Files
Microtransactions64/src/game/shadow.c
thecozies f3e61a31aa HackerSM64 v2.0.0
* buffers: refresh 15 and revert to base decomp

* behavior script

* color helper functions

* extended bounds

* egeo_layout

* fixed model ids

* camera conf improved

* message panel ucode small

* graph node

* level script

* mathutil updates

* mathutil updates (allow unused funcs)

* behaviors a - beta_fish

* Add librtc and fix some data declarations

* Move GRUCODE define to proper location in makefile

* Refresh 15

* extra

* Make ROM name smaller and change messages printed on build a bit

* Fix console (lol)

* Update UNF to latest master

* Make ucode load from .o's (and also fix Super3D)

* Fix crash with rumble + custom mario model

* graph node and mathutil

* removed behaviors

* Ldtob documentation

* _Putfld labeling

* area

* behavior actions

* camera

* debug updates

* bubbles

* envfx snow

* farcall helpers

* game init

* geo misc

* hud

* only check if VC on render init

* ingame menu

* revert goddard to base decomp

* insn disasm

* interaction documentation

* level geo

* level update defines

* macro special objects formatting changes

* main.h documentation

* map parser documentation & formatting

* airborne documentation

* mario actions automatic documentation

* mario actions cutscene documentation

* mario actions moving documentation and options

* mario actions object documentation and options

* mario stationary documentation

* mario submerged documentation

* mario misc documentation

* mario step: ledge grab fixes and documentation

* mario documentation

* memory.h documentation

* moving textures

* object behaviors

* object collision

* fix flamethrower bug

* object helpers

* object list processor documentation

* paintings

* platform displacement

* print / printf

* puppycam absf

* puppyprint updates and formatting changes

* rendering graph node performance optimizations

* rumble opt and doc

* hqvm back to ultrasm64

* save file documentation and unlock defines

* s2d engine

* reset various files to ultrasm64

* file select

* intro geo documentation

* screen transition documentation

* segment2.h

* shadow overhaul

* skybox refactor

* sound init: clean up define usage + documentation

* spawn object optimizations and documentation

* spawn sound cleanup

* sram to ultrasm64

* star select cleanup

* title screen cleanup

* dialogs / text

* rename stomp smoke

* stomp smoke -> small water splash

* updated README

* compilation flags

* optimized file positions + support function/data sections

* surface collision performance improvements

* surface load optimizations

* camera conf documentation

* Allow easier command for opening puppyprint debug

* Rearranged framebuffers & fixed puppyprint console printing

* Fix shadow scaling and shifting

* Fix SILHOUETTE, OBJECTS_REJ, and ucode loading, also clean up render phase system a bit.

* Fixed build with BETTER_HANGING off

* Clean up OBJECTS_REJ ifdefs

* Fix duplicate comment & graph render layers/flags bitmask

* Fixed build with BETTER_HANGING off

* Fix Fast64 importing by reverting sSegmentTable change

* Readded missing functions that caused build errors with Mario head enabled

* Fixed clang compilation issues

* Add INTER mode for geo_update_layer_transparency

* Fix build warnings

* bugfix: miscalculation in obj_turn_toward_object

* Some puppytech fixes

* Further Puppycamera fixes

* Fix BUGFIX_DIALOG_TIME_STOP

Fixes #136

* Fix sliding platform bparams

* Add LEGACY_SHADOW_IDS define for Fast64 compatibility

* Apply suggested changes

* Better find_in_bounds_yaw_wdw_bob_thi ifdef

* Fix build warnings for unused functions

* Fixed stale reference bug from obj_mark_for_deletion change

* Fixed incorrect digit for 100s #145

* Change groundpound-fix define and functionality to just disable bonking

* Fixed puppyroll #134

* Adjust height value for terrain angle to kick in

* fixed hi score flashing

* Remove menudata backup (#131)

Not considered important enough to keep

* Fix fread() build warning

* Add COURSE_NUM_TO_INDEX to save_file_get_star_flags check in bhv_unagi_init

* Fix approach_s16 return value

* Use boolean defines for oCapDoScaleVertically

* Make the door lock a part of the key door model to eliminate z-fighting, also reduce z fighting on numbered doors with AUTO_LOD enabled.

