mm/src/code/z_lights.c

451 lines
14 KiB
C

#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
LightsBuffer sLightsBuffer;
void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type) {
info->type = type;
info->params.point.x = x;
info->params.point.y = y;
info->params.point.z = z;
Lights_PointSetColorAndRadius(info, r, g, b, radius);
}
void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_NOGLOW);
}
void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_GLOW);
}
void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius) {
info->params.point.color[0] = r;
info->params.point.color[1] = g;
info->params.point.color[2] = b;
info->params.point.radius = radius;
}
void Lights_PointSetPosition(LightInfo* info, s16 x, s16 y, s16 z) {
info->params.point.x = x;
info->params.point.y = y;
info->params.point.z = z;
}
void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b) {
info->type = LIGHT_DIRECTIONAL;
info->params.dir.x = x;
info->params.dir.y = y;
info->params.dir.z = z;
info->params.dir.color[0] = r;
info->params.dir.color[1] = g;
info->params.dir.color[2] = b;
}
void Lights_Reset(Lights* lights, u8 r, u8 g, u8 b) {
lights->l.a.l.colc[0] = r;
lights->l.a.l.col[0] = r;
lights->l.a.l.colc[1] = g;
lights->l.a.l.col[1] = g;
lights->l.a.l.colc[2] = b;
lights->l.a.l.col[2] = b;
lights->numLights = 0;
}
/*
* Draws every light in the provided Lights group
*/
void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
Light* l;
s32 i;
OPEN_DISPS(gfxCtx);
gSPNumLights(POLY_OPA_DISP++, lights->numLights);
gSPNumLights(POLY_XLU_DISP++, lights->numLights);
l = lights->l.l;
for (i = 0; i < lights->numLights;) {
gSPLight(POLY_OPA_DISP++, l, ++i);
gSPLight(POLY_XLU_DISP++, l++, i);
}
gSPLight(POLY_OPA_DISP++, &lights->l.a, ++i);
gSPLight(POLY_XLU_DISP++, &lights->l.a, i);
CLOSE_DISPS(gfxCtx);
}
Light* Lights_FindSlot(Lights* lights) {
if (lights->numLights >= 7) {
return NULL;
}
return &lights->l.l[lights->numLights++];
}
void Lights_BindPointWithReference(Lights* lights, LightParams* params, Vec3f* pos) {
f32 xDiff;
f32 yDiff;
f32 zDiff;
f32 posDiff;
f32 scale;
Light* light;
if ((pos != NULL) && (params->point.radius >= 1)) {
xDiff = params->point.x - pos->x;
yDiff = params->point.y - pos->y;
zDiff = params->point.z - pos->z;
scale = params->point.radius;
posDiff = SQ(xDiff) + SQ(yDiff) + SQ(zDiff);
if (SQ(scale) > posDiff) {
light = Lights_FindSlot(lights);
if (light != NULL) {
posDiff = sqrtf(posDiff);
scale = posDiff / scale;
scale = 1 - SQ(scale);
light->l.col[0] = params->point.color[0] * scale;
light->l.colc[0] = light->l.col[0];
light->l.col[1] = params->point.color[1] * scale;
light->l.colc[1] = light->l.col[1];
light->l.col[2] = params->point.color[2] * scale;
light->l.colc[2] = light->l.col[2];
scale = (posDiff < 1) ? 120 : 120 / posDiff;
light->l.dir[0] = xDiff * scale;
light->l.dir[1] = yDiff * scale;
light->l.dir[2] = zDiff * scale;
}
}
}
}
void Lights_BindPoint(Lights* lights, LightParams* params, PlayState* play) {
Light* light;
f32 radiusF = params->point.radius;
Vec3f posF;
Vec3f adjustedPos;
u32 pad;
if (radiusF > 0) {
posF.x = params->point.x;
posF.y = params->point.y;
posF.z = params->point.z;
SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &posF, &adjustedPos);
if ((adjustedPos.z > -radiusF) && (600 + radiusF > adjustedPos.z) && (400 > fabsf(adjustedPos.x) - radiusF) &&
(400 > fabsf(adjustedPos.y) - radiusF)) {
light = Lights_FindSlot(lights);
if (light != NULL) {
radiusF = 4500000.0f / (radiusF * radiusF);
if (radiusF > 255) {
radiusF = 255;
} else if (20 > radiusF) {
radiusF = 20;
}
light->p.col[0] = params->point.color[0];
light->p.colc[0] = light->p.col[0];
light->p.col[1] = params->point.color[1];
light->p.colc[1] = light->p.col[1];
light->p.col[2] = params->point.color[2];
light->p.colc[2] = light->p.col[2];
light->p.pos[0] = params->point.x;
light->p.pos[1] = params->point.y;
light->p.pos[2] = params->point.z;
light->p.unk3 = 0x8;
light->p.unk7 = 0xFF;
light->p.unkE = (s32)radiusF;
}
}
}
}
void Lights_BindDirectional(Lights* lights, LightParams* params, void* unused) {
Light* light = Lights_FindSlot(lights);
if (light != NULL) {
light->l.col[0] = params->dir.color[0];
light->l.colc[0] = light->l.col[0];
light->l.col[1] = params->dir.color[1];
light->l.colc[1] = light->l.col[1];
light->l.col[2] = params->dir.color[2];
light->l.colc[2] = light->l.col[2];
light->l.dir[0] = params->dir.x;
light->l.dir[1] = params->dir.y;
light->l.dir[2] = params->dir.z;
light->l.pad1 = 0; // TODO the fact that pad1 is set here means that it now does something in MM's microcode
}
}
/**
* For every light in a provided list, try to find a free slot in the provided Lights group and bind
* a light to it. Then apply color and positional/directional info for each light
* based on the parameters supplied by the node.
