Add AWESOME new lighting color functions

This commit is contained in:
Agent X 2024-06-27 16:54:13 -04:00
parent 26683b9b4f
commit 3359ebba0b
10 changed files with 161 additions and 16 deletions

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@ -2946,6 +2946,10 @@ function shake_camera_yaw(pos, focus)
-- ...
end
function skip_camera_interpolation()
-- ...
end
--- @param c Camera
function soft_reset_camera(c)
-- ...
@ -7885,6 +7889,12 @@ function get_lighting_color(index)
-- ...
end
--- @param index integer
--- @return integer
function get_lighting_color_ambient(index)
-- ...
end
--- @param index integer
--- @return number
function get_lighting_dir(index)
@ -7925,6 +7935,12 @@ function set_lighting_color(index, value)
-- ...
end
--- @param index integer
--- @param value integer
function set_lighting_color_ambient(index, value)
-- ...
end
--- @param index integer
--- @param value number
function set_lighting_dir(index, value)

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@ -1706,6 +1706,24 @@
<br />
## [skip_camera_interpolation](#skip_camera_interpolation)
### Lua Example
`skip_camera_interpolation()`
### Parameters
- None
### Returns
- None
### C Prototype
`void skip_camera_interpolation(void);`
[:arrow_up_small:](#)
<br />
## [soft_reset_camera](#soft_reset_camera)
### Lua Example

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@ -1135,6 +1135,26 @@
<br />
## [get_lighting_color_ambient](#get_lighting_color_ambient)
### Lua Example
`local integerValue = get_lighting_color_ambient(index)`
### Parameters
| Field | Type |
| ----- | ---- |
| index | `integer` |
### Returns
- `integer`
### C Prototype
`u8 get_lighting_color_ambient(u8 index);`
[:arrow_up_small:](#)
<br />
## [get_lighting_dir](#get_lighting_dir)
### Lua Example
@ -1275,6 +1295,27 @@
<br />
## [set_lighting_color_ambient](#set_lighting_color_ambient)
### Lua Example
`set_lighting_color_ambient(index, value)`
### Parameters
| Field | Type |
| ----- | ---- |
| index | `integer` |
| value | `integer` |
### Returns
- None
### C Prototype
`void set_lighting_color_ambient(u8 index, u8 value);`
[:arrow_up_small:](#)
<br />
## [set_lighting_dir](#set_lighting_dir)
### Lua Example

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@ -710,6 +710,7 @@
- [shake_camera_pitch](functions-3.md#shake_camera_pitch)
- [shake_camera_roll](functions-3.md#shake_camera_roll)
- [shake_camera_yaw](functions-3.md#shake_camera_yaw)
- [skip_camera_interpolation](functions-3.md#skip_camera_interpolation)
- [soft_reset_camera](functions-3.md#soft_reset_camera)
- [start_cutscene](functions-3.md#start_cutscene)
- [start_object_cutscene_without_focus](functions-3.md#start_object_cutscene_without_focus)
@ -1655,6 +1656,7 @@
- [get_fog_color](functions-5.md#get_fog_color)
- [get_fog_intensity](functions-5.md#get_fog_intensity)
- [get_lighting_color](functions-5.md#get_lighting_color)
- [get_lighting_color_ambient](functions-5.md#get_lighting_color_ambient)
- [get_lighting_dir](functions-5.md#get_lighting_dir)
- [get_skybox](functions-5.md#get_skybox)
- [get_skybox_color](functions-5.md#get_skybox_color)
@ -1662,6 +1664,7 @@
- [set_fog_color](functions-5.md#set_fog_color)
- [set_fog_intensity](functions-5.md#set_fog_intensity)
- [set_lighting_color](functions-5.md#set_lighting_color)
- [set_lighting_color_ambient](functions-5.md#set_lighting_color_ambient)
- [set_lighting_dir](functions-5.md#set_lighting_dir)
- [set_override_far](functions-5.md#set_override_far)
- [set_override_fov](functions-5.md#set_override_fov)

