mirror of https://github.com/zeldaret/mm.git
467 lines
15 KiB
C
467 lines
15 KiB
C
#include "z64light.h"
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#include "sys_cfb.h"
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#include "z64skin_matrix.h"
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#include "z64.h"
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#include "functions.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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LightsBuffer sLightsBuffer;
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void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, LightType type) {
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info->type = type;
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info->params.point.x = x;
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info->params.point.y = y;
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info->params.point.z = z;
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Lights_PointSetColorAndRadius(info, r, g, b, radius);
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}
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void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
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Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_NOGLOW);
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}
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void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
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Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_GLOW);
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}
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void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius) {
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info->params.point.color[0] = r;
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info->params.point.color[1] = g;
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info->params.point.color[2] = b;
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info->params.point.radius = radius;
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}
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void Lights_PointSetPosition(LightInfo* info, s16 x, s16 y, s16 z) {
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info->params.point.x = x;
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info->params.point.y = y;
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info->params.point.z = z;
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}
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void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b) {
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info->type = LIGHT_DIRECTIONAL;
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info->params.dir.x = x;
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info->params.dir.y = y;
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info->params.dir.z = z;
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info->params.dir.color[0] = r;
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info->params.dir.color[1] = g;
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info->params.dir.color[2] = b;
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}
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void Lights_Reset(Lights* lights, u8 r, u8 g, u8 b) {
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lights->l.a.l.colc[0] = r;
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lights->l.a.l.col[0] = r;
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lights->l.a.l.colc[1] = g;
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lights->l.a.l.col[1] = g;
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lights->l.a.l.colc[2] = b;
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lights->l.a.l.col[2] = b;
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lights->numLights = 0;
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}
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/*
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* Draws every light in the provided Lights group
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*/
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void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
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Light* l;
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s32 i;
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OPEN_DISPS(gfxCtx);
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gSPNumLights(POLY_OPA_DISP++, lights->numLights);
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gSPNumLights(POLY_XLU_DISP++, lights->numLights);
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l = lights->l.l;
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for (i = 0; i < lights->numLights;) {
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gSPLight(POLY_OPA_DISP++, l, ++i);
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gSPLight(POLY_XLU_DISP++, l++, i);
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}
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gSPLight(POLY_OPA_DISP++, &lights->l.a, ++i);
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gSPLight(POLY_XLU_DISP++, &lights->l.a, i);
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CLOSE_DISPS(gfxCtx);
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}
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Light* Lights_FindSlot(Lights* lights) {
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if (lights->numLights >= ARRAY_COUNT(lights->l.l)) {
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return NULL;
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}
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return &lights->l.l[lights->numLights++];
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}
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void Lights_BindPointWithReference(Lights* lights, LightParams* params, Vec3f* pos) {
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f32 xDiff;
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f32 yDiff;
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f32 zDiff;
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f32 posDiff;
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f32 scale;
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Light* light;
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if ((pos != NULL) && (params->point.radius >= 1)) {
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xDiff = params->point.x - pos->x;
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yDiff = params->point.y - pos->y;
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zDiff = params->point.z - pos->z;
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scale = params->point.radius;
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posDiff = SQ(xDiff) + SQ(yDiff) + SQ(zDiff);
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if (SQ(scale) > posDiff) {
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light = Lights_FindSlot(lights);
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if (light != NULL) {
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posDiff = sqrtf(posDiff);
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scale = posDiff / scale;
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scale = 1 - SQ(scale);
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light->l.col[0] = params->point.color[0] * scale;
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light->l.colc[0] = light->l.col[0];
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light->l.col[1] = params->point.color[1] * scale;
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light->l.colc[1] = light->l.col[1];
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light->l.col[2] = params->point.color[2] * scale;
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light->l.colc[2] = light->l.col[2];
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scale = (posDiff < 1) ? 120 : 120 / posDiff;
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light->l.dir[0] = xDiff * scale;
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light->l.dir[1] = yDiff * scale;
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light->l.dir[2] = zDiff * scale;
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}
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}
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}
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}
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void Lights_BindPoint(Lights* lights, LightParams* params, PlayState* play) {
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Light* light;
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f32 kq = params->point.radius;
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Vec3f pos;
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Vec3f adjustedPos;
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s32 pad;
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if (kq > 0.0f) {
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pos.x = params->point.x;
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pos.y = params->point.y;
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pos.z = params->point.z;
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SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &pos, &adjustedPos);
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if ((-kq < adjustedPos.z) && ((600.0f + kq) > adjustedPos.z) && ((fabsf(adjustedPos.x) - kq) < 400.0f) &&
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((fabsf(adjustedPos.y) - kq) < 400.0f)) {
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light = Lights_FindSlot(lights);
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if (light != NULL) {
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kq = 4500000.0f / SQ(kq);
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if (kq > 255.0f) {
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kq = 255.0f;
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} else if (20.0f > kq) {
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kq = 20.0f;
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}
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light->p.col[0] = params->point.color[0];
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light->p.colc[0] = light->p.col[0];
