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authorfig02 <fig02srl@gmail.com>2020-09-05 09:45:10 -0400
committerGitHub <noreply@github.com>2020-09-05 09:45:10 -0400
commitbb1aacbd0b5cf2b4afd51da772c2ecf7a864e6d1 (patch)
tree4c5285b433d8b9875b42f2c9c5d4a671fb56cdf9 /src/code
parent612980f90cab73253f83e3f0f9d87bfb08af32e8 (diff)
z_lights.c OK (#343)
* rename some structs * changes * rename stuff and start a func * progress * progress * progress * remove unwanted file * progress * match last few funcs * done, i think * small changes * match Lights_Draw (thanks krim) * comments * cleanup * most pr suggestions * name changes * rename
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_actor.c47
-rw-r--r--src/code/z_collision_check.c12
-rw-r--r--src/code/z_eff_shield_particle.c17
-rw-r--r--src/code/z_effect_soft_sprite.c8
-rw-r--r--src/code/z_lights.c418
-rw-r--r--src/code/z_play.c10
-rw-r--r--src/code/z_scene.c2
7 files changed, 360 insertions, 154 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 4f51d9485..019c3c239 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -12,7 +12,7 @@ void ActorShape_Init(ActorShape* shape, f32 arg1, void* shadowDrawFunc, f32 arg3
shape->unk_14 = -1;
}
-void func_8002B200(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx, Gfx* dlist, Color_RGBA8* color) {
+void func_8002B200(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gfx* dlist, Color_RGBA8* color) {
f32 temp1;
f32 temp2;
MtxF sp60;
@@ -57,18 +57,18 @@ void func_8002B200(Actor* actor, LightMapper* lightMapper, GlobalContext* global
}
}
-void ActorShadow_DrawFunc_Circle(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx) {
- func_8002B200(actor, lightMapper, globalCtx, &D_04049210, NULL);
+void ActorShadow_DrawFunc_Circle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
+ func_8002B200(actor, lights, globalCtx, &D_04049210, NULL);
}
Color_RGBA8 D_80115F80 = { 255, 255, 255, 255 };
-void ActorShadow_DrawFunc_WhiteCircle(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx) {
- func_8002B200(actor, lightMapper, globalCtx, &D_04049210, &D_80115F80);
+void ActorShadow_DrawFunc_WhiteCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
+ func_8002B200(actor, lights, globalCtx, &D_04049210, &D_80115F80);
}
-void ActorShadow_DrawFunc_Squiggly(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx) {
- func_8002B200(actor, lightMapper, globalCtx, &D_04049AD0, NULL);
+void ActorShadow_DrawFunc_Squiggly(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
+ func_8002B200(actor, lights, globalCtx, &D_04049AD0, NULL);
}
void func_8002B66C(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, f32 arg4, f32 arg5, f32 arg6) {
@@ -97,7 +97,7 @@ void func_8002B66C(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3,
#ifdef NON_MATCHING
// saved register, stack usage and minor ordering differences
-void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, GlobalContext* globalCtx) {
+void ActorShadow_DrawFunc_Teardrop(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
MtxF spE8;
f32 spE0[2];
s32 i;
@@ -125,7 +125,7 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
temp_14 = actor->shape.unk_14;
actor->shape.unk_10 *= 0.3f;
actor->shape.unk_14 *= ((temp_f20 - 20.0f) * 0.02f) > 1.0f ? 1.0f : ((temp_f20 - 20.0f) * 0.02f);
- ActorShadow_DrawFunc_Circle(actor, lightMapper, globalCtx);
+ ActorShadow_DrawFunc_Circle(actor, lights, globalCtx);
actor->shape.unk_10 = temp_10;
actor->shape.unk_14 = temp_14;
}
@@ -133,7 +133,7 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
if (temp_f20 < 200.0f) {
phi_s7 = &actor->unk_CC[0];
spAC = &spE0[0];
- temp_s6 = lightMapper->numLights;
+ temp_s6 = lights->numLights;
temp_s6 -= 2;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 1741);
@@ -151,7 +151,7 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa
phi_f2 = phi_s7->y - *spAC;
if ((phi_f2 >= -1.0f) && (phi_f2 < 500.0f)) {
- phi_s0 = lightMapper->lights;
+ phi_s0 = &lights->l.l[0];
if (phi_f2 <= 0.0f) {
actor->shape.unk_15++;
@@ -1724,8 +1724,8 @@ s32 func_8002F9EC(GlobalContext* globalCtx, Actor* actor, UNK_TYPE arg2, UNK_TYP
}
// Local data used for Farore's Wind light (stored in BSS, possibly a struct?)