*
* Note: Lights in a given list can only be binded to however many free slots are
* available in the Lights group. This is at most 7 slots for a new group, but could be less.
*/
void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, PlayState* play) {
static LightsPosBindFunc posBindFuncs[] = {
Lights_BindPoint,
(LightsPosBindFunc)Lights_BindDirectional,
Lights_BindPoint,
};
static LightsBindFunc dirBindFuncs[] = {
Lights_BindPointWithReference,
(LightsBindFunc)Lights_BindDirectional,
Lights_BindPointWithReference,
};
if (listHead != NULL) {
if ((refPos == NULL) && (lights->enablePosLights == 1)) {
do {
posBindFuncs[listHead->info->type](lights, &listHead->info->params, play);
listHead = listHead->next;
} while (listHead != NULL);
} else {
do {
dirBindFuncs[listHead->info->type](lights, &listHead->info->params, refPos);
listHead = listHead->next;
} while (listHead != NULL);
}
}
}
LightNode* Lights_FindBufSlot(void) {
LightNode* ret;
if (sLightsBuffer.numOccupied >= LIGHTS_BUFFER_SIZE) {
return NULL;
}
ret = &sLightsBuffer.lights[sLightsBuffer.searchIndex];
while (ret->info != NULL) {
sLightsBuffer.searchIndex++;
if (sLightsBuffer.searchIndex < LIGHTS_BUFFER_SIZE) {
ret++;
} else {
sLightsBuffer.searchIndex = 0;
ret = &sLightsBuffer.lights[0];
}
}
sLightsBuffer.numOccupied++;
return ret;
}
void Lights_FreeNode(LightNode* light) {
if (light != NULL) {
sLightsBuffer.numOccupied--;
light->info = NULL;
sLightsBuffer.searchIndex =
(light - sLightsBuffer.lights) /
(s32)sizeof(LightNode); //! @bug Due to pointer arithmetic, the division is unnecessary
}
}
void LightContext_Init(PlayState* play, LightContext* lightCtx) {
LightContext_InitList(play, lightCtx);
LightContext_SetAmbientColor(lightCtx, 80, 80, 80);
func_80102544(lightCtx, 0, 0, 0, 0x3E4, 0x3200);
bzero(&sLightsBuffer, sizeof(LightsBuffer));
}
void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b) {
lightCtx->ambient.r = r;
lightCtx->ambient.g = g;
lightCtx->ambient.b = b;
}
void func_80102544(LightContext* lightCtx, u8 a1, u8 a2, u8 a3, s16 numLights, s16 sp16) {
lightCtx->unk7 = a1;
lightCtx->unk8 = a2;
lightCtx->unk9 = a3;
lightCtx->unkA = numLights;
lightCtx->unkC = sp16;
}
/**
* Allocate a new Lights group and initilize the ambient color with that provided by LightContext
*/
Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx) {
return Lights_New(gfxCtx, lightCtx->ambient.r, lightCtx->ambient.g, lightCtx->ambient.b);
}
void LightContext_InitList(PlayState* play, LightContext* lightCtx) {
lightCtx->listHead = NULL;
}
void LightContext_DestroyList(PlayState* play, LightContext* lightCtx) {
while (lightCtx->listHead != NULL) {
LightContext_RemoveLight(play, lightCtx, lightCtx->listHead);
lightCtx->listHead = lightCtx->listHead->next;
}
}
/**
* Insert a new light into the list pointed to by LightContext
*
* Note: Due to the limited number of slots in a Lights group, inserting too many lights in the
* list may result in older entries not being bound to a Light when calling Lights_BindAll
*/
LightNode* LightContext_InsertLight(PlayState* play, LightContext* lightCtx, LightInfo* info) {