* Move flames to LAYER_TRANSPARENT_INTER

* Resolved some compiler warnings and added FALL_THROUGH define (#168)

* Address some more compiler warnings with different define toggles

* Remove unnecessary fallthrough attribute

* fixed geo_process_billboard floating point exception

* Allow water to face any direction

* Initialize focOffset so that BBH doesn't crash

* Removed superfluous RDP commands when switching microcodes which would override scissor

* Set OBJ_FLAG_DONT_CALC_COLL_DIST on bhvUkikiCage

* Fix rumble build

* Fixed UNLOCK_FPS strobing

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Fix LEGACY_SHADOW_IDS id conflict

* Use the vanilla default value for rotating fire bars if bparam2 is 0

* START_LEVEL safeguard

* Fix some drawing distance issues caused by AUTO_COLLISION_DISTANCE

* Fix rumble build

* Fixed spline poll code using the wrong values for keyframes

* Update readme with better credits

Better credits for individual contributors

* add arthur

* added falco and moose

* add fazana

* le funny typo

* added S2DEX engine to credits

* silhouette + axo + ratio

* remove specific callouts + add auto col distance

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Revert formatting changes to match vanilla decomp

* Re-implement Y buffer for find_ceil

* Re-implement POWER_STARS_HEAL for normal Power Stars

* Start level comment & exit course comment/collapse

* utilize reonucam technique for FAST_VERTICAL_CAMERA_MOVEMENT

* Fix "MAX_REFERENCED_WALLS" typo

* Allow stop_and_set_height_to_floor to work at any height if Mario is teleporting (#213)

* Revert stop_and_set_height_to_floor to vanilla

Fixes #208

* Fixed sAudioEnabled so that it disables audio CPU processing as well

* Fixed puppyprint debug RDP us calculations

* Renamed sAudioEnabled to gAudioEnabled

* Replaced mtxf_to_mtx_asm with an equivalent implementation that supports WORLD_SCALE

* Moved extended bounds and world scale configuration to a new config_world.h file

* Default all objects to non-rej (#227)

Fixes #221 (Default all objects to non-rej)

* Fix #221

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled (#211)

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled

* Change vtl decrement in visual_surface_display from 6 to 3

Fixes #207

* Make area in SL igloo wider to prevent a softlock (#233)

Fixes #210

* Fix coin formation coins being deleted if they spawn in the middle of a floor, also fix TTM slide coin position (#232)

Fixes #201

* Make UNLOCK_ALL apply to more things

* Fix wrong ifdef/ifndef in bhv_invisible_objects_under_bridge_init

* Change chain chomp load/unload distances depending on number of segments (#237)

Fixes #192

* added WATER_PLUNGE_UPWARP define

* Add reonucam patch (#239)

* added reonucam patch
Fixes #218

* Fix how shadows handle water/transparency/height (#228)

* Fix how shadows handle water/transparency/height

* Change shadow check for flying carpets from a level specific check to a oPlatformOnTrackType check

Fixes #179

* added reonucam credit

* delete unnecesary patches

* Apply suggested changes

* murdered more patches

* UNLOCK_ALL unlocks the cap boxes

* UNLOCK_ALL unlocks cap boxes (slightly more epic edition)

* revert ceil buffer

* Renamed HD_INTRO_TEXTURES define, separated intro floombas

* prevent double definition of floombas

* actually prevent floomba redefinition

* Develop/refactor  default defines (#242)

* Changed default config options

* Added build dir to includePaths for pngs

* disable NO_SLEEP by default

* Disable puppyprint by default

Sorry fazana 😔

* fix typos

* add comment about BETTER_REVERB console perf

* disable blue coin switch retry by default

* Update config_audio.h

Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>

* revert air step line to vanilla to fix bitfs scaling platform issue (#247)

Fixes #200

* Fix stuttering on thin slopes (#248)

* Fix stuttering on thin slopes

* Revert vec3f_find_ceil calls to vanilla

* Rename vec3f_find_ceil to find_mario_ceil

* Update src/engine/surface_collision.h

Fixes #249

* Swap static and dynamic surface checks back to vanilla order (#253)

* Swap static and dynamic surface checks back to vanilla order

* re-enable DISABLE_ALL config

Fixes #251 #252

* Fixed save and quitting while in widescreen (#257)

* Fixed save and quitting while in widescreen

* use define for the level

* all my homies hate ifdefs

* skip wall offsets < 0 (#255)

Fixes #255

* #264: Document non-stop stars' issues (#267)

* #264: Document non-stop stars' issues

* Update include/config/config_game.h

* nonstop vanilla comment

* derive margin_radius from radius after capping at 200 (#266)

Fixes #259

* Config cleanup/refactor (#269)

* Moved puppyprint define to graphics / rearranged some debug defines for ease of access