-LightInfoPositional D_8015BC00;
-z_Light* D_8015BC10;
+LightInfo D_8015BC00;
+LightNode* D_8015BC10;
s32 D_8015BC14;
f32 D_8015BC18;
@@ -1754,9 +1754,9 @@ void func_8002FA60(GlobalContext* globalCtx) {
lightPos.y = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f;
lightPos.z = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z;
- Lights_InitType0PositionalLight(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF, -1);
+ Lights_PointNoGlowSetInfo(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF, -1);
- D_8015BC10 = Lights_Insert(globalCtx, &globalCtx->lightCtx, &D_8015BC00);
+ D_8015BC10 = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &D_8015BC00);
D_8015BC14 = 0;
D_8015BC18 = 0.0f;
}
@@ -1919,8 +1919,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
lightPos.y = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + spD8;
lightPos.z = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z;
- Lights_InitType0PositionalLight(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF,
- 500.0f * spD4);
+ Lights_PointNoGlowSetInfo(&D_8015BC00, lightPos.x, lightPos.y, lightPos.z, 0xFF, 0xFF, 0xFF, 500.0f * spD4);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 5474);
}
@@ -1930,7 +1929,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
#endif
void func_80030488(GlobalContext* globalCtx) {
- Lights_Remove(globalCtx, &globalCtx->lightCtx, D_8015BC10);
+ LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, D_8015BC10);
}
void func_800304B0(GlobalContext* globalCtx) {
@@ -2150,16 +2149,16 @@ void Actor_FaultPrint(Actor* actor, char* command) {
void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
FaultClient faultClient;
- LightMapper* lightMapper;
+ Lights* lights;
Fault_AddClient(&faultClient, Actor_FaultPrint, actor, "Actor_draw");
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 6035);
- lightMapper = Lights_CreateMapper(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
+ lights = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
- func_8007A474(lightMapper, globalCtx->lightCtx.lightsHead, (actor->flags & 0x400000) ? NULL : &actor->posRot.pos);
- func_80079EFC(lightMapper, globalCtx->state.gfxCtx);
+ Lights_BindAll(lights, globalCtx->lightCtx.listHead, (actor->flags & 0x400000) ? NULL : &actor->posRot.pos);
+ Lights_Draw(lights, globalCtx->state.gfxCtx);
if (actor->flags & 0x1000) {
func_800D1694(actor->posRot.pos.x + globalCtx->mainCamera.unk_80.x,
@@ -2206,7 +2205,7 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
}
if (actor->shape.shadowDrawFunc != NULL) {
- actor->shape.shadowDrawFunc(actor, lightMapper, globalCtx);
+ actor->shape.shadowDrawFunc(actor, lights, globalCtx);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 6119);
@@ -2425,7 +2424,7 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
func_8002FBAC(globalCtx);
if (IREG(32) == 0) {
- func_8007ABBC(globalCtx);
+ Lights_DrawGlow(globalCtx);
}
if ((HREG(64) != 1) || (HREG(75) != 0)) {
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index fca60ed13..105db862a 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -3068,9 +3068,9 @@ void func_80062CD4(GlobalContext* globalCtx, Vec3f* v) {
init.position.x = (s32)v->x;
init.position.y = (s32)v->y;
init.position.z = (s32)v->z;
- init.lightParams.posX = init.position.x;
- init.lightParams.posY = init.position.y;