LightNode* light;
light = Lights_FindBufSlot();
if (light != NULL) {
light->info = info;
light->prev = NULL;
light->next = lightCtx->listHead;
if (lightCtx->listHead != NULL) {
lightCtx->listHead->prev = light;
}
lightCtx->listHead = light;
}
return light;
}
void LightContext_RemoveLight(PlayState* play, LightContext* lightCtx, LightNode* light) {
if (light != NULL) {
if (light->prev != NULL) {
light->prev->next = light->next;
} else {
lightCtx->listHead = light->next;
}
if (light->next != NULL) {
light->next->prev = light->prev;
}
Lights_FreeNode(light);
}
}
Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g,
u8 b, s8 x, s8 y, s8 z) {
Lights* lights;
s32 i;
lights = GRAPH_ALLOC(gfxCtx, sizeof(Lights));
lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
lights->enablePosLights = 0;
lights->numLights = numLights;
for (i = 0; i < numLights; i++) {
lights->l.l[i].l.col[0] = lights->l.l[i].l.colc[0] = r;
lights->l.l[i].l.col[1] = lights->l.l[i].l.colc[1] = g;
lights->l.l[i].l.col[2] = lights->l.l[i].l.colc[2] = b;
lights->l.l[i].l.dir[0] = x;
lights->l.l[i].l.dir[1] = y;
lights->l.l[i].l.dir[2] = z;
}
Lights_Draw(lights, gfxCtx);
return lights;
}
Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB) {
Lights* lights;
lights = GRAPH_ALLOC(gfxCtx, sizeof(Lights));
lights->l.a.l.col[0] = ambientR;
lights->l.a.l.colc[0] = ambientR;
lights->l.a.l.col[1] = ambientG;
lights->l.a.l.colc[1] = ambientG;
lights->l.a.l.col[2] = ambientB;
lights->l.a.l.colc[2] = ambientB;
lights->enablePosLights = 0;
lights->numLights = 0;
return lights;
}
void Lights_GlowCheck(PlayState* play) {
LightNode* light = play->lightCtx.listHead;
while (light != NULL) {
LightPoint* params = &light->info->params.point;
if (light->info->type == LIGHT_POINT_GLOW) {
Vec3f pos;
Vec3f multDest;
f32 wDest;
pos.x = params->x;
pos.y = params->y;
pos.z = params->z;
Actor_GetProjectedPos(play, &pos, &multDest, &wDest);
params->drawGlow = 0;
if ((multDest.z > 1) && (fabsf(multDest.x * wDest) < 1) && (fabsf(multDest.y * wDest) < 1)) {
s32 wX = multDest.x * wDest * 160 + 160;
s32 wY = multDest.y * wDest * -120 + 120;
s32 wZ = (s32)((multDest.z * wDest) * 16352) + 16352;
s32 zBuf = func_80178A94(wX, wY);
if (wZ < zBuf) {
params->drawGlow = 1;
}
}
}
light = light->next;
}
}
void Lights_DrawGlow(PlayState* play) {
Gfx* dl;
LightPoint* params;
LightNode* light = play->lightCtx.listHead;
if (light != NULL) {
OPEN_DISPS(play->state.gfxCtx);
dl = func_8012C7FC(POLY_XLU_DISP);
gDPSetDither(dl++, G_CD_NOISE);
gDPSetCombineLERP(dl++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
0);
gSPDisplayList(dl++, gameplay_keep_DL_029CB0);
do {
if (light->info->type == LIGHT_POINT_GLOW) {
params = &light->info->params.point;
if (params->drawGlow) {
f32 scale = SQ((f32)params->radius) * 2e-6f;
gDPSetPrimColor(dl++, 0, 0, params->color[0], params->color[1], params->color[2], 50);
Matrix_Translate(params->x, params->y, params->z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(dl++, gameplay_keep_DL_029CF0);
}
}
light = light->next;
} while (light != NULL);
POLY_XLU_DISP = dl;
CLOSE_DISPS(play->state.gfxCtx);
}
}