#include "z64eff_spark.h" #include "global.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" void EffectSpark_Init(void* thisx, void* initParamsx) { EffectSpark* this = (EffectSpark*)thisx; EffectSparkInit* initParams = (EffectSparkInit*)initParamsx; f32 velocityNorm; s32 i; if ((this != NULL) && (initParams != NULL)) { if ((initParams->uDiv == 0) || (initParams->vDiv == 0)) { return; } this->position = initParams->position; this->speed = initParams->speed; this->gravity = initParams->gravity; this->uDiv = initParams->uDiv; this->vDiv = initParams->vDiv; this->colorStart[0].r = initParams->colorStart[0].r; this->colorStart[0].g = initParams->colorStart[0].g; this->colorStart[0].b = initParams->colorStart[0].b; this->colorStart[0].a = initParams->colorStart[0].a; this->colorStart[1].r = initParams->colorStart[1].r; this->colorStart[1].g = initParams->colorStart[1].g; this->colorStart[1].b = initParams->colorStart[1].b; this->colorStart[1].a = initParams->colorStart[1].a; this->colorStart[2].r = initParams->colorStart[2].r; this->colorStart[2].g = initParams->colorStart[2].g; this->colorStart[2].b = initParams->colorStart[2].b; this->colorStart[2].a = initParams->colorStart[2].a; this->colorStart[3].r = initParams->colorStart[3].r; this->colorStart[3].g = initParams->colorStart[3].g; this->colorStart[3].b = initParams->colorStart[3].b; this->colorStart[3].a = initParams->colorStart[3].a; this->colorEnd[0].r = initParams->colorEnd[0].r; this->colorEnd[0].g = initParams->colorEnd[0].g; this->colorEnd[0].b = initParams->colorEnd[0].b; this->colorEnd[0].a = initParams->colorEnd[0].a; this->colorEnd[1].r = initParams->colorEnd[1].r; this->colorEnd[1].g = initParams->colorEnd[1].g; this->colorEnd[1].b = initParams->colorEnd[1].b; this->colorEnd[1].a = initParams->colorEnd[1].a; this->colorEnd[2].r = initParams->colorEnd[2].r; this->colorEnd[2].g = initParams->colorEnd[2].g; this->colorEnd[2].b = initParams->colorEnd[2].b; this->colorEnd[2].a = initParams->colorEnd[2].a; this->colorEnd[3].r = initParams->colorEnd[3].r; this->colorEnd[3].g = initParams->colorEnd[3].g; this->colorEnd[3].b = initParams->colorEnd[3].b; this->colorEnd[3].a = initParams->colorEnd[3].a; this->duration = initParams->duration; this->numElements = (this->uDiv * this->vDiv) + 2; if (this->numElements > ARRAY_COUNT(this->elements)) { return; } for (i = 0; i < this->numElements; i++) { EffectSparkElement* elem = &this->elements[i]; elem->position.x = this->position.x; elem->position.y = this->position.y; elem->position.z = this->position.z; elem->velocity.x = Rand_ZeroOne() - 0.5f; elem->velocity.y = Rand_ZeroOne() - 0.5f; elem->velocity.z = Rand_ZeroOne() - 0.5f; velocityNorm = sqrtf(SQXYZ(elem->velocity)); if (!(fabsf(velocityNorm) < 0.008f)) { elem->velocity.x *= this->speed * (1.0f / velocityNorm); elem->velocity.y *= this->speed * (1.0f / velocityNorm); elem->velocity.z *= this->speed * (1.0f / velocityNorm); } else { elem->velocity.x = elem->velocity.z = 0.0f; elem->velocity.y = this->speed; } elem->unkVelocity.x = 30000.0f - Rand_ZeroOne() * 15000.0f; elem->unkVelocity.y = 30000.0f - Rand_ZeroOne() * 15000.0f; elem->unkVelocity.z = 30000.0f - Rand_ZeroOne() * 15000.0f; elem->unkPosition.x = Rand_ZeroOne() * 65534.0f; elem->unkPosition.y = Rand_ZeroOne() * 65534.0f; elem->unkPosition.z = Rand_ZeroOne() * 65534.0f; } this->timer = 0; } } void EffectSpark_Destroy(void* thisx) { } s32 EffectSpark_Update(void* thisx) { EffectSpark* this = (EffectSpark*)thisx; EffectSparkElement* elem; s32 i; for (i = 0; i < this->numElements; i++) { elem = &this->elements[i]; elem->position.x += elem->velocity.x; elem->position.y += elem->velocity.y; elem->position.z += elem->velocity.z; elem->velocity.y += this->gravity; elem->unkPosition.x += elem->unkVelocity.x; elem->unkPosition.y += elem->unkVelocity.y; elem->unkPosition.z += elem->unkVelocity.z; } this->timer++; if (this->duration < this->timer) { return 1; } else { return 0; } } void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx) { Vtx* vtx; EffectSpark* this = (EffectSpark*)thisx; PlayState* play = Effect_GetPlayState(); s32 i; s32 j; u8 sp1D3; u8 sp1D2; u8 sp1D1; u8 sp1D0; u8 sp1CF; u8 sp1CE; u8 sp1CD; u8 sp1CC; u8 sp1CB; u8 sp1CA; u8 sp1C9; u8 sp1C8; u8 sp1C7; u8 sp1C6; u8 sp1C5; u8 sp1C4; f32 ratio; OPEN_DISPS(gfxCtx); if (this != NULL) { gSPMatrix(POLY_XLU_DISP++, &gIdentityMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_38); gDPSetCycleType(POLY_XLU_DISP++, G_CYC_2CYCLE); gDPPipeSync(POLY_XLU_DISP++); gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gDPLoadTextureBlock(POLY_XLU_DISP++, gameplay_keep_Tex_054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD); gDPSetCombineMode(POLY_XLU_DISP++, G_CC_SHADEDECALA, G_CC_PASS2); gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_ZB_CLD_SURF2); gSPClearGeometryMode(POLY_XLU_DISP++, G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR); gSPSetGeometryMode(POLY_XLU_DISP++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH); gDPPipeSync(POLY_XLU_DISP++); vtx = GRAPH_ALLOC(gfxCtx, this->numElements * (4 * sizeof(Vtx))); if (vtx == NULL) { goto end; } j = 0; ratio = (f32)this->timer / (f32)this->duration; sp1D3 = F32_LERPIMP(this->colorStart[0].r, this->colorEnd[0].r, ratio); sp1D2 = F32_LERPIMP(this->colorStart[0].g, this->colorEnd[0].g, ratio); sp1D1 = F32_LERPIMP(this->colorStart[0].b, this->colorEnd[0].b, ratio); sp1D0 = F32_LERPIMP(this->colorStart[0].a, this->colorEnd[0].a, ratio); sp1CF = F32_LERPIMP(this->colorStart[1].r, this->colorEnd[1].r, ratio); sp1CE = F32_LERPIMP(this->colorStart[1].g, this->colorEnd[1].g, ratio); sp1CD = F32_LERPIMP(this->colorStart[1].b, this->colorEnd[1].b, ratio); sp1CC = F32_LERPIMP(this->colorStart[1].a, this->colorEnd[1].a, ratio); sp1CB = F32_LERPIMP(this->colorStart[2].r, this->colorEnd[2].r, ratio); sp1CA = F32_LERPIMP(this->colorStart[2].g, this->colorEnd[2].g, ratio); sp1C9 = F32_LERPIMP(this->colorStart[2].b, this->colorEnd[2].b, ratio); sp1C8 = F32_LERPIMP(this->colorStart[2].a, this->colorEnd[2].a, ratio); sp1C7 = F32_LERPIMP(this->colorStart[3].r, this->colorEnd[3].r, ratio); sp1C6 = F32_LERPIMP(this->colorStart[3].g, this->colorEnd[3].g, ratio); sp1C5 = F32_LERPIMP(this->colorStart[3].b, this->colorEnd[3].b, ratio); sp1C4 = F32_LERPIMP(this->colorStart[3].a, this->colorEnd[3].a, ratio); for (i = 0; i < this->numElements; i++) { MtxF sp12C; MtxF spEC; MtxF spAC; MtxF sp6C; EffectSparkElement* elem = &this->elements[i]; Mtx* mtx; f32 temp; SkinMatrix_SetTranslate(&spEC, elem->position.x, elem->position.y, elem->position.z); temp = ((Rand_ZeroOne() * 2.5f) + 1.5f) / 64.0f; SkinMatrix_SetScale(&spAC, temp, temp, 1.0f); SkinMatrix_MtxFMtxFMult(&spEC, &play->billboardMtxF, &sp6C); SkinMatrix_MtxFMtxFMult(&sp6C, &spAC, &sp12C); vtx[j].v.ob[0] = -32; vtx[j].v.ob[1] = -32; vtx[j].v.ob[2] = 0; vtx[j].v.cn[0] = sp1D3; vtx[j].v.cn[1] = sp1D2; vtx[j].v.cn[2] = sp1D1; vtx[j].v.cn[3] = sp1D0; vtx[j].v.tc[0] = 0; vtx[j].v.tc[1] = 1024; vtx[j].v.flag = 0; vtx[j + 1].v.ob[0] = 32; vtx[j + 1].v.ob[1] = 32; vtx[j + 1].v.ob[2] = 0; vtx[j + 1].v.cn[0] = sp1CF; vtx[j + 1].v.cn[1] = sp1CE; vtx[j + 1].v.cn[2] = sp1CD; vtx[j + 1].v.cn[3] = sp1CC; vtx[j + 1].v.tc[0] = 1024; vtx[j + 1].v.tc[1] = 0; vtx[j + 1].v.flag = 0; vtx[j + 2].v.ob[0] = -32; vtx[j + 2].v.ob[1] = 32; vtx[j + 2].v.ob[2] = 0; vtx[j + 2].v.cn[0] = sp1CB; vtx[j + 2].v.cn[1] = sp1CA; vtx[j + 2].v.cn[2] = sp1C9; vtx[j + 2].v.cn[3] = sp1C8; vtx[j + 2].v.tc[0] = 0; vtx[j + 2].v.tc[1] = 0; vtx[j + 2].v.flag = 0; vtx[j + 3].v.ob[0] = 32; vtx[j + 3].v.ob[1] = -32; vtx[j + 3].v.ob[2] = 0; vtx[j + 3].v.cn[0] = sp1C7; vtx[j + 3].v.cn[1] = sp1C6; vtx[j + 3].v.cn[2] = sp1C5; vtx[j + 3].v.cn[3] = sp1C4; vtx[j + 3].v.tc[0] = 1024; vtx[j + 3].v.tc[1] = 1024; vtx[j + 3].v.flag = 0; j += 4; mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &sp12C); if (mtx == NULL) { goto end; } gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPVertex(POLY_XLU_DISP++, &vtx[4 * i], 4, 0); gSP2Triangles(POLY_XLU_DISP++, 2, 0, 3, 0, 2, 3, 1, 0); } gDPPipeSync(POLY_XLU_DISP++); } end: CLOSE_DISPS(gfxCtx); }