lights_Draw(Lights* lights, struct GraphicsContext* gfxCtx);
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void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, struct PlayState* play);
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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 near, s16 far);
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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* light);
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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);
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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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2020-08-31 23:02:37 +00:00
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#endif
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