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light->p.col[1] = params->point.color[1];
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light->p.colc[1] = light->p.col[1];
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light->p.col[2] = params->point.color[2];
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light->p.colc[2] = light->p.col[2];
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light->p.pos[0] = params->point.x;
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light->p.pos[1] = params->point.y;
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light->p.pos[2] = params->point.z;
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light->p.kc = 8;
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light->p.kl = -1;
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light->p.kq = (s32)kq;
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}
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}
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}
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}
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void Lights_BindDirectional(Lights* lights, LightParams* params, void* unused) {
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Light* light = Lights_FindSlot(lights);
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if (light != NULL) {
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light->l.col[0] = params->dir.color[0];
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light->l.colc[0] = light->l.col[0];
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light->l.col[1] = params->dir.color[1];
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light->l.colc[1] = light->l.col[1];
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light->l.col[2] = params->dir.color[2];
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light->l.colc[2] = light->l.col[2];
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light->l.dir[0] = params->dir.x;
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light->l.dir[1] = params->dir.y;
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light->l.dir[2] = params->dir.z;
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light->l.pad1 = 0; // TODO the fact that pad1 is set here means that it now does something in MM's microcode
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}
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}
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typedef void (*LightsBindFuncLegacy)(Lights* lights, LightParams* params, Vec3f* vec);
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typedef void (*LightsBindFunc)(Lights* lights, LightParams* params, struct PlayState* play);
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/**
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* For every light in a provided list, try to find a free slot in the provided Lights group and bind
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* a light to it. Then apply color and positional/directional info for each light
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* based on the parameters supplied by the node.
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*
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* Note: Lights in a given list can only be binded to however many free slots are
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* available in the Lights group. This is at most 7 slots for a new group, but could be less.
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*
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* Note: In F3DZEX2 versions that predate MM, microcode point lights didn't exist so `PointLight_t` could not be used.
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* Instead, fake point lights by using a directional light that constantly changes to face a reference position.
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* `sBindFuncs` maps to the new microcode point lights, and `sBindFuncsLegacy` maps to the old fake point lights.
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*/
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void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, PlayState* play) {
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static LightsBindFunc sBindFuncs[] = {
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Lights_BindPoint,
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(LightsBindFunc)Lights_BindDirectional,
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Lights_BindPoint,
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};
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static LightsBindFuncLegacy sBindFuncsLegacy[] = {
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Lights_BindPointWithReference,
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(LightsBindFuncLegacy)Lights_BindDirectional,
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Lights_BindPointWithReference,
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};
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if (listHead != NULL) {
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if ((refPos == NULL) && (lights->enablePosLights == 1)) {
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do {
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sBindFuncs[listHead->info->type](lights, &listHead->info->params, play);
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listHead = listHead->next;
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} while (listHead != NULL);
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} else {
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do {
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sBindFuncsLegacy[listHead->info->type](lights, &listHead->info->params, refPos);
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listHead = listHead->next;
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} while (listHead != NULL);
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}
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}
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}
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LightNode* Lights_FindBufSlot(void) {
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LightNode* ret;
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if (sLightsBuffer.numOccupied >= LIGHTS_BUFFER_SIZE) {
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return NULL;
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}
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ret = &sLightsBuffer.lights[sLightsBuffer.searchIndex];
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while (ret->info != NULL) {
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sLightsBuffer.searchIndex++;
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if (sLightsBuffer.searchIndex < LIGHTS_BUFFER_SIZE) {
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ret++;
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} else {
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sLightsBuffer.searchIndex = 0;
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ret = &sLightsBuffer.lights[0];
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}
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}
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sLightsBuffer.numOccupied++;
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return ret;
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}
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void Lights_FreeNode(LightNode* light) {
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if (light == NULL) {
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return;
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}
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sLightsBuffer.numOccupied--;
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light->info = NULL;
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//! @bug Due to pointer arithmetic, the division is unnecessary
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sLightsBuffer.searchIndex = (light - sLightsBuffer.lights) / (s32)sizeof(LightNode);
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}
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void LightContext_Init(PlayState* play, LightContext* lightCtx) {
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LightContext_InitList(play, lightCtx);
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LightContext_SetAmbientColor(lightCtx, 80, 80, 80);
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LightContext_SetFog(lightCtx, 0, 0, 0, 996, 12800);
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bzero(&sLightsBuffer, sizeof(LightsBuffer));
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}
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void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b) {
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lightCtx->ambientColor[0] = r;
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lightCtx->ambientColor[1] = g;
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lightCtx->ambientColor[2] = b;
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}
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void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 near, s16 far) {
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lightCtx->fogColor[0] = r;
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lightCtx->fogColor[1] = g;
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lightCtx->fogColor[2] = b;
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lightCtx->fogNear = near;
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lightCtx->zFar = far;
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}
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/**
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* Allocate a new Lights group and initilize the ambient color with that provided by LightContext
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*/
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Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx) {
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return Lights_New(gfxCtx, lightCtx->ambientColor[0], lightCtx->ambientColor[1], lightCtx->ambientColor[2]);
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}
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void LightContext_InitList(PlayState* play, LightContext* lightCtx) {