* Moved compatibility safeguards to config_safeguards.h

* spacing and comment formatting

* #272 Move GFX_POOL_SIZE to config_graphics.h

* disable EASIER_DIALOG_TRIGGER by default

* prevent redefining warnings

* small ifdef typo

* changed ifndef to undefs

Fixes #262
Fixes #272

* Improved movement config documentation related to turning around (#271)

Fixes #270

* rename CUSTOM_DEBUG, add comments (#275)

* Update README.md (#277)

* v2.0.0

Co-authored-by: CrashOveride95 <crashoveride953@gmail.com>
Co-authored-by: Arceveti <73617174+Arceveti@users.noreply.github.com>
Co-authored-by: n64 <n64>
Co-authored-by: Fazana <52551480+FazanaJ@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
Co-authored-by: aglab2 <aglab3@gmail.com>
Co-authored-by: gheskett <gheskett@gmail.com>
Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Axollyon <20480418+Axollyon@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
2021-12-30 16:57:51 +00:00

370 lines
12 KiB
C

#include <PR/ultratypes.h>
#include <PR/gbi.h>
#include "engine/math_util.h"
#include "engine/surface_collision.h"
#include "behavior_data.h"
#include "geo_misc.h"
#include "level_table.h"
#include "memory.h"
#include "level_update.h"
#include "object_list_processor.h"
#include "rendering_graph_node.h"
#include "segment2.h"
#include "shadow.h"
#include "sm64.h"
/**
* @file shadow.c
* This file implements a self-contained subsystem used to draw shadows.
*/
/**
* An array consisting of all the hardcoded rectangle shadows in the game.
*/
static ShadowRectangle sShadowRectangles[2] = {
{ 7.2f, 4.6f, TRUE }, // Spindel
{ 4.0f, 3.6f, TRUE }, // Whomp
};
struct Shadow gCurrShadow;
struct Shadow *s = &gCurrShadow;
/**
* Shrink a shadow when its parent object is further from the floor, given the
* initial size of the shadow and the current distance.
*/
f32 scale_shadow_with_distance(f32 initial, f32 distFromFloor) {
if (distFromFloor <= 0.0f) {
return initial;
} else if (distFromFloor >= 600.0f) {
return initial * 0.5f;
} else {
return initial * (1.0f - ((distFromFloor * 0.5f) / 600.0f));
}
}
/**
* Dim a shadow when its parent object is further from the ground.
*/
s32 dim_shadow_with_distance(u8 solidity, f32 distFromFloor) {
if (solidity < 121) {
return solidity;
} else if (distFromFloor <= 0.0f) {
return solidity;
} else if (distFromFloor >= 600.0f) {
return 120;
} else {
return (((120 - solidity) * distFromFloor) / 600.0f) + (f32) solidity;
}
}
/**
* Initialize a shadow. Return 0 on success, 1 on failure.
*
* @param pos Position of the parent object (not the shadow)
* @param shadowScale Diameter of the shadow
* @param overwriteSolidity Flag for whether the existing shadow solidity should
* be dimmed based on its distance to the floor
*/
s32 init_shadow(f32 distToShadow, s16 shadowScale, s8 shadowType, u8 overwriteSolidity) {
f32 baseScale;
if (shadowType != SHADOW_SQUARE_PERMANENT) {
// Set solidity and scale based on distance.
if (overwriteSolidity) {
s->solidity = dim_shadow_with_distance(overwriteSolidity, distToShadow);
}
baseScale = scale_shadow_with_distance(shadowScale, distToShadow);
} else {
s->solidity = overwriteSolidity;
baseScale = shadowScale;
}
vec3f_set(s->scale, baseScale, baseScale, baseScale);
return !(s->solidity);
}
/**
* Linearly interpolate a shadow's solidity between zero and finalSolidity
* depending on curr's relation to start and end.
*/
void linearly_interpolate_solidity_positive(u8 finalSolidity, s16 curr, s16 start,
s16 end) {
if (curr >= 0 && curr < start) {
s->solidity = 0;
} else if (end < curr) {
s->solidity = finalSolidity;
} else {
s->solidity = (f32) finalSolidity * (curr - start) / (end - start);
}
}
/**
* Linearly interpolate a shadow's solidity between initialSolidity and zero
* depending on curr's relation to start and end. Note that if curr < start,
* the solidity will be zero.
*/
void linearly_interpolate_solidity_negative(u8 initialSolidity, s16 curr, s16 start,
