papermario/src/sprite.h

196 lines
5.0 KiB
C

#ifndef _SPRITE_H_
#define _SPRITE_H_
#include "common.h"
typedef struct SpriteComponent {
/* 0x00 */ s32 initialized;
/* 0x04 */ s32 unk_04;
/* 0x08 */ s16** readPos;
/* 0x0C */ f32 waitTime;
/* 0x10 */ s32 loopCounter;
/* 0x14 */ s32 currentRaster;
/* 0x18 */ s32 currentPalette;
/* 0x1C */ Vec3f posOffset;
/* 0x28 */ Vec3f compPos;
/* 0x34 */ Vec3f rotation;
/* 0x40 */ Vec3f scale;
/* 0x4C */ char unk_4C[4];
} SpriteComponent; // size = 0x50
struct spr_playerCurrentAnimInfo {
/* 0x00 */ SpriteComponent** componentList;
/* 0x04 */ s32 animID;
/* 0x08 */ s32 unk_08;
}; // size = 0xC
typedef struct SpriteComponentAnim {
/* 0x00 */ s16** cmdList;
/* 0x04 */ s16 cmdListSize;
/* 0x08 */ Vec3s compOffset;
} SpriteComponentAnim; // size = 0xC
// TODO: consider moving to 101b90_len_8f0 (sprite_cache)
typedef struct SpriteRasterCacheEntry {
/* 0x00 */ void* image;
/* 0x04 */ u8 width;
/* 0x05 */ u8 height;
/* 0x06 */ u8 palette;
/* 0x07 */ u8 quadCacheIndex;
} SpriteRasterCacheEntry; // size = 0x8
struct D_802DFA48 {
s32 unk_00;
s32 unk_04;
s32 unk_08;
s32 unk_0C;
s32 unk_10;
}; // size = 0x14
typedef struct PlayerSpriteSet {
/// Number of cache entries.
/* 0x00 */ s32 cacheSize;
/// Maximum raster size.
/* 0x04 */ s32 rasterSize;
/// Flags saying which rasters to load into the cache in spr_init_sprites(), with each bit corresponding to the Nth
/// raster (with LSB = raster 0).
/* 0x08 */ s32 initiallyLoaded;
} PlayerSpriteSet; // size = 0xC
/// Sprite data header.
typedef struct SpriteAnimData {
/* 0x00 */ s32** rastersOffset;
/* 0x04 */ s32** palettesOffset;
/* 0x08 */ s32 maxComponents;
/* 0x0C */ s32 colorVariations;
} SpriteAnimData; // size = 0x10
typedef struct SpriteRasterInfo {
/* 0x00 */ void* raster;
/* 0x04 */ void* defaultPal;
/* 0x08 */ s32 width;
/* 0x0C */ s32 height;
} SpriteRasterInfo; // size = 0x10
extern Vtx spr_defaultQuad[4];
extern Vp D_802DF3D0;
extern Vp D_802DF3E0;
extern Gfx D_802DF3F0[];
extern Gfx D_802DF428[];
extern Gfx D_802DF460[];
extern Gfx D_802DF490[];
extern f32 spr_animUpdateTimeScale;
extern PlayerSpriteSet spr_playerSpriteSets[7];
void spr_init_quad_cache(void);
Vtx* spr_get_cached_quad(s32* quadIndex);
void spr_make_quad_for_size(Vtx* quad, s32 width, s32 height);
Vtx* spr_get_quad_for_size(s32* quadIndex, s32 width, s32 height);
void spr_clear_quad_cache(void);
void spr_appendGfx_component_flat(
Vtx* vertices,
void* raster, void* palette,
s32 width, s32 height,
s32 arg5,
Matrix4f mtx,
s32 alpha
);
void spr_appendGfx_component(
Vtx* vertices,
void* raster, void* palette,
s32 width, s32 height,
s32 arg5,
Matrix4f mtx,
s32 alpha
);
void spr_transform_point(s32 rotX, s32 rotY, s32 rotZ, f32 inX, f32 inY, f32 inZ, f32* outX, f32* outY, f32* outZ);
void spr_draw_component(
SpriteRasterCacheEntry* raster,
f32 dx, f32 dy, f32 dz,
f32 rotX, f32 rotY, f32 rotZ,
f32 scaleX, f32 scaleY, f32 scaleZ,
s32 opacity,
void* palette,
Matrix4f mtx
);
s32 spr_sign_extend_12bit(u16 val);
s32 spr_sign_extend_16bit(u16 val);
void spr_component_update_commands(SpriteComponent* comp, SpriteComponentAnim* anim);
void spr_component_update_finish(
SpriteComponent* comp,
SpriteComponent** compList,
SpriteRasterCacheEntry* rasterCacheEntry,
s32 overridePalette
);
// TODO: anim possibly should be SpriteComponentAnim*
void spr_init_component_anim_state(SpriteComponent* comp, s16*** anim);
void spr_init_anim_state(SpriteComponent** compList, s16** cmdList);
void spr_set_anim_timescale(f32 timeScale);
void spr_load_player_sprite(s32 spriteIndex);
void spr_init_sprites(s32 playerSpriteSet);
void spr_render_init(void);
s32 func_802DDA84(void);
void spr_update_player_sprite(s32 arg0, s32 arg1, f32 arg2);
s32 spr_draw_player_sprite(s32 arg0, s32 yaw, s32 arg2, s16** paletteList, Matrix4f mtx);
s32 func_802DDEC4(s32 arg0);
s32 func_802DDEE4(s32, s32, s32, s32, s32, s32, s32, s32);
// TODO: problem with arg6, see the NON_MATCHING in sprite.c
s32 func_802DDFF8(s32, s32, s32, s32, s32, s32, u16);
void spr_get_player_raster_info(SpriteRasterInfo* out, s32 playerSpriteID, s32 rasterIndex);
s16** spr_get_player_palettes(s32 spriteIndex);
/// @param animID - Set MSB for tail allocation (i.e. `0x80XXYYZZ`)
s32 spr_load_npc_sprite(s32 animID, s32** extraAnimList);
void spr_update_sprite(s32 spriteInstanceID, s32 animID, f32 timeScale);
s32 spr_draw_npc_sprite(s32 spriteInstanceID, s32 yaw, s32 arg2, s16** paletteList, Matrix4f mtx);
s32 func_802DE5C8(s32 arg0);
s32 spr_free_sprite(s32 spriteInstanceID);
//s32 func_802DE748(); // TODO
//s32 func_802DE780(); // TODO
s32 func_802DE894(s32 arg0, s32 arg1, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6);
//s32 func_802DE8DC(); // TODO
s32 spr_get_npc_raster_info(SpriteRasterInfo* out, int npcSpriteID, int rasterIndex);
s32** spr_get_npc_palettes(s32 npcSpriteID);
s32 spr_get_npc_color_variations(s32 npcSpriteID);
#endif