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lightCtx->listHead = NULL;
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}
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void LightContext_DestroyList(PlayState* play, LightContext* lightCtx) {
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while (lightCtx->listHead != NULL) {
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LightContext_RemoveLight(play, lightCtx, lightCtx->listHead);
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lightCtx->listHead = lightCtx->listHead->next;
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}
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}
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/**
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* Insert a new light into the list pointed to by LightContext
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*
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* Note: Due to the limited number of slots in a Lights group, inserting too many lights in the
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* list may result in older entries not being bound to a Light when calling Lights_BindAll
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*/
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LightNode* LightContext_InsertLight(PlayState* play, LightContext* lightCtx, LightInfo* info) {
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LightNode* light;
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light = Lights_FindBufSlot();
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if (light != NULL) {
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light->info = info;
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light->prev = NULL;
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light->next = lightCtx->listHead;
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if (lightCtx->listHead != NULL) {
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lightCtx->listHead->prev = light;
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}
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lightCtx->listHead = light;
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}
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return light;
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}
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void LightContext_RemoveLight(PlayState* play, LightContext* lightCtx, LightNode* light) {
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if (light != NULL) {
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if (light->prev != NULL) {
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light->prev->next = light->next;
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} else {
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lightCtx->listHead = light->next;
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}
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if (light->next != NULL) {
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light->next->prev = light->prev;
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}
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Lights_FreeNode(light);
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}
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}
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Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g,
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u8 b, s8 x, s8 y, s8 z) {
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Lights* lights;
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s32 i;
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lights = GRAPH_ALLOC(gfxCtx, sizeof(Lights));
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lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
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lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
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lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
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lights->enablePosLights = false;
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lights->numLights = numLights;
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for (i = 0; i < numLights; i++) {
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lights->l.l[i].l.col[0] = lights->l.l[i].l.colc[0] = r;
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lights->l.l[i].l.col[1] = lights->l.l[i].l.colc[1] = g;
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lights->l.l[i].l.col[2] = lights->l.l[i].l.colc[2] = b;
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lights->l.l[i].l.dir[0] = x;
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lights->l.l[i].l.dir[1] = y;
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lights->l.l[i].l.dir[2] = z;
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}
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Lights_Draw(lights, gfxCtx);
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return lights;
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}
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Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB) {
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Lights* lights;
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lights = GRAPH_ALLOC(gfxCtx, sizeof(Lights));
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lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
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lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
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lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
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lights->enablePosLights = false;
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lights->numLights = 0;
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return lights;
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}
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void Lights_GlowCheck(PlayState* play) {
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LightNode* light = play->lightCtx.listHead;
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while (light != NULL) {
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LightPoint* params = &light->info->params.point;
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if (light->info->type == LIGHT_POINT_GLOW) {
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Vec3f worldPos;
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Vec3f projectedPos;
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f32 invW;
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worldPos.x = params->x;
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worldPos.y = params->y;
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worldPos.z = params->z;
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Actor_GetProjectedPos(play, &worldPos, &projectedPos, &invW);
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params->drawGlow = false;
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if ((projectedPos.z > 1) && (fabsf(projectedPos.x * invW) < 1) && (fabsf(projectedPos.y * invW) < 1)) {
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s32 screenPosX = PROJECTED_TO_SCREEN_X(projectedPos, invW);
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s32 screenPosY = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
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s32 wZ = (s32)(projectedPos.z * invW * ((G_MAXZ / 2) * 32)) + ((G_MAXZ / 2) * 32);
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s32 zBuf = SysCfb_GetZBufferInt(screenPosX, screenPosY);
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if (wZ < zBuf) {
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params->drawGlow = true;
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}
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}
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}
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light = light->next;
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}
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}
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void Lights_DrawGlow(PlayState* play) {
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Gfx* gfx;
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LightPoint* params;
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LightNode* light = play->lightCtx.listHead;
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if (light != NULL) {
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OPEN_DISPS(play->state.gfxCtx);
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gfx = Gfx_SetupDL65_NoCD(POLY_XLU_DISP);
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gDPSetDither(gfx++, G_AD_PATTERN | G_CD_NOISE);
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gDPSetCombineLERP(gfx++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
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0);
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gSPDisplayList(gfx++, gameplay_keep_DL_029CB0);
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do {
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if (light->info->type == LIGHT_POINT_GLOW) {
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params = &light->info->params.point;
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if (params->drawGlow) {
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f32 scale = SQ((f32)params->radius) * 2e-6f;
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gDPSetPrimColor(gfx++, 0, 0, params->color[0], params->color[1], params->color[2], 50);
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Matrix_Translate(params->x, params->y, params->z, MTXMODE_NEW);
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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MATRIX_FINALIZE_AND_LOAD(gfx++, play->state.gfxCtx);
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gSPDisplayList(gfx++, gameplay_keep_DL_029CF0);
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}
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}
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light = light->next;
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} while (light != NULL);
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|
|
POLY_XLU_DISP = gfx;
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
}
|
|
}
|