mm/include/z64light.h
Anghelo Carvajal 506e215547
Yet another header cleanup (#1508)
* lights.c

* z64skin_matrix.h

* Move out some stuff from macros.h

* gamealloc.h

* move most transition functions to z64transition.h

* z64lib.h

* `include` cleanup on transition files

* z_overlay cleanup

* z64malloc.h

* format

* forgot to remove those

* forgot this

* fix borken includes
2023-11-23 13:55:05 +11:00

102 lines
3.5 KiB
C

#ifndef Z64LIGHT_H
#define Z64LIGHT_H
#include "ultra64.h"
#include "color.h"
#include "z64math.h"
struct GraphicsContext;
struct PlayState;
typedef struct AdjLightSettings {
/* 0x00 */ s16 ambientColor[3];
/* 0x06 */ s16 light1Color[3];
/* 0x0C */ s16 light2Color[3];
/* 0x12 */ s16 fogColor[3];
/* 0x18 */ s16 fogNear;
/* 0x1A */ s16 zFar;
} AdjLightSettings; // size = 0x1C
typedef struct LightPoint {
/* 0x0 */ s16 x;
/* 0x2 */ s16 y;
/* 0x4 */ s16 z;
/* 0x6 */ u8 color[3];
/* 0x9 */ u8 drawGlow;
/* 0xA */ s16 radius;
} LightPoint; // size = 0xC
typedef struct LightDirectional {
/* 0x0 */ s8 x;
/* 0x1 */ s8 y;
/* 0x2 */ s8 z;
/* 0x3 */ u8 color[3];
} LightDirectional; // size = 0x6
typedef union LightParams {
LightPoint point;
LightDirectional dir;
} LightParams; // size = 0xC
typedef struct LightInfo {
/* 0x0 */ u8 type; // LightType enum
/* 0x2 */ LightParams params;
} LightInfo; // size = 0xE
typedef struct Lights {
/* 0x00 */ u8 enablePosLights;
/* 0x01 */ u8 numLights;
/* 0x08 */ Lightsn l;
} Lights; // size = 0x80
typedef struct LightNode {
/* 0x0 */ LightInfo* info;
/* 0x4 */ struct LightNode* prev;
/* 0x8 */ struct LightNode* next;
} LightNode; // size = 0xC
#define LIGHTS_BUFFER_SIZE 32
typedef struct LightsBuffer {
/* 0x000 */ s32 numOccupied;
/* 0x004 */ s32 searchIndex;
/* 0x008 */ LightNode lights[LIGHTS_BUFFER_SIZE];
} LightsBuffer; // size = 0x188
typedef struct LightContext {
/* 0x0 */ LightNode* listHead;
/* 0x4 */ u8 ambientColor[3];
/* 0x7 */ u8 fogColor[3];
/* 0xA */ s16 fogNear; // how close until fog starts taking effect. range 0 - 996
/* 0xC */ s16 zFar; // draw distance. range 0 - 12800
} LightContext; // size = 0x10
typedef enum LightType {
/* 0 */ LIGHT_POINT_NOGLOW,
/* 1 */ LIGHT_DIRECTIONAL,
/* 2 */ LIGHT_POINT_GLOW
} LightType;
void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius);
void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius);
void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius);
void Lights_PointSetPosition(LightInfo* info, s16 x, s16 y, s16 z);
void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b);
void Lights_Reset(Lights* lights, u8 r, u8 g, u8 b);
void Lights_Draw(Lights* lights, struct GraphicsContext* gfxCtx);
void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, struct PlayState* play);
void LightContext_Init(struct PlayState* play, LightContext* lightCtx);
void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b);
void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 near, s16 far);
Lights* LightContext_NewLights(LightContext* lightCtx, struct GraphicsContext* gfxCtx);
void LightContext_InitList(struct PlayState* play, LightContext* lightCtx);
void LightContext_DestroyList(struct PlayState* play, LightContext* lightCtx);
LightNode* LightContext_InsertLight(struct PlayState* play, LightContext* lightCtx, LightInfo* info);
void LightContext_RemoveLight(struct PlayState* play, LightContext* lightCtx, LightNode* light);
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);
Lights* Lights_New(struct GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB);
void Lights_GlowCheck(struct PlayState* play);
void Lights_DrawGlow(struct PlayState* play);
#endif