papermario/src/effects/shimmer_wave.c

245 lines
7.3 KiB
C

#include "common.h"
#include "effects_internal.h"
extern Gfx D_09000F20_338EE0[];
extern Gfx D_090011C8_339188[];
extern Gfx D_090011E0_3391A0[];
extern Gfx D_090011F8_3391B8[];
extern Gfx D_09001210_3391D0[];
extern Gfx D_09001228_3391E8[];
extern Gfx D_09001240_339200[];
extern Gfx D_09001258_339218[];
extern Gfx D_09001270_339230[];
Gfx* D_E0074B60[] = {
D_09001210_3391D0, D_09001228_3391E8, D_09001240_339200, D_09001258_339218,
D_09001270_339230, D_090011C8_339188, D_090011E0_3391A0, D_090011F8_3391B8
};
f32 D_E0074B80[] = {
0.2f, 0.4f, 0.8f, 1.3f, 1.5f, 1.3f, 0.9f, 0.6f, 0.4f, 0.3f,
0.2f, 0.4f, 0.8f, 1.3f, 1.5f, 1.3f, 0.9f, 0.6f, 0.4f, 0.3f
};
s32 D_E0074BD0[] = {
0xC8FAFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFAC8, 0x00000000, 0x00000000, 0x00000000
};
void shimmer_wave_init(EffectInstance* effect);
void shimmer_wave_update(EffectInstance* effect);
void shimmer_wave_render(EffectInstance* effect);
void shimmer_wave_appendGfx(void* effect);
EffectInstance* shimmer_wave_main(
s32 arg0,
f32 arg1,
f32 arg2,
f32 arg3,
f32 arg4,
f32 arg5,
s32 arg6,
s32 arg7
) {
EffectBlueprint bp;
EffectInstance* effect;
ShimmerWaveFXData* part;
f32 one = 1.0f;
f32 temp;
s32 i;
arg6++;
bp.init = shimmer_wave_init;
bp.update = shimmer_wave_update;
bp.renderWorld = shimmer_wave_render;
bp.unk_00 = 0;
bp.renderUI = NULL;
bp.effectID = EFFECT_SHIMMER_WAVE;
effect = create_effect_instance(&bp);
effect->numParts = arg6;
part = effect->data.shimmerWave = general_heap_malloc(arg6 * sizeof(*part));
ASSERT(effect->data.shimmerWave != NULL);
part->unk_00 = arg0;
part->unk_3C = 0;
if (arg7 <= 0) {
part->unk_38 = 1000;
} else {
part->unk_38 = arg7;
}
part->unk_4C = 255;
part->unk_04 = arg1;
part->unk_08 = arg2;
part->unk_0C = arg3;
part->unk_60 = one;
part->unk_10 = arg4;
part->unk_14 = arg5;
part->unk_40 = 255;
part->unk_44 = 255;
part->unk_48 = 255;
part->unk_50 = 255;
part->unk_54 = 255;
part->unk_58 = 127;
part->unk_5C = 255;
part++;
if (arg7 < 20) {
temp = 20.0f / (arg6 - 1);
} else {
temp = (f32) arg7 / (arg6 - 1);
}
for (i = 1; i < arg6; i++, part++) {
part->unk_30 = (s32) (-(f32) i * temp) - 1;
}
return effect;
}
void shimmer_wave_init(EffectInstance* effect) {
}
void shimmer_wave_update(EffectInstance* effect) {
ShimmerWaveFXData* part = effect->data.shimmerWave;
f32 unk_10;
f32 unk_14;
s32 i;
if (effect->flags & FX_INSTANCE_FLAG_DISMISS) {
effect->flags &= ~FX_INSTANCE_FLAG_DISMISS;
part->unk_38 = 16;
}
if (part->unk_38 < 1000) {
part->unk_38--;
}
part->unk_3C++;
if (part->unk_38 < 0) {
remove_effect(effect);
return;
}
if (part->unk_38 < 8) {
part->unk_4C = part->unk_38 * 32;
}
unk_10 = part->unk_10;
unk_14 = part->unk_14;
part++;
for (i = 1; i < effect->numParts; i++, part++) {
part->unk_30++;
if (part->unk_30 >= ARRAY_COUNT(D_E0074B80)) {
part->unk_30 = 0;
}
if (part->unk_30 >= 0) {
if (part->unk_30 == 0) {
f32 rand = rand_int(359);
rand_int(359);
part->unk_04 = unk_10 * sin_deg(rand);
part->unk_08 = rand_int(unk_14) - unk_14 * 0.5;
part->unk_0C = unk_10 * cos_deg(rand);
