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6541532abb
* z64play.h * Move macros, functions and variables to header * cleanup * Reduce needed headers on z_collision_check * Change play functions to take PlayState * Move `Actor_ProcessInitChain` to `ichain.h` * format * Update src/code/z_play.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Add macros.h to sys_math3d.c * Rename SequenceContext to SceneSequences --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
81 lines
1.4 KiB
C
81 lines
1.4 KiB
C
#ifndef COLOR_H
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#define COLOR_H
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#include "PR/ultratypes.h"
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// For checking the alpha bit in an RGBA16 pixel
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#define RGBA16_PIXEL_OPAQUE 1
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typedef struct {
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/* 0x0 */ u8 r;
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/* 0x1 */ u8 g;
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/* 0x2 */ u8 b;
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} Color_RGB8; // size = 0x3
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typedef struct {
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/* 0x0 */ u8 r;
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/* 0x1 */ u8 g;
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/* 0x2 */ u8 b;
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/* 0x3 */ u8 a;
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} Color_RGBA8; // size = 0x4
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typedef struct {
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/* 0x0 */ s16 r;
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/* 0x2 */ s16 g;
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/* 0x4 */ s16 b;
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} Color_RGB16; // size = 0x6
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// only use when necessary for alignment purposes
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typedef union Color_RGBA8_u32 {
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struct {
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u8 r, g, b, a;
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};
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u32 rgba;
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} Color_RGBA8_u32;
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typedef struct {
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f32 r, g, b, a;
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} Color_RGBAf;
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typedef struct {
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u32 r, g, b, a;
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} Color_RGBAu32;
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typedef union {
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struct {
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u16 r : 5;
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u16 g : 5;
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u16 b : 5;
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u16 a : 1;
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};
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u16 rgba;
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} Color_RGBA16;
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typedef union {
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struct {
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u32 r : 5;
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u32 g : 5;
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u32 b : 5;
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u32 a : 1;
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};
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u16 rgba;
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} Color_RGBA16_2;
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typedef union{
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struct {
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u32 r : 3;
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u32 g : 3;
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u32 b : 3;
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u32 a : 5;
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};
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u16 rgba;
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} Color_RGBA14;
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#define RGBA8(r, g, b, a) ((((r) & 0xFF) << 24) | (((g) & 0xFF) << 16) | (((b) & 0xFF) << 8) | (((a) & 0xFF) << 0))
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#define RGBA16_GET_R(pixel) (((pixel) >> 11) & 0x1F)
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#define RGBA16_GET_G(pixel) (((pixel) >> 6) & 0x1F)
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#define RGBA16_GET_B(pixel) (((pixel) >> 1) & 0x1F)
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#endif
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