Files
Microtransactions64/actors/tree/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

210 lines
8.7 KiB
C

// Tree
// 0x0302DE10
// 0x0302DE28
ALIGNED8 static const Texture tree_seg3_texture_bubbly_left_side[] = {
#include "actors/tree/tree_left_side.rgba16.inc.c"
};
// 0x0302EE28
ALIGNED8 static const Texture tree_seg3_texture_bubbly_right_side[] = {
#include "actors/tree/tree_right_side.rgba16.inc.c"
};
// 0x0302FE28
static const Vtx tree_seg3_vertex_bubbly_left_side[] = {
{{{ -356, -9, 0}, 0, { -796, 2012}, {0xff, 0xff, 0xff, 0xff}}},
{{{ 0, -9, 0}, 0, { 990, 2012}, {0xff, 0xff, 0xff, 0xff}}},
{{{ 0, 800, 0}, 0, { 990, -712}, {0xff, 0xff, 0xff, 0xff}}},
};
// 0x0302FE58
static const Vtx tree_seg3_vertex_bubbly_right_side[] = {
{{{ 0, -9, 0}, 0, { 0, 2012}, {0xff, 0xff, 0xff, 0xff}}},
{{{ 358, -9, 0}, 0, { 1756, 2012}, {0xff, 0xff, 0xff, 0xff}}},
{{{ 0, 800, 0}, 0, { 0, -712}, {0xff, 0xff, 0xff, 0xff}}},
};
// 0x0302FE88 - 0x0302FEB8
const Gfx tree_seg3_sub_dl_bubbly_left_side[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_bubbly_left_side),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(tree_seg3_vertex_bubbly_left_side, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPEndDisplayList(),
};
// 0x0302FEB8 - 0x0302FEE8
const Gfx tree_seg3_sub_dl_bubbly_right_side[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_bubbly_right_side),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(tree_seg3_vertex_bubbly_right_side, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPEndDisplayList(),
};
// 0x0302FEE8 - 0x0302FF60
const Gfx tree_seg3_sub_dl_bubbly[] = {
gsSPClearGeometryMode(G_LIGHTING),
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, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
gsSPDisplayList(tree_seg3_sub_dl_bubbly_left_side),
gsSPDisplayList(tree_seg3_sub_dl_bubbly_right_side),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING),
gsSPEndDisplayList(),
};
const Gfx tree_seg3_dl_bubbly[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPBranchList(tree_seg3_sub_dl_bubbly),
};
//! These shouldn't need to be separate. However, silhouette moment.
const Gfx tree_seg3_dl_bubbly_transparent[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
gsSPBranchList(tree_seg3_sub_dl_bubbly),
};
// 0x0302FF60
ALIGNED8 static const Texture tree_seg3_texture_pine[] = {
#include "actors/tree/pine_tree.rgba16.inc.c"
};
// 0x03030F60
static const Vtx tree_seg3_vertex_spiky[] = {
{{{ 128, 512, 0}, 0, { 990, 0}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ -127, 512, 0}, 0, { 0, 0}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ -127, 0, 0}, 0, { 0, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ 128, 0, 0}, 0, { 990, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
};
// 0x03030FA0 - 0x03031048
const Gfx tree_seg3_sub_dl_spiky[] = {
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, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_pine),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};
const Gfx tree_seg3_dl_spiky[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPBranchList(tree_seg3_sub_dl_spiky),
};
//! These shouldn't need to be separate. However, silhouette moment.
const Gfx tree_seg3_dl_spiky_transparent[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
gsSPBranchList(tree_seg3_sub_dl_spiky),
};
// 0x03031048
ALIGNED8 static const Texture tree_seg3_texture_snowy_pine[] = {
#include "actors/tree/snowy_pine_tree.rgba16.inc.c"
};
// 0x03032088 - 0x03032130
const Gfx tree_seg3_sub_dl_snowy_pine[] = {
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, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_snowy_pine),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};
const Gfx tree_seg3_dl_snowy_pine[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPBranchList(tree_seg3_sub_dl_snowy_pine),
};
//! These shouldn't need to be separate. However, silhouette moment.
const Gfx tree_seg3_dl_snowy_pine_transparent[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
gsSPBranchList(tree_seg3_sub_dl_snowy_pine),
};
// 0x03032218
ALIGNED8 static const Texture tree_seg3_texture_palm[] = {
#include "actors/tree/palm_tree.rgba16.inc.c"
};
// 0x03033218
static const Vtx tree_seg3_vertex_palm[] = {
{{{ 170, 512, 0}, 0, { 990, 0}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ -169, 512, 0}, 0, { 0, 0}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ -169, 0, 0}, 0, { 0, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ 170, 0, 0}, 0, { 990, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
};
// 0x03033258 - 0x03033300
const Gfx tree_seg3_sub_dl_palm[] = {
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, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_palm),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(tree_seg3_vertex_palm, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};
const Gfx tree_seg3_dl_palm[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPBranchList(tree_seg3_sub_dl_palm),
};
//! These shouldn't need to be separate. However, silhouette moment.
const Gfx tree_seg3_dl_palm_transparent[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
gsSPBranchList(tree_seg3_sub_dl_palm),
};