s16 end) {
// The curr < start case is not handled. Thus, if start != 0, this function
// will have the surprising behavior of hiding the shadow until start.
// This is not necessarily a bug, since this function is only used once,
// with start == 0.
if (curr >= start && end >= curr) {
s->solidity = ((f32) initialSolidity * (1.0f - (f32)(curr - start) / (end - start)));
} else {
s->solidity = 0;
}
}
/**
* Change a shadow's solidity based on the player's current animation frame.
*/
s32 correct_shadow_solidity_for_animations(u8 initialSolidity) {
s16 animFrame = gMarioObject->header.gfx.animInfo.animFrame;
switch (gMarioObject->header.gfx.animInfo.animID) {
case MARIO_ANIM_IDLE_ON_LEDGE:
return SHADOW_SOLIDITY_NO_SHADOW;
case MARIO_ANIM_FAST_LEDGE_GRAB:
linearly_interpolate_solidity_positive(initialSolidity, animFrame, 5, 14);
return SHADOW_SOILDITY_ALREADY_SET;
case MARIO_ANIM_SLOW_LEDGE_GRAB:
linearly_interpolate_solidity_positive(initialSolidity, animFrame, 21, 33);
return SHADOW_SOILDITY_ALREADY_SET;
case MARIO_ANIM_CLIMB_DOWN_LEDGE:
linearly_interpolate_solidity_negative(initialSolidity, animFrame, 0, 5);
return SHADOW_SOILDITY_ALREADY_SET;
default:
return SHADOW_SOLIDITY_NOT_YET_SET;
}
}
#ifdef ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
/**
* Slightly change the height of a shadow in levels with lava.
*/
void correct_lava_shadow_height(f32 *floorHeight) {
if (gCurrLevelNum == LEVEL_BITFS) {
if (*floorHeight < -3000.0f) {
*floorHeight = -3062.0f;
s->isDecal = FALSE;
} else if (*floorHeight > 3400.0f) {
*floorHeight = 3492.0f;
s->isDecal = FALSE;
}
} else if (gCurrLevelNum == LEVEL_LLL
&& gCurrAreaIndex == 1) {
*floorHeight = 5.0f;
s->isDecal = FALSE;
}
}
#endif
/**
* Add a shadow to the given display list.
* shadowType 0 uses a circle texture, the rest use a square texture.
* Uses environment alpha for shadow solidity.
*/
static void add_shadow_to_display_list(Gfx *displayListHead, s8 shadowType) {
if (shadowType == SHADOW_CIRCLE) {
gSPDisplayList(displayListHead++, dl_shadow_circle);
} else {
gSPDisplayList(displayListHead++, dl_shadow_square);
}
gDPSetEnvColor(displayListHead++, 255, 255, 255, s->solidity);
gSPDisplayList(displayListHead++, dl_shadow_end);
gSPEndDisplayList(displayListHead);
}
//! TODO:
// - Breakout create_shadow_below_xyz into multiple functions
/**
* Create a shadow at the absolute position given, with the given parameters.
* Return a pointer to the display list representing the shadow.
*/
Gfx *create_shadow_below_xyz(Vec3f pos, s16 shadowScale, u8 shadowSolidity, s8 shadowType, s8 shifted) {
struct Object *obj = gCurGraphNodeObjectNode;
// Check if the object exists.
if (obj == NULL) {
return NULL;
}
// The floor underneath the object.
struct Surface *floor = NULL;
// The y-position of the floor (or water or lava) underneath the object.
f32 floorHeight = FLOOR_LOWER_LIMIT_MISC;
f32 x = pos[0];
f32 y = pos[1];
f32 z = pos[2];
s8 isPlayer = (obj == gMarioObject);
s8 notHeldObj = (gCurGraphNodeHeldObject == NULL);
// Attempt to use existing floors before finding a new one.
if (notHeldObj && isPlayer && gMarioState->floor) {
// The object is Mario and has a referenced floor.
floor = gMarioState->floor;
floorHeight = gMarioState->floorHeight;
} else if (notHeldObj && (gCurGraphNodeObject != &gMirrorMario) && obj->oFloor) {
// The object is not Mario but has a referenced floor.
//! Some objects only get their oFloor from bhv_init_room, which skips dynamic floors.
floor = obj->oFloor;
floorHeight = obj->oFloorHeight;
} else {
// The object has no referenced floor, so find a new one.
// gCollisionFlags |= COLLISION_FLAG_RETURN_FIRST;
floorHeight = find_floor(x, y, z, &floor);
// No shadow if the position is OOB.
if (floor == NULL) {
return NULL;
}
// Skip shifting the shadow height later, since the find_floor call above uses the already shifted position.
