Files
Microtransactions64/actors/dirt/model.inc.c
Reonu 5a9b5a9751 Mat Stack Fix
* Implemented new lightweight CPU/RDP profiler
* Added RSP profiling to the lightweight profiler
* Added CPU audio to lightweight profiler
* Changed lingering manual light struct definitions to gdSPDefLights1, made a dummy light for Koopa's pink shorts
* Ran script to convert all light commands to lightcolor commands
* Added define guards for the profiler
* Wrote function for setting up global light direction in the frame
* Moved camera matrix into projection stack
* Corrected cameraToObject for the new matrix stack (fixes culling and sound)
* Fixed billboarding with new matrix stack
* Fixed shadows with new matrix stack
* Fixed some areas where the game was previously extracting the camera matrix from various matrices
* Restored vanilla light and env map directions under new matrix stack
* Fix goddard crash
* Fix geo_process_level_of_detail
* Remove 'construct_float' from 'geo_process_level_of_detail'
* Removed some accidentally added files
* Removed unnecessary matrix multiplications in geo_process_object
* Added fixlights script to build system for fixing custom assets and added option to disable it if needed
* Fixed visual debug with new matstack and cleaned up visual debug code
* Fixed handling of WORLD_SCALE in view matrix so it doesn't get cancelled out
* Fixed clip planes not scaling based on WORLD_SCALE

Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
Co-authored-by: Arceveti <arceveti@gmail.com>
Co-authored-by: thecozies <collinpferguson@gmail.com>
2022-07-19 08:04:54 -05:00