- init.lightParams.posZ = init.position.z;
+ init.lightPoint.x = init.position.x;
+ init.lightPoint.y = init.position.y;
+ init.lightPoint.z = init.position.z;
Effect_Add(globalCtx, &sp24, EFFECT_SHIELD_PARTICLE, 0, 1, &init);
}
@@ -3111,9 +3111,9 @@ void func_80062E14(GlobalContext* globalCtx, Vec3f* v, Vec3f* arg2) {
init.position.x = (s32)v->x;
init.position.y = (s32)v->y;
init.position.z = (s32)v->z;
- init.lightParams.posX = init.position.x;
- init.lightParams.posY = init.position.y;
- init.lightParams.posZ = init.position.z;
+ init.lightPoint.x = init.position.x;
+ init.lightPoint.y = init.position.y;
+ init.lightPoint.z = init.position.z;
Effect_Add(globalCtx, &sp24, EFFECT_SHIELD_PARTICLE, 0, 1, &init);
Audio_PlaySoundGeneral(NA_SE_IT_REFLECTION_WOOD, arg2, 4, &D_801333E0, &D_801333E0, &D_801333E8);
diff --git a/src/code/z_eff_shield_particle.c b/src/code/z_eff_shield_particle.c
index 46a0b9502..42e3cde6c 100644
--- a/src/code/z_eff_shield_particle.c
+++ b/src/code/z_eff_shield_particle.c
@@ -50,11 +50,12 @@ void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
this->lightDecay = initParams->lightDecay;
if (this->lightDecay == true) {
- this->lightInfo.type = 0;
- this->lightInfo.params = initParams->lightParams;
- this->light = Lights_Insert(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, &this->lightInfo);
+ this->lightInfo.type = LIGHT_POINT_NOGLOW;
+ this->lightInfo.params.point = initParams->lightPoint;
+ this->lightNode =
+ LightContext_InsertLight(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, &this->lightInfo);
} else {
- this->light = NULL;
+ this->lightNode = NULL;
}
}
}
@@ -63,10 +64,10 @@ void EffectShieldParticle_Destroy(void* thisx) {
EffectShieldParticle* this = (EffectShieldParticle*)thisx;
if ((this != NULL) && (this->lightDecay == true)) {
- if (this->light == Effect_GetGlobalCtx()->lightCtx.lightsHead) {
- Effect_GetGlobalCtx()->lightCtx.lightsHead = this->light->next;
+ if (this->lightNode == Effect_GetGlobalCtx()->lightCtx.listHead) {
+ Effect_GetGlobalCtx()->lightCtx.listHead = this->lightNode->next;
}
- Lights_Remove(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, this->light);
+ LightContext_RemoveLight(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, this->lightNode);
}
}
@@ -100,7 +101,7 @@ s32 EffectShieldParticle_Update(void* thisx) {
}
if (this->lightDecay == true) {
- this->lightInfo.params.radius /= 2;
+ this->lightInfo.params.point.radius /= 2;
}
this->timer++;
diff --git a/src/code/z_effect_soft_sprite.c b/src/code/z_effect_soft_sprite.c
index 8af41a464..6f9a16f89 100644
--- a/src/code/z_effect_soft_sprite.c
+++ b/src/code/z_effect_soft_sprite.c
@@ -295,12 +295,12 @@ void EffectSs_Draw(GlobalContext* globalCtx, s32 index) {
// original name: "EffectSoftSprite2_disp"
void EffectSs_DrawAll(GlobalContext* globalCtx) {
- LightMapper* lightMapper;
+ Lights* lights;
s32 i;
- lightMapper = Lights_CreateMapper(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
- func_8007A474(lightMapper, globalCtx->lightCtx.lightsHead, 0);
- func_80079EFC(lightMapper, globalCtx->state.gfxCtx);
+ lights = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
+ Lights_BindAll(lights, globalCtx->lightCtx.listHead, NULL);
+ Lights_Draw(lights, globalCtx->state.gfxCtx);
for (i = 0; i < sEffectSsInfo.tableSize; i++) {