shifted = FALSE;
}
// The shadow is a decal by default.
s->isDecal = TRUE;
// Check for water under the shadow.
struct Surface *waterFloor = NULL;
f32 waterLevel = find_water_level_and_floor(x, y, z, &waterFloor);
// Whether the floor is an environment box rather than an actual surface.
s32 isEnvBox = FALSE;
if (waterLevel > FLOOR_LOWER_LIMIT_MISC
&& y >= waterLevel
&& floorHeight <= waterLevel) {
// Skip shifting the shadow height later, since the find_water_level_and_floor call above uses the already shifted position.
shifted = FALSE;
// If there is water under the shadow, put the shadow on the water.
floorHeight = waterLevel;
// Don't use the decal layer, since water is transparent.
s->isDecal = FALSE;
// Check whether the water is an environment box or a water surface.
if (waterFloor != NULL) { // Water surfaces:
floor = waterFloor;
} else { // Environment boxes:
isEnvBox = TRUE;
}
} else { // Normal surfaces:
TerrainData type = floor->type;
if (type == SURFACE_ICE) {
// Ice floors are usually transparent.
s->isDecal = FALSE;
#ifdef ENABLE_VANILLA_LEVEL_SPECIFIC_CHECKS
} else if (type == SURFACE_BURNING) {
// Set the shadow height to the lava height in specific areas.
correct_lava_shadow_height(&floorHeight);
#endif
} else if (floor->object != NULL
&& floor->object->behavior == segmented_to_virtual(bhvPlatformOnTrack)
&& floor->object->oPlatformOnTrackType == PLATFORM_ON_TRACK_TYPE_CARPET) {
// Raise the shadow 5 units so the shadow doesn't clip into the flying carpet.
floorHeight += 5;
// The flying carpet is transparent.
s->isDecal = FALSE;
}
}
f32 nx, ny, nz;
if (isEnvBox) {
// Assume the floor is flat.
nx = 0.0f;
ny = 1.0f;
nz = 0.0f;
} else {
// Read the floor's normals.
nx = floor->normal.x;
ny = floor->normal.y;
nz = floor->normal.z;
// No shadow if the y-normal is negative (an unexpected result).
if (ny <= 0.0f) {
return NULL;
}
// If the animation changes the shadow position, move its height to the new position.
if (shifted) {
floorHeight = -((x * nx) + (z * nz) + floor->originOffset) / ny;
}
}
// No shadow if the floor is lower than expected possible,
if (floorHeight < FLOOR_LOWER_LIMIT_MISC) {
return NULL;
}
// Get the vertical distance to the shadow, now that the final shadow height is set.
f32 distToShadow = (y - floorHeight);
// No shadow if the object is below it.
if (distToShadow < -80.0f) {
return NULL;
}
// No shadow if the non-Mario object is too high.
if (!isPlayer && distToShadow > 1024.0f) {
return NULL;
}
vec3f_set(s->floorNormal, nx, ny, nz);
if (isPlayer) {
// Set the shadow solidity manually for certain Mario animations.
s32 solidityAction = correct_shadow_solidity_for_animations(shadowSolidity);
switch (solidityAction) {
case SHADOW_SOLIDITY_NO_SHADOW:
return NULL;
case SHADOW_SOILDITY_ALREADY_SET:
if (init_shadow(distToShadow, shadowScale, shadowType, /* overwriteSolidity */ 0)) {
return NULL;
}
break;
case SHADOW_SOLIDITY_NOT_YET_SET:
if (init_shadow(distToShadow, shadowScale, shadowType, shadowSolidity)) {
return NULL;
}
break;
default:
return NULL;
}
} else {
if (init_shadow(distToShadow, shadowScale, shadowType, shadowSolidity)) {
return NULL;
}
// Get the scaling modifiers for rectangular shadows (Whomp and Spindel).
if (shadowType >= SHADOW_RECTANGLE_HARDCODED_OFFSET) {
s8 idx = shadowType - SHADOW_RECTANGLE_HARDCODED_OFFSET;
s->scale[0] *= sShadowRectangles[idx].scaleX;
s->scale[2] *= sShadowRectangles[idx].scaleZ;
if (sShadowRectangles[idx].scaleWithDistance) {
scale_shadow_with_distance(s->scale[0], distToShadow);
scale_shadow_with_distance(s->scale[2], distToShadow);
}
}
}
Gfx *displayList = alloc_display_list(4 * sizeof(Gfx));
if (displayList == NULL) {
return NULL;
}
// Generate the shadow display list with type and solidity.
add_shadow_to_display_list(displayList, shadowType);
// Move the shadow position to the floor height.
pos[1] = floorHeight;
return displayList;
}