#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