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@ -184,7 +184,7 @@ static f32 sDepthZMult = 1;
static f32 sDepthZSub = 0;
Vec3f gLightingDir;
Color gLightingColor = { 255, 255, 255 };
Color gLightingColor[2] = { { 255, 255, 255 }, { 255, 255, 255 } };
Color gVertexColor = { 255, 255, 255 };
Color gFogColor = { 255, 255, 255 };
f32 gFogIntensity = 1;
@ -792,9 +792,9 @@ static void OPTIMIZE_O3 gfx_sp_vertex(size_t n_vertices, size_t dest_index, cons
rsp.lights_changed = false;
}
int r = rsp.current_lights[rsp.current_num_lights - 1].col[0];
int g = rsp.current_lights[rsp.current_num_lights - 1].col[1];
int b = rsp.current_lights[rsp.current_num_lights - 1].col[2];
int r = rsp.current_lights[rsp.current_num_lights - 1].col[0] * gLightingColor[1][0] / 255.0f;
int g = rsp.current_lights[rsp.current_num_lights - 1].col[1] * gLightingColor[1][1] / 255.0f;
int b = rsp.current_lights[rsp.current_num_lights - 1].col[2] * gLightingColor[1][2] / 255.0f;
for (int32_t i = 0; i < rsp.current_num_lights - 1; i++) {
float intensity = 0;
@ -803,15 +803,12 @@ static void OPTIMIZE_O3 gfx_sp_vertex(size_t n_vertices, size_t dest_index, cons
intensity += vn->n[2] * rsp.current_lights_coeffs[i][2];
intensity /= 127.0f;
if (intensity > 0.0f) {
r += intensity * rsp.current_lights[i].col[0];
g += intensity * rsp.current_lights[i].col[1];
b += intensity * rsp.current_lights[i].col[2];
r += intensity * rsp.current_lights[i].col[0] * gLightingColor[0][0] / 255.0f;
g += intensity * rsp.current_lights[i].col[1] * gLightingColor[0][1] / 255.0f;
b += intensity * rsp.current_lights[i].col[2] * gLightingColor[0][2] / 255.0f;
}
}
r *= gLightingColor[0] / 255.0f;
g *= gLightingColor[1] / 255.0f;
b *= gLightingColor[2] / 255.0f;
d->color.r = r > 255 ? 255 : r;
d->color.g = g > 255 ? 255 : g;
d->color.b = b > 255 ? 255 : b;

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@ -14,7 +14,7 @@ struct GfxDimensions {
extern struct GfxDimensions gfx_current_dimensions;
extern Vec3f gLightingDir;
extern Color gLightingColor;
extern Color gLightingColor[2];
extern Color gVertexColor;
extern Color gFogColor;
extern f32 gFogIntensity;