if (sEffectSsInfo.table[i].life > -1) {
diff --git a/src/code/z_lights.c b/src/code/z_lights.c
index 83f0a7032..50e351aa4 100644
--- a/src/code/z_lights.c
+++ b/src/code/z_lights.c
@@ -1,190 +1,396 @@
#include <ultra64.h>
#include <global.h>
-LightsList sLightsList;
+#define LIGHTS_BUFFER_SIZE 32
-void Lights_InitPositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue,
- s16 radius, u32 type) {
+typedef struct {
+ /* 0x000 */ s32 numOccupied;
+ /* 0x004 */ s32 searchIndex;
+ /* 0x008 */ LightNode buf[LIGHTS_BUFFER_SIZE];
+} LightsBuffer; // size = 0x188
+
+LightsBuffer sLightsBuffer;
+
+void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type) {
info->type = type;
- info->params.posX = posX;
- info->params.posY = posY;
- info->params.posZ = posZ;
- Lights_SetPositionalLightColorAndRadius(info, red, green, blue, radius);
+ info->params.point.x = x;
+ info->params.point.y = y;
+ info->params.point.z = z;
+ Lights_PointSetColorAndRadius(info, r, g, b, radius);
}
-void Lights_InitType0PositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue,
- s16 radius) {
- Lights_InitPositionalLight(info, posX, posY, posZ, red, green, blue, radius, 0);
+void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
+ Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_NOGLOW);
}
-void Lights_InitType2PositionalLight(LightInfoPositional* info, s16 posX, s16 posY, s16 posZ, u8 red, u8 green, u8 blue,
- s16 radius) {
- Lights_InitPositionalLight(info, posX, posY, posZ, red, green, blue, radius, 2);
+void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
+ Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_GLOW);
}
-void Lights_SetPositionalLightColorAndRadius(LightInfoPositional* info, u8 red, u8 green, u8 blue, s16 radius) {
- info->params.red = red;
- info->params.green = green;
- info->params.blue = blue;
- info->params.radius = radius;
+void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius) {
+ info->params.point.color[0] = r;
+ info->params.point.color[1] = g;
+ info->params.point.color[2] = b;
+ info->params.point.radius = radius;
}
-void Lights_InitDirectional(LightInfoDirectional* info, s8 dirX, s8 dirY, s8 dirZ, u8 red, u8 green, u8 blue) {
- info->type = 1;
- info->params.dirX = dirX;
- info->params.dirY = dirY;
- info->params.dirZ = dirZ;
- info->params.red = red;
- info->params.green = green;
- info->params.blue = blue;
+void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b) {
+ info->type = LIGHT_DIRECTIONAL;
+ info->params.dir.x = x;
+ info->params.dir.y = y;
+ info->params.dir.z = z;
+ info->params.dir.color[0] = r;
+ info->params.dir.color[1] = g;
+ info->params.dir.color[2] = b;
}
-void Lights_MapperInit(LightMapper* mapper, u8 red, u8 green, u8 blue) {
- mapper->ambient.l.col[0] = red;
- mapper->ambient.l.colc[0] = red;
- mapper->ambient.l.col[1] = green;
- mapper->ambient.l.colc[1] = green;
- mapper->ambient.l.col[2] = blue;
- mapper->ambient.l.colc[2] = blue;
- mapper->numLights = 0;
+// unused
+void Lights_Reset(Lights* lights, u8 ambentR, u8 ambentG, u8 ambentB) {
+ lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambentR;
+ lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambentG;
+ lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambentB;
+ lights->numLights = 0;
}
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_80079EFC.s")
+/*
