sm64coopdx/enhancements/dyn_light.inc.c

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/*
* This file demonstrates how to manipulate display list data from C. *
* To use it, #include "../../enhancements/dyn_light.inc.c" and hook it on to a function that is called
* once per frame.
*/
#ifndef _DYNLIGHTS_H
#define _DYNLIGHTS_H
#include "../src/game/area.h" /* Get level info */
#include "../src/game/level_update.h" /* gMarioState */
#include "../src/game/memory.h"
#include "../src/game/print.h"
/*
* Common values for shading, which are manipulated with the SHADE_* defines
* in combination with the set_mario_shade_light function.
*/
/* Shading levels for Mario */
#define SHADE_100 1
#define SHADE_75 0.75
#define SHADE_50 0.50
#define SHADE_25 0.25
/* Mario light values */
#define VAL1 0x7F
#define VAL2 0x39
#define VAL3 0X0E
#define VAL4 0x07
#define VAL5 0x3C
#define VAL6 0x60
#define VAL7 0x03
/* Custom structs used for setting light values. */
typedef struct /* Normal shade lights */
{
unsigned char byte[7];
} Light2;
typedef struct /* Ambient lights */
{
unsigned char byte[15];
} Light3;
/* ! GLABEL THESE: actors/mario/model.s ! */
extern Light2 *mario_amb_light_group1;
extern Light2 *mario_amb_light_group2;
extern Light2 *mario_amb_light_group3;
extern Light2 *mario_amb_light_group4;
extern Light2 *mario_amb_light_group6;
/* OPTIONAL: Add level lights here--just like Mario they have to be glabel'd. */
/* Used to set mario's shading to one of the four predetermined modes. */
void set_mario_shade_light(f32 mode) {
Light2 *ptr;
ptr = segmented_to_virtual(&mario_amb_light_group1);
ptr->byte[2] = VAL1 * mode;
ptr->byte[6] = VAL1 * mode;
ptr = segmented_to_virtual(&mario_amb_light_group2);
ptr->byte[0] = VAL1 * mode;
ptr->byte[4] = VAL1 * mode;
ptr = segmented_to_virtual(&mario_amb_light_group3);
ptr->byte[0] = VAL1 * mode;
ptr->byte[1] = VAL1 * mode;
ptr->byte[2] = VAL1 * mode;
ptr->byte[4] = VAL1 * mode;
ptr->byte[5] = VAL1 * mode;
ptr->byte[6] = VAL1 * mode;
ptr = segmented_to_virtual(&mario_amb_light_group4);
ptr->byte[0] = VAL2 * mode;
ptr->byte[1] = VAL3 * mode;
ptr->byte[2] = VAL4 * mode;
ptr->byte[4] = VAL2 * mode;
ptr->byte[5] = VAL3 * mode;
ptr->byte[6] = VAL4 * mode;
ptr = segmented_to_virtual(&mario_amb_light_group6);
ptr->byte[0] = VAL2 * mode;
ptr->byte[1] = VAL7 * mode;
ptr->byte[4] = VAL2 * mode;
ptr->byte[5] = VAL7 * mode;
}
/* Creates a point light with its origin at x, y, and z. */
void point_light(s16 x, s16 y, s16 z, s16 size, f32 shade, s16 size1, f32 shade1) {
/* Outer region */
if (gMarioState->pos[0] >= (x - size1) && gMarioState->pos[0] <= x + size1
&& gMarioState->pos[1] >= (y - size1) && gMarioState->pos[1] <= y + size1
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&& gMarioState->pos[2] >= (z - size1) && gMarioState->pos[2] <= z + size1) {
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set_mario_shade_light(shade1);
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}
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/* Inner region */
if (gMarioState->pos[0] >= (x - size) && gMarioState->pos[0] <= x + size
&& gMarioState->pos[1] >= (y - size) && gMarioState->pos[1] <= y + size
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&& gMarioState->pos[2] >= (z - size) && gMarioState->pos[2] <= z + size) {
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set_mario_shade_light(shade);
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}
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}
/*
* Sets up the automatic shading for levels and sets up point lights.
* BBH is already done for you.
*/
void set_level_shading(void) {
#ifdef DEBUG
print_text_fmt_int(40, 80, "AREA: %d", gCurrAreaIndex);
print_text_fmt_int(40, 60, "X: %d", gMarioState->pos[0]);
print_text_fmt_int(40, 40, "Y: %d", gMarioState->pos[1]);
print_text_fmt_int(40, 20, "Z: %d", gMarioState->pos[2]);
#endif
switch (gCurrLevelNum) {
case LEVEL_BBH:
set_mario_shade_light(SHADE_25);
point_light(200, 0, 2300, 200, SHADE_100, 400, SHADE_50);
point_light(1000, 0, 2300, 200, SHADE_100, 400, SHADE_50);
point_light(200, 0, 1500, 150, SHADE_75, 200, SHADE_50);
point_light(200, 0, 700, 150, SHADE_75, 200, SHADE_50);
point_light(450, 0, 300, 150, SHADE_75, 200, SHADE_50);
point_light(1550, 0, 300, 150, SHADE_75, 200, SHADE_50);
point_light(1800, 0, 1500, 150, SHADE_75, 200, SHADE_50);
point_light(1500, 0, 1750, 100, SHADE_50, 150, SHADE_25); /* Window moonlight */
break;
case LEVEL_HMC:
set_mario_shade_light(SHADE_25);
break;
case LEVEL_CASTLE:
set_mario_shade_light(SHADE_75);
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if (gCurrAreaIndex == 3) {
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set_mario_shade_light(SHADE_50);
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}
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break;
case LEVEL_SSL:
set_mario_shade_light(SHADE_100);
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if (gCurrAreaIndex == 2 || gCurrAreaIndex == 3) { /* Both pyramid areas */
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set_mario_shade_light(SHADE_25);
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}
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break;
case LEVEL_JRB:
case LEVEL_DDD:
case LEVEL_SA:
set_mario_shade_light(SHADE_50);
break;
case LEVEL_CCM:
case LEVEL_SL:
case LEVEL_PSS:
set_mario_shade_light(SHADE_75);
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if (gCurrAreaIndex == 2) {
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set_mario_shade_light(SHADE_50);
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}
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break;
default:
set_mario_shade_light(SHADE_100);
break;
}
}
#endif