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-rw-r--r--src/code/m_debug_display.c111
1 files changed, 111 insertions, 0 deletions
diff --git a/src/code/m_debug_display.c b/src/code/m_debug_display.c
new file mode 100644
index 0000000..12e6e25
--- /dev/null
+++ b/src/code/m_debug_display.c
@@ -0,0 +1,111 @@
+#include "global.h"
+#include "gfx.h"
+#include "m_rcp.h"
+#include "m_debug_display.h"
+
+typedef struct {
+ /* 0x00 */ s16 drawType; // indicates which draw function to use when displaying the object
+ /* 0x04 */ void* drawArg; // segment address (display list or texture) passed to the draw function when called
+} DebugDispObjectInfo; // size = 0x8
+
+typedef void (*DebugDispObject_DrawFunc)(DebugDispObject*, void*, Game_Play*);
+
+extern u8* no_txt;
+extern u8* nx_txt;
+extern u8* np_txt;
+extern u8* nt_txt;
+extern Gfx darrow_model[];
+extern Gfx camera_model[];
+
+DebugDispObject* debug_display;
+
+extern Gfx RCP_debug_texture_16x16_8[];
+
+void Debug_Display_init(void) {
+ debug_display = NULL;
+}
+
+DebugDispObject* Debug_Display_new(f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, f32 scaleX, f32 scaleY,
+ f32 scaleZ, u8 red, u8 green, u8 blue, u8 alpha, s16 type, GraphicsContext* gfxCtx) {
+ DebugDispObject* prevHead = debug_display;
+
+ debug_display = GRAPH_ALLOC(gfxCtx, sizeof(DebugDispObject));
+ debug_display->pos.x = posX;
+ debug_display->pos.y = posY;
+ debug_display->pos.z = posZ;
+ debug_display->rot.x = rotX;
+ debug_display->rot.y = rotY;
+ debug_display->rot.z = rotZ;
+ debug_display->scale.x = scaleX;
+ debug_display->scale.y = scaleY;
+ debug_display->scale.z = scaleZ;
+ debug_display->color.r = red;
+ debug_display->color.g = green;
+ debug_display->color.b = blue;
+ debug_display->color.a = alpha;
+ debug_display->type = type;
+ debug_display->next = prevHead;
+ return debug_display;
+}
+
+void Debug_Display_output(Game_Play* game_play) {
+ static DebugDispObject_DrawFunc debug_display_output_proc[] = {
+ debug_display_output_sprite_16x16_I8,
+ debug_display_output_polygon,
+ };
+
+ static DebugDispObjectInfo debug_display_shape_data[] = {
+ { 0, &no_txt }, { 0, &nx_txt }, { 0, &np_txt }, { 0, &nt_txt }, { 1, darrow_model }, { 1, camera_model },
+ };
+
+ DebugDispObject* dispObj = debug_display;
+ DebugDispObjectInfo* objInfo;
+
+ while (dispObj != NULL) {
+ objInfo = &debug_display_shape_data[dispObj->type];
+ debug_display_output_proc[objInfo->drawType](dispObj, objInfo->drawArg, game_play);
+ dispObj = dispObj->next;
+ }
+}
+
+void debug_display_output_sprite_16x16_I8(DebugDispObject* dispObj, void* texture, Game_Play* game_play) {
+ OPEN_DISPS(game_play->state.gfxCtx);
+
+ softsprite_prim(game_play->state.gfxCtx);
+
+ gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, dispObj->color.r, dispObj->color.g, dispObj->color.b, dispObj->color.a);
+ Matrix_translate(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, MTXMODE_NEW);
+ Matrix_scale(dispObj->scale.x, dispObj->scale.y, dispObj->scale.z, MTXMODE_APPLY);
+ Matrix_mult(&game_play->billboardMtxF, MTXMODE_APPLY);
+ Matrix_rotateXYZ(dispObj->rot.x, dispObj->rot.y, dispObj->rot.z, MTXMODE_APPLY);
+
+ gDPLoadTextureBlock(POLY_XLU_DISP++, texture, G_IM_FMT_I, G_IM_SIZ_8b, 16, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
+ G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
+
+ gSPMatrix(POLY_XLU_DISP++, _Matrix_to_Mtx_new(game_play->state.gfxCtx),
+ G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+
+ gSPDisplayList(POLY_XLU_DISP++, RCP_debug_texture_16x16_8);
+
+ CLOSE_DISPS(play->state.gfxCtx);
+}
+
+void debug_display_output_polygon(DebugDispObject* dispObj, void* dList, Game_Play* game_play) {
+ static Lights1 material = gdSPDefLights1(128, 128, 128, 255, 255, 255, 73, 73, 73);
+
+ OPEN_DISPS(game_play->state.gfxCtx);
+
+ polygon_z_light_prim(game_play->state.gfxCtx);
+
+ gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, dispObj->color.r, dispObj->color.g, dispObj->color.b, dispObj->color.a);
+
+ gSPSetLights1(POLY_XLU_DISP++, material);
+
+ Matrix_softcv3_load(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, &dispObj->rot);
+ Matrix_scale(dispObj->scale.x, dispObj->scale.y, dispObj->scale.z, MTXMODE_APPLY);
+ gSPMatrix(POLY_XLU_DISP++, _Matrix_to_Mtx_new(game_play->state.gfxCtx),
+ G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+
+ gSPDisplayList(POLY_XLU_DISP++, dList);
+ CLOSE_DISPS(game_play->state.gfxCtx);
+}