+ * Draws every light in the provided Lights group
+ */
+void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
+ Light* light;
+ s32 i;
-Light* Lights_MapperGetNextFreeSlot(LightMapper* mapper) {
- if (6 < mapper->numLights) {
- return NULL;
+ OPEN_DISPS(gfxCtx, "../z_lights.c", 339);
+
+ gSPNumLights(oGfxCtx->polyOpa.p++, lights->numLights);
+ gSPNumLights(oGfxCtx->polyXlu.p++, lights->numLights);
+
+ i = 0;
+ light = &lights->l.l[0];
+
+ while (i < lights->numLights) {
+ i++;
+ gSPLight(oGfxCtx->polyOpa.p++, light, i);
+ gSPLight(oGfxCtx->polyXlu.p++, light, i);
+ light++;
}
- return &mapper->lights[mapper->numLights++];
+ if (0) {}
+
+ i++; // abmient light is total number of lights + 1
+ gSPLight(oGfxCtx->polyOpa.p++, &lights->l.a, i);
+ gSPLight(oGfxCtx->polyXlu.p++, &lights->l.a, i);
+
+ CLOSE_DISPS(gfxCtx, "../z_lights.c", 352);
+}
+
+Light* Lights_FindSlot(Lights* lights) {
+ if (lights->numLights >= 7) {
+ return NULL;
+ } else {
+ return &lights->l.l[lights->numLights++];
+ }
}
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A0B4.s")
+void Lights_BindPoint(Lights* lights, LightParams* params, Vec3f* vec) {
+ f32 xDiff;
+ f32 yDiff;
+ f32 zDiff;
+ f32 posDiff;
+ f32 scale;
+ Light* light;
+
+ if (vec != NULL) {
+ xDiff = params->point.x - vec->x;
+ yDiff = params->point.y - vec->y;
+ zDiff = params->point.z - vec->z;
+ scale = params->point.radius;
+ posDiff = SQ(xDiff) + SQ(yDiff) + SQ(zDiff);
+
+ if (posDiff < SQ(scale)) {
+ light = Lights_FindSlot(lights);
+
+ if (light != NULL) {
+ posDiff = sqrtf(posDiff);
+ if (1) {}
+ scale = posDiff / scale;
+ scale = 1 - SQ(scale);
+
+ light->l.col[0] = light->l.colc[0] = params->point.color[0] * scale;
+ light->l.col[1] = light->l.colc[1] = params->point.color[1] * scale;
+ light->l.col[2] = light->l.colc[2] = params->point.color[2] * scale;
+
+ scale = (posDiff < 1.0f) ? 120.0f : 120.0f / posDiff;
+
+ light->l.dir[0] = xDiff * scale;
+ light->l.dir[1] = yDiff * scale;
+ light->l.dir[2] = zDiff * scale;
+ }
+ }
+ }
+}
-void func_8007A40C(LightMapper* mapper, LightInfoDirectionalParams* params, GlobalContext* globalCtx) {
- Light* light = Lights_MapperGetNextFreeSlot(mapper);
+void Lights_BindDirectional(Lights* lights, LightParams* params, Vec3f* vec) {
+ Light* light = Lights_FindSlot(lights);
if (light != NULL) {
- light->l.col[0] = light->l.colc[0] = params->red;
- light->l.col[1] = light->l.colc[1] = params->green;
- light->l.col[2] = light->l.colc[2] = params->blue;
- light->l.dir[0] = params->dirX;
- light->l.dir[1] = params->dirY;
- light->l.dir[2] = params->dirZ;
+ light->l.col[0] = light->l.colc[0] = params->dir.color[0];
+ light->l.col[1] = light->l.colc[1] = params->dir.color[1];
+ light->l.col[2] = light->l.colc[2] = params->dir.color[2];
+ light->l.dir[0] = params->dir.x;
+ light->l.dir[1] = params->dir.y;
+ light->l.dir[2] = params->dir.z;
}
}
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A474.s")
+/*
+ * For every light in a provided list, try to find a free slot in the provided Lights group and bind
+ * a light to it. Then apply color and positional/directional info for each light
+ * based on the parameters supplied by the node.
+ *
+ * Note: Lights in a given list can only be binded to however many free slots are
+ * available in the Lights group. This is at most 7 slots for a new group, but could be less.