part->unk_18 = sin_deg(rand) * 15.0f;
part->unk_1C = part->unk_08 * 0.4;
part->unk_20 = cos_deg(rand) * 15.0f;
part->unk_24 = part->unk_18 * 0.5;
part->unk_28 = part->unk_1C * 0.5;
part->unk_2C = part->unk_20 * 0.5;
part->unk_64 = rand_int(15);
part->unk_68 = rand_int(15);
part->unk_34 = 0.0f;
part->unk_4C = 255;
}
part->unk_60 = 2.0f * D_E0074B80[part->unk_30];
part->unk_34 += 4.0f;
part->unk_04 += part->unk_18;
part->unk_08 += part->unk_1C;
part->unk_0C += part->unk_20;
part->unk_64 += 0.2;
part->unk_68 += 0.6;
part->unk_18 += (part->unk_24 - part->unk_18) * 0.04;
part->unk_1C += (part->unk_28 - part->unk_1C) * 0.04;
part->unk_20 += (part->unk_2C - part->unk_20) * 0.04;
}
}
}
void shimmer_wave_render(EffectInstance* effect) {
RenderTask renderTask;
RenderTask* retTask;
renderTask.appendGfx = shimmer_wave_appendGfx;
renderTask.appendGfxArg = effect;
renderTask.dist = 10;
renderTask.renderMode = RENDER_MODE_CLOUD_NO_ZCMP;
retTask = queue_render_task(&renderTask);
retTask->renderMode |= RENDER_TASK_FLAG_REFLECT_FLOOR;
}
void shimmer_wave_appendGfx(void* effect) {
ShimmerWaveFXData* part = ((EffectInstance*)effect)->data.shimmerWave;
s32 unk_50 = part->unk_50;
s32 unk_54 = part->unk_54;
s32 unk_58 = part->unk_58;
f32 temp_4C = part->unk_4C / 255.0f;
Gfx* savedGfxPos;
Matrix4f sp20;
Matrix4f sp60;
s32 i;
gDPPipeSync(gMainGfxPos++);
gSPSegment(gMainGfxPos++, 0x09, VIRTUAL_TO_PHYSICAL(((EffectInstance*)effect)->graphics->data));
guTranslateF(sp20, part->unk_04, part->unk_08, part->unk_0C);
guScaleF(sp60, part->unk_60, part->unk_60, part->unk_60);
guMtxCatF(sp60, sp20, sp20);
guMtxF2L(sp20, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++], G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(gMainGfxPos++, part->unk_40, part->unk_44, part->unk_48, part->unk_5C);
gSPDisplayList(gMainGfxPos++, D_09000F20_338EE0);
savedGfxPos = gMainGfxPos;
gMainGfxPos++;
part++;
for (i = 1; i < ((EffectInstance*)effect)->numParts; i++, part++) {
if (part->unk_30 >= 0) {
guPositionF(sp20, 0.0f, 0.0f, part->unk_34, part->unk_60 * temp_4C, part->unk_04, part->unk_08, part->unk_0C);
guMtxF2L(sp20, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++], G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gDPSetPrimColor(gMainGfxPos++, 0, 0, unk_50, unk_54, unk_58, part->unk_4C * temp_4C);
gSPDisplayList(gMainGfxPos++, D_E0074B60[i & 7]);
gSPPopMatrix(gMainGfxPos++, G_MTX_MODELVIEW);
}
}
gSPEndDisplayList(gMainGfxPos++);
gSPBranchList(savedGfxPos, gMainGfxPos);
gSPDisplayList(gMainGfxPos++, savedGfxPos + 1);
guRotateF(sp20, 120.0f, 0.0f, 1.0f, 0.0f);
guMtxF2L(sp20, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++], G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPDisplayList(gMainGfxPos++, savedGfxPos + 1);
gSPPopMatrix(gMainGfxPos++, G_MTX_MODELVIEW);
guRotateF(sp20, -120.0f, 0.0f, 1.0f, 0.0f);
guMtxF2L(sp20, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++], G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPDisplayList(gMainGfxPos++, savedGfxPos + 1);
gSPPopMatrix(gMainGfxPos++, G_MTX_MODELVIEW);
gSPPopMatrix(gMainGfxPos++, G_MTX_MODELVIEW);
}