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#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);
}
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