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@ -11868,6 +11868,21 @@ int smlua_func_shake_camera_yaw(lua_State* L) {
return 1;
}
int smlua_func_skip_camera_interpolation(UNUSED lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 0) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "skip_camera_interpolation", 0, top);
return 0;
}
skip_camera_interpolation();
return 1;
}
int smlua_func_soft_reset_camera(lua_State* L) {
if (L == NULL) { return 0; }
@ -29276,6 +29291,23 @@ int smlua_func_get_lighting_color(lua_State* L) {
return 1;
}
int smlua_func_get_lighting_color_ambient(lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 1) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "get_lighting_color_ambient", 1, top);
return 0;
}
u8 index = smlua_to_integer(L, 1);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "get_lighting_color_ambient"); return 0; }
lua_pushinteger(L, get_lighting_color_ambient(index));
return 1;
}
int smlua_func_get_lighting_dir(lua_State* L) {
if (L == NULL) { return 0; }
@ -29397,6 +29429,25 @@ int smlua_func_set_lighting_color(lua_State* L) {
return 1;
}
int smlua_func_set_lighting_color_ambient(lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 2) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "set_lighting_color_ambient", 2, top);
return 0;
}
u8 index = smlua_to_integer(L, 1);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "set_lighting_color_ambient"); return 0; }
u8 value = smlua_to_integer(L, 2);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "set_lighting_color_ambient"); return 0; }
set_lighting_color_ambient(index, value);
return 1;
}
int smlua_func_set_lighting_dir(lua_State* L) {
if (L == NULL) { return 0; }
@ -33481,6 +33532,7 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "shake_camera_pitch", smlua_func_shake_camera_pitch);
smlua_bind_function(L, "shake_camera_roll", smlua_func_shake_camera_roll);
smlua_bind_function(L, "shake_camera_yaw", smlua_func_shake_camera_yaw);
smlua_bind_function(L, "skip_camera_interpolation", smlua_func_skip_camera_interpolation);
smlua_bind_function(L, "soft_reset_camera", smlua_func_soft_reset_camera);
smlua_bind_function(L, "start_cutscene", smlua_func_start_cutscene);
smlua_bind_function(L, "start_object_cutscene_without_focus", smlua_func_start_object_cutscene_without_focus);
@ -34371,6 +34423,7 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "get_fog_color", smlua_func_get_fog_color);
smlua_bind_function(L, "get_fog_intensity", smlua_func_get_fog_intensity);
smlua_bind_function(L, "get_lighting_color", smlua_func_get_lighting_color);
smlua_bind_function(L, "get_lighting_color_ambient", smlua_func_get_lighting_color_ambient);
smlua_bind_function(L, "get_lighting_dir", smlua_func_get_lighting_dir);
smlua_bind_function(L, "get_skybox", smlua_func_get_skybox);
smlua_bind_function(L, "get_skybox_color", smlua_func_get_skybox_color);
@ -34378,6 +34431,7 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "set_fog_color", smlua_func_set_fog_color);
smlua_bind_function(L, "set_fog_intensity", smlua_func_set_fog_intensity);
smlua_bind_function(L, "set_lighting_color", smlua_func_set_lighting_color);
smlua_bind_function(L, "set_lighting_color_ambient", smlua_func_set_lighting_color_ambient);
smlua_bind_function(L, "set_lighting_dir", smlua_func_set_lighting_dir);
smlua_bind_function(L, "set_override_far", smlua_func_set_override_far);
smlua_bind_function(L, "set_override_fov", smlua_func_set_override_fov);

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@ -34,12 +34,23 @@ void set_lighting_dir(u8 index, f32 value) {
u8 get_lighting_color(u8 index) {
if (index > 2) { return 0; }
return gLightingColor[index];
return gLightingColor[0][index];
}
u8 get_lighting_color_ambient(u8 index) {
if (index > 2) { return 0; }
return gLightingColor[1][index];
}
void set_lighting_color(u8 index, u8 value) {
if (index > 2) { return; }
gLightingColor[index] = value;
gLightingColor[0][index] = value;
gLightingColor[1][index] = value;
}
void set_lighting_color_ambient(u8 index, u8 value) {
if (index > 2) { return; }
gLightingColor[1][index] = value;
}
///

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@ -11,7 +11,9 @@ f32 get_lighting_dir(u8 index);
void set_lighting_dir(u8 index, f32 value);
u8 get_lighting_color(u8 index);
u8 get_lighting_color_ambient(u8 index);
void set_lighting_color(u8 index, u8 value);
void set_lighting_color_ambient(u8 index, u8 value);
u8 get_vertex_color(u8 index);
void set_vertex_color(u8 index, u8 value);

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@ -669,9 +669,12 @@ void network_shutdown(bool sendLeaving, bool exiting, bool popup, bool reconnect
gLightingDir[0] = 0;
gLightingDir[1] = 0;
gLightingDir[2] = 0;
gLightingColor[0] = 255;
gLightingColor[1] = 255;
gLightingColor[2] = 255;
gLightingColor[0][0] = 255;
gLightingColor[0][1] = 255;
gLightingColor[0][2] = 255;
gLightingColor[1][0] = 255;
gLightingColor[1][1] = 255;
gLightingColor[1][2] = 255;
gVertexColor[0] = 255;
gVertexColor[1] = 255;
gVertexColor[2] = 255;