+ */
+void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* vec) {
+ LightsBindFunc bindFuncs[] = { Lights_BindPoint, Lights_BindDirectional, Lights_BindPoint };
+ LightInfo* info;
+
+ while (listHead != NULL) {
+ info = listHead->info;
+ bindFuncs[info->type](lights, &info->params, vec);
+ listHead = listHead->next;
+ }
+}
-z_Light* Lights_FindFreeSlot() {
- z_Light* ret;
+LightNode* Lights_FindBufSlot() {
+ LightNode* node;
- if (0x1F < sLightsList.numOccupied) {
+ if (sLightsBuffer.numOccupied >= LIGHTS_BUFFER_SIZE) {
return NULL;
}
- ret = &sLightsList.lights[sLightsList.nextFree];
+ node = &sLightsBuffer.buf[sLightsBuffer.searchIndex];
- while (ret->info != NULL) {
- sLightsList.nextFree++;
+ while (node->info != NULL) {
+ sLightsBuffer.searchIndex++;
- if (sLightsList.nextFree < 0x20) {
- ret++;
+ if (sLightsBuffer.searchIndex < LIGHTS_BUFFER_SIZE) {
+ node++;
} else {
- sLightsList.nextFree = 0;
- ret = &sLightsList.lights[0];
+ sLightsBuffer.searchIndex = 0;
+ node = &sLightsBuffer.buf[0];
}
}
- sLightsList.numOccupied++;
+ sLightsBuffer.numOccupied++;
- return ret;
+ return node;
}
// return type must not be void to match
-s32 Lights_Free(z_Light* light) {
+s32 Lights_FreeNode(LightNode* light) {
if (light != NULL) {
- sLightsList.numOccupied--;
+ sLightsBuffer.numOccupied--;
light->info = NULL;
- sLightsList.nextFree = (light - sLightsList.lights) / sizeof(z_Light);
+ sLightsBuffer.searchIndex = (light - sLightsBuffer.buf) / sizeof(LightNode);
}
}
-void func_8007A614(GlobalContext* globalCtx, LightingContext* lightCtx) {
- Lights_ClearHead(globalCtx, lightCtx);
- Lights_SetAmbientColor(lightCtx, 80, 80, 80);
- func_8007A698(lightCtx, 0, 0, 0, 0x3e4, 0x3200);
- bzero(&sLightsList, sizeof(sLightsList));
+void LightContext_Init(GlobalContext* globalCtx, LightContext* lightCtx) {
+ LightContext_InitList(globalCtx, lightCtx);
+ LightContext_SetAmbientColor(lightCtx, 80, 80, 80);
+ func_8007A698(lightCtx, 0, 0, 0, 0x3E4, 0x3200);
+ bzero(&sLightsBuffer, sizeof(sLightsBuffer));
}
-void Lights_SetAmbientColor(LightingContext* lightCtx, u8 red, u8 green, u8 blue) {
- lightCtx->ambientRed = red;
- lightCtx->ambientGreen = green;
- lightCtx->ambientBlue = blue;
+void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b) {
+ lightCtx->ambient.r = r;
+ lightCtx->ambient.g = g;
+ lightCtx->ambient.b = b;
}
-void func_8007A698(LightingContext* lightCtx, u8 arg1, u8 arg2, u8 arg3, s16 arg4, s16 arg5) {
+void func_8007A698(LightContext* lightCtx, u8 arg1, u8 arg2, u8 arg3, s16 numLights, s16 arg5) {
lightCtx->unk_07 = arg1;
lightCtx->unk_08 = arg2;
lightCtx->unk_09 = arg3;
- lightCtx->unk_0A = arg4;
+ lightCtx->unk_0A = numLights;
lightCtx->unk_0C = arg5;
}
-LightMapper* Lights_CreateMapper(LightingContext* lightCtx, GraphicsContext* gfxCtx) {
- return func_8007A960(gfxCtx, lightCtx->ambientRed, lightCtx->ambientGreen, lightCtx->ambientBlue);
+/*
+ * Allocate a new Lights group and initilize the ambient color with that provided by LightContext
+ */
+Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx) {
+ return Lights_New(gfxCtx, lightCtx->ambient.r, lightCtx->ambient.g, lightCtx->ambient.b);
}
-void Lights_ClearHead(GlobalContext* globalCtx, LightingContext* lightCtx) {
- lightCtx->lightsHead = NULL;
+void LightContext_InitList(GlobalContext* globalCtx, LightContext* lightCtx) {
+ lightCtx->listHead = NULL;
}
-void Lights_RemoveAll(GlobalContext* globalCtx, LightingContext* lightCtx) {
- while (lightCtx->lightsHead != NULL) {
- Lights_Remove(globalCtx, lightCtx, lightCtx->lightsHead);
- lightCtx->lightsHead = lightCtx->lightsHead->next;