201 lines
7.7 KiB
C

// Dirt
// 0x0302BD68
// 0x0302BD80
// 0x0302BD98
// 0x0302BDB0
// 0x0302BDC8
static const Vtx dirt_seg3_vertex_0302BDC8[] = {
{{{ -101, -60, 0}, 0, { -130, 467}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ 102, -60, 0}, 0, { 599, 467}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ 0, 92, 0}, 0, { 234, -81}, {0x00, 0x00, 0x7f, 0xff}}},
};
// 0x0302BDF8
ALIGNED8 static const Texture dirt_seg3_texture_0302BDF8[] = {
#include "actors/dirt/dirt_particle.rgba16.inc.c"
};
// 0x0302BFF8 - 0x0302C028
const Gfx dirt_seg3_sub_dl_dirt_particle[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, dirt_seg3_texture_0302BDF8),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 16 * 16 - 1, CALC_DXT(16, G_IM_SIZ_16b_BYTES)),
gsSPVertex(dirt_seg3_vertex_0302BDC8, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPEndDisplayList(),
};
// 0x0302C028 - 0x0302C098
const Gfx dirt_seg3_dl_dirt_particle[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPClearGeometryMode(G_CULL_BACK),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPTileSync(),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 4, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 4, G_TX_NOLOD, G_TX_CLAMP, 4, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (16 - 1) << G_TEXTURE_IMAGE_FRAC, (16 - 1) << G_TEXTURE_IMAGE_FRAC),
gsSPDisplayList(dirt_seg3_sub_dl_dirt_particle),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0302C098
static const Vtx dirt_seg3_vertex_tiny_particle[] = {
{{{ -10, 0, 10}, 0, { 0, 0}, {0x00, 0x7f, 0x00, 0x00}}},
{{{ 10, 0, 10}, 0, { 0, 0}, {0x00, 0x7f, 0x00, 0x00}}},
{{{ 0, 0, -10}, 0, { 0, 0}, {0x00, 0x7f, 0x00, 0x00}}},
};
// 0x0302C0C8
static const Vtx dirt_seg3_vertex_tiny_particle_billboard[] = {
{{{ -10, 10, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ 10, 10, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ 0, -10, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
};
// 0x0302C0F8
static const Vtx dirt_seg3_vertex_cartoon_star[] = {
{{{ 0, -8, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0x00}}},
{{{ -32, 80, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0x00}}},
{{{ 32, 80, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0x00}}},
{{{ -52, 28, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0xff}}},
{{{ -116, 80, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0xff}}},
{{{ -84, -52, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0xff}}},
{{{ 52, 28, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0xff}}},
{{{ 84, -52, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0xff}}},
{{{ 116, 80, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0xff}}},
{{{ 0, 160, 0}, 0, { 0, 0}, {0x00, 0x00, 0x81, 0xff}}},
};
// 0x0302C198
static const Vtx dirt_seg3_vertex_cartoon_star_billboard[] = {
{{{ 0, -8, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ -32, 80, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ 32, 80, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ -52, 28, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ -116, 80, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ -84, -52, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ 52, 28, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ 84, -52, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ 116, 80, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
{{{ 0, 160, 0}, 0, { 0, 0}, {0xff, 0xff, 0x00, 0xff}}},
};
// 0x0302C238 - 0x0302C298
const Gfx dirt_seg3_sub_dl_cartoon_star[] = {
gsSPClearGeometryMode(G_CULL_BACK),
gsSPVertex(dirt_seg3_vertex_cartoon_star, 10, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 1, 0x0),
gsSP2Triangles( 0, 5, 3, 0x0, 6, 7, 0, 0x0),
gsSP2Triangles( 2, 8, 6, 0x0, 1, 9, 2, 0x0),
gsSP2Triangles( 0, 3, 1, 0x0, 2, 6, 0, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0302C298 - 0x0302C2B8
const Gfx dirt_seg3_dl_cartoon_star_red[] = {
gsSPLightColor(LIGHT_1, 0xff6464ff),
gsSPLightColor(LIGHT_2, 0x3f1919ff),
gsSPDisplayList(dirt_seg3_sub_dl_cartoon_star),
gsSPEndDisplayList(),
};
// 0x0302C2B8 - 0x0302C2D8
const Gfx dirt_seg3_dl_cartoon_star_green[] = {
gsSPLightColor(LIGHT_1, 0x64ff64ff),
gsSPLightColor(LIGHT_2, 0x193f19ff),
gsSPDisplayList(dirt_seg3_sub_dl_cartoon_star),
gsSPEndDisplayList(),
};
// 0x0302C2D8 - 0x0302C2F8
const Gfx dirt_seg3_dl_cartoon_star_blue[] = {
gsSPLightColor(LIGHT_1, 0x6464ffff),
gsSPLightColor(LIGHT_2, 0x19193fff),
gsSPDisplayList(dirt_seg3_sub_dl_cartoon_star),
gsSPEndDisplayList(),
};
// 0x0302C2F8 - 0x0302C318
const Gfx dirt_seg3_dl_cartoon_star_yellow[] = {
gsSPLightColor(LIGHT_1, 0xffff64ff),
gsSPLightColor(LIGHT_2, 0x3f3f19ff),
gsSPDisplayList(dirt_seg3_sub_dl_cartoon_star),
gsSPEndDisplayList(),
};
// 0x0302C318 - 0x0302C378
const Gfx dirt_seg3_dl_cartoon_star_billboard[] = {
gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
gsSPVertex(dirt_seg3_vertex_cartoon_star_billboard, 10, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 1, 0x0),
gsSP2Triangles( 0, 5, 3, 0x0, 6, 7, 0, 0x0),
gsSP2Triangles( 2, 8, 6, 0x0, 1, 9, 2, 0x0),
gsSP2Triangles( 0, 3, 1, 0x0, 2, 6, 0, 0x0),
gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0302C378 - 0x0302C3B0
const Gfx dirt_seg3_dl_tiny_particle_red[] = {
gsSPLightColor(LIGHT_1, 0xff6464ff),
gsSPLightColor(LIGHT_2, 0x3f1919ff),
gsSPClearGeometryMode(G_CULL_BACK),
gsSPVertex(dirt_seg3_vertex_tiny_particle, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0302C3B0 - 0x0302C3E8
const Gfx dirt_seg3_dl_tiny_particle_green[] = {
gsSPLightColor(LIGHT_1, 0x64ff64ff),
gsSPLightColor(LIGHT_2, 0x193f19ff),
gsSPClearGeometryMode(G_CULL_BACK),
gsSPVertex(dirt_seg3_vertex_tiny_particle, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0302C3E8 - 0x0302C420
const Gfx dirt_seg3_dl_tiny_particle_blue[] = {
gsSPLightColor(LIGHT_1, 0x6464ffff),
gsSPLightColor(LIGHT_2, 0x19193fff),
gsSPClearGeometryMode(G_CULL_BACK),
gsSPVertex(dirt_seg3_vertex_tiny_particle, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0302C420 - 0x0302C458
const Gfx dirt_seg3_dl_tiny_particle_yellow[] = {
gsSPLightColor(LIGHT_1, 0xffff64ff),
gsSPLightColor(LIGHT_2, 0x3f3f19ff),
gsSPClearGeometryMode(G_CULL_BACK),
gsSPVertex(dirt_seg3_vertex_tiny_particle, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0302C458 - 0x0302C480
const Gfx dirt_seg3_dl_tiny_particle_billboard[] = {
gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
gsSPVertex(dirt_seg3_vertex_tiny_particle_billboard, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK),
gsSPEndDisplayList(),
};