Files
Microtransactions64/actors/star/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

110 lines
5.0 KiB
C

// Star
// 0x0302A6D8
// 0x0302A6F0
ALIGNED8 static const Texture star_seg3_texture_0302A6F0[] = {
#include "actors/star/star_surface.rgba16.inc.c"
};
// 0x0302AEF0
ALIGNED8 static const Texture star_seg3_texture_0302AEF0[] = {
#include "actors/star/star_eye.rgba16.inc.c"
};
// 0x0302B6F0
static const Vtx star_seg3_vertex_body[] = {
{{{ 0, 8, -89}, 0, { 0, 0}, {0x00, 0x07, 0x82, 0xff}}},
{{{ 190, -201, 0}, 0, { 0, 0}, {0x55, 0xa3, 0x00, 0xff}}},
{{{ 0, -129, 0}, 0, { 0, 0}, {0x00, 0x82, 0x00, 0xff}}},
{{{ 146, -42, 0}, 0, { 0, 0}, {0x7c, 0xe7, 0x00, 0xff}}},
{{{ 0, 8, 90}, 0, { 0, 0}, {0x00, 0x07, 0x7e, 0xff}}},
{{{ 257, 84, 0}, 0, { 0, 0}, {0x68, 0x47, 0x00, 0xff}}},
{{{ -145, -42, 0}, 0, { 0, 0}, {0x84, 0xe7, 0x00, 0xff}}},
{{{ -189, -201, 0}, 0, { 0, 0}, {0xaa, 0xa3, 0x00, 0xff}}},
{{{ -256, 84, 0}, 0, { 0, 0}, {0x97, 0x47, 0x00, 0xff}}},
{{{ 0, 246, 0}, 0, { 0, 0}, {0x00, 0x7e, 0x00, 0xff}}},
{{{ 96, 99, 0}, 0, { 0, 0}, {0x3d, 0x6f, 0x00, 0xff}}},
{{{ -95, 99, 0}, 0, { 0, 0}, {0xc3, 0x6f, 0x00, 0xff}}},
};
// 0x0302B7B0 - 0x0302B870
const Gfx star_seg3_sub_dl_body[] = {
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(star_seg3_vertex_body, 12, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSP2Triangles( 2, 1, 4, 0x0, 1, 3, 4, 0x0),
gsSP2Triangles( 5, 3, 0, 0x0, 4, 3, 5, 0x0),
gsSP2Triangles( 6, 7, 4, 0x0, 7, 2, 4, 0x0),
gsSP2Triangles( 8, 6, 4, 0x0, 9, 4, 10, 0x0),
gsSP2Triangles( 9, 11, 4, 0x0, 4, 5, 10, 0x0),
gsSP2Triangles(11, 8, 4, 0x0, 0, 2, 7, 0x0),
gsSP2Triangles( 0, 7, 6, 0x0, 0, 6, 8, 0x0),
gsSP2Triangles( 0, 8, 11, 0x0, 0, 11, 9, 0x0),
gsSP2Triangles(10, 5, 0, 0x0, 10, 0, 9, 0x0),
gsSPEndDisplayList(),
};
// 0x0302B870 - 0x0302B908
const Gfx star_seg3_dl_body[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetEnvColor(255, 255, 255, 255),
gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
gsDPLoadTextureBlock(star_seg3_texture_0302A6F0, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPDisplayList(star_seg3_sub_dl_body),
gsDPPipeSync(),
gsSPTexture(0x07C0, 0x07C0, 0, G_TX_RENDERTILE, G_OFF),
gsSPClearGeometryMode(G_TEXTURE_GEN),
gsDPSetEnvColor(255, 255, 255, 255),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPEndDisplayList(),
};
// 0x0302B920
static const Vtx star_seg3_vertex_eyes[] = {
{{{ 67, 86, 63}, 0, { 990, 0}, {0x18, 0x15, 0x7a, 0xff}}},
{{{ 0, -27, 96}, 0, { 0, 990}, {0x18, 0x15, 0x7a, 0xff}}},
{{{ 67, -29, 83}, 0, { 990, 990}, {0x18, 0x15, 0x7a, 0xff}}},
{{{ 0, 89, 76}, 0, { 0, 0}, {0x18, 0x15, 0x7a, 0xff}}},
{{{ 0, 89, 76}, 0, { 990, 0}, {0xe8, 0x15, 0x7a, 0xff}}},
{{{ -66, -29, 83}, 0, { 0, 990}, {0xe8, 0x15, 0x7a, 0xff}}},
{{{ 0, -27, 96}, 0, { 990, 990}, {0xe8, 0x15, 0x7a, 0xff}}},
{{{ 0, 89, 76}, 0, { 990, 0}, {0xe7, 0x15, 0x7a, 0xff}}},
{{{ -66, 86, 63}, 0, { 0, 0}, {0xe7, 0x15, 0x7a, 0xff}}},
{{{ -66, -29, 83}, 0, { 0, 990}, {0xe7, 0x15, 0x7a, 0xff}}},
};
// 0x0302B9C0 - 0x0302BA18
const Gfx star_seg3_sub_dl_eyes[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, star_seg3_texture_0302AEF0),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(star_seg3_vertex_eyes, 10, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 7, 8, 9, 0x0),
gsSPEndDisplayList(),
};
// 0x0302BA18 - 0x0302BA88
const Gfx star_seg3_dl_eyes[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_MODULATERGBA, G_CC_MODULATERGBA),
gsSPClearGeometryMode(G_SHADING_SMOOTH),
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, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 5, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC),
gsSPDisplayList(star_seg3_sub_dl_eyes),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};