+void LightContext_DestroyList(GlobalContext* globalCtx, LightContext* lightCtx) {
+ while (lightCtx->listHead != NULL) {
+ LightContext_RemoveLight(globalCtx, lightCtx, lightCtx->listHead);
+ lightCtx->listHead = lightCtx->listHead->next;
}
}
-z_Light* Lights_Insert(GlobalContext* globalCtx, LightingContext* lightCtx, void* info) {
- z_Light* light;
+/*
+ * Insert a new light into the list pointed to by LightContext
+ *
+ * Note: Due to the limited number of slots in a Lights group, inserting too many lights in the
+ * list may result in older entries not being bound to a Light when calling Lights_BindAll
+ */
+LightNode* LightContext_InsertLight(GlobalContext* globalCtx, LightContext* lightCtx, LightInfo* info) {
+ LightNode* node;
- light = Lights_FindFreeSlot();
- if (light != NULL) {
- light->info = info;
- light->prev = NULL;
- light->next = lightCtx->lightsHead;
+ node = Lights_FindBufSlot();
+
+ if (node != NULL) {
+ node->info = info;
+ node->prev = NULL;
+ node->next = lightCtx->listHead;
- if (lightCtx->lightsHead != NULL) {
- lightCtx->lightsHead->prev = light;
+ if (lightCtx->listHead != NULL) {
+ lightCtx->listHead->prev = node;
}
- lightCtx->lightsHead = light;
+ lightCtx->listHead = node;
}
- return light;
+ return node;
}
-void Lights_Remove(GlobalContext* globalCtx, LightingContext* lightCtx, z_Light* light) {
- if (light != NULL) {
- if (light->prev != NULL) {
- light->prev->next = light->next;
+void LightContext_RemoveLight(GlobalContext* globalCtx, LightContext* lightCtx, LightNode* node) {
+ if (node != NULL) {
+ if (node->prev != NULL) {
+ node->prev->next = node->next;
} else {
- lightCtx->lightsHead = light->next;
+ lightCtx->listHead = node->next;
}
- if (light->next != NULL) {
- light->next->prev = light->prev;
+ if (node->next != NULL) {
+ node->next->prev = node->prev;
}
- Lights_Free(light);
+ Lights_FreeNode(node);
}
}
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A824.s")
+// unused
+Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g,
+ u8 b, s8 x, s8 y, s8 z) {
+ Lights* lights;
+ s32 i;
+
+ lights = Graph_Alloc(gfxCtx, sizeof(Lights));
+
+ lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
+ lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
+ lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
+ lights->numLights = numLights;
+
+ for (i = 0; i < numLights; i++) {
+ lights->l.l[i].l.col[0] = lights->l.l[i].l.colc[0] = r;
+ lights->l.l[i].l.col[1] = lights->l.l[i].l.colc[1] = g;
+ lights->l.l[i].l.col[2] = lights->l.l[i].l.colc[2] = b;
+ lights->l.l[i].l.dir[0] = x;
+ lights->l.l[i].l.dir[1] = y;
+ lights->l.l[i].l.dir[2] = z;
+ }
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A960.s")
+ Lights_Draw(lights, gfxCtx);
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007A9B4.s")
+ return lights;
+}
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_lights/func_8007ABBC.s")
+Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB) {
+ Lights* lights;
+
+ lights = Graph_Alloc(gfxCtx, sizeof(Lights));
+
+ lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
+ lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
+ lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
+ lights->numLights = 0;
+
+ return lights;
+}
+
+void Lights_GlowCheck(GlobalContext* globalCtx) {
+ LightNode* node;
+ LightPoint* params;
+ Vec3f pos;
+ Vec3f multDest;
+ f32 wDest;
+ f32 wX;
+ f32 wY;
+ s32 wZ;
+ s32 zBuf;
+
+ node = globalCtx->lightCtx.listHead;
+
+ while (node != NULL) {
+ params = &node->info->params.point;
+
+ if (node->info->type == LIGHT_POINT_GLOW) {
+ pos.x = params->x;
+ pos.y = params->y;
+ pos.z = params->z;
+ func_8002BE04(globalCtx, &pos, &multDest, &wDest);
+ params->drawGlow = false;
+ wX = multDest.x * wDest;
+ wY = multDest.y * wDest;
+
+ if ((multDest.z > 1.0f) && (fabsf(wX) < 1.0f) && (fabsf(wY) < 1.0f)) {
+ wZ = (s32)((multDest.z * wDest) * 16352.0f) + 16352;
+ zBuf = gZBuffer[(s32)((wY * -120.0f) + 120.0f)][(s32)((wX * 160.0f) + 160.0f)] * 4;
+ if (1) {}
+ if (1) {}
+
+ if (wZ < (func_8006F0A0(zBuf) >> 3)) {
+ params->drawGlow = true;
+ }
+ }
+ }
+ node = node->next;
+ }
+}
+
+void Lights_DrawGlow(GlobalContext* globalCtx) {
+ s32 pad;
+ LightNode* node;
+
+ node = globalCtx->lightCtx.listHead;
+
+ OPEN_DISPS(globalCtx->state.gfxCtx, "../z_lights.c", 887);
+
+ oGfxCtx->polyXlu.p = func_800947AC(oGfxCtx->polyXlu.p++);
+ gDPSetAlphaDither(oGfxCtx->polyXlu.p++, G_AD_NOISE);
+ gDPSetColorDither(oGfxCtx->polyXlu.p++, G_CD_MAGICSQ);
+ gSPDisplayList(oGfxCtx->polyXlu.p++, D_04015720);
+
+ while (node != NULL) {
+ LightInfo* info;
+ LightPoint* params;
+ f32 scale;
+ s32 pad[4];
+
+ info = node->info;
+ params = &info->params.point;
+
+ if ((info->type == LIGHT_POINT_GLOW) && (params->drawGlow)) {
+ scale = SQ(params->radius) * 0.0000026f;
+
+ gDPSetPrimColor(oGfxCtx->polyXlu.p++, 0, 0, params->color[0], params->color[1], params->color[2], 50);
+ Matrix_Translate(params->x, params->y, params->z, MTXMODE_NEW);
+ Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
+ gSPMatrix(oGfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_lights.c", 918),
+ G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPDisplayList(oGfxCtx->polyXlu.p++, D_04015760);
+ }
+
+ node = node->next;
+ }
+
+ CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_lights.c", 927);
+}
diff --git a/src/code/z_play.c b/src/code/z_play.c
index 1a1b8431a..a3ab3930f 100644
--- a/src/code/z_play.c
+++ b/src/code/z_play.c
@@ -1071,7 +1071,7 @@ void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) {
// regalloc, stack usage and minor ordering differences
void Gameplay_Draw(GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
- LightMapper* sp228;
+ Lights* sp228;
Vec3f sp21C;
OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
@@ -1208,9 +1208,9 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
}
if ((HREG(80) != 10) || (HREG(90) & 8)) {
- sp228 = Lights_CreateMapper(&globalCtx->lightCtx, gfxCtx);
- func_8007A474(sp228, globalCtx->lightCtx.lightsHead, 0);
- func_80079EFC(sp228, gfxCtx);
+ sp228 = LightContext_NewLights(&globalCtx->lightCtx, gfxCtx);
+ Lights_BindAll(sp228, globalCtx->lightCtx.listHead, NULL);
+ Lights_Draw(sp228, gfxCtx);
}
if ((HREG(80) != 10) || (HREG(84) != 0)) {
@@ -1467,7 +1467,7 @@ void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) {
globalCtx->setupPathList = NULL;
globalCtx->nbSetupActors = 0;
Object_InitBank(globalCtx, &globalCtx->objectCtx);
- func_8007A614(globalCtx, &globalCtx->lightCtx);
+ LightContext_Init(globalCtx, &globalCtx->lightCtx);
func_80098CBC(globalCtx, &globalCtx->nbTransitionActors);
func_80096FD4(globalCtx, &globalCtx->roomCtx.curRoom);
YREG(15) = 0;
diff --git a/src/code/z_scene.c b/src/code/z_scene.c
index 436fc72c6..733d08fa4 100644
--- a/src/code/z_scene.c
+++ b/src/code/z_scene.c
@@ -336,7 +336,7 @@ void func_80098B74(GlobalContext* globalCtx, SceneCmd* cmd) {
lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.segment);
for (i = 0; i < cmd->lightList.num; i++) {
- Lights_Insert(globalCtx, &globalCtx->lightCtx, lightInfo);
+ LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, lightInfo);
lightInfo++;
}
}