Add AWESOME new lighting color functions
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@ -2946,6 +2946,10 @@ function shake_camera_yaw(pos, focus)
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-- ...
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end
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function skip_camera_interpolation()
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-- ...
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end
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--- @param c Camera
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function soft_reset_camera(c)
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-- ...
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@ -7885,6 +7889,12 @@ function get_lighting_color(index)
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-- ...
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end
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--- @param index integer
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--- @return integer
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function get_lighting_color_ambient(index)
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-- ...
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end
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--- @param index integer
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--- @return number
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function get_lighting_dir(index)
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@ -7925,6 +7935,12 @@ function set_lighting_color(index, value)
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-- ...
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end
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--- @param index integer
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--- @param value integer
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function set_lighting_color_ambient(index, value)
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-- ...
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end
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--- @param index integer
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--- @param value number
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function set_lighting_dir(index, value)
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@ -1706,6 +1706,24 @@
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<br />
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## [skip_camera_interpolation](#skip_camera_interpolation)
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### Lua Example
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`skip_camera_interpolation()`
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### Parameters
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- None
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### Returns
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- None
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### C Prototype
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`void skip_camera_interpolation(void);`
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[:arrow_up_small:](#)
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<br />
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## [soft_reset_camera](#soft_reset_camera)
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### Lua Example
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@ -1135,6 +1135,26 @@
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<br />
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## [get_lighting_color_ambient](#get_lighting_color_ambient)
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### Lua Example
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`local integerValue = get_lighting_color_ambient(index)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| index | `integer` |
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### Returns
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- `integer`
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### C Prototype
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`u8 get_lighting_color_ambient(u8 index);`
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[:arrow_up_small:](#)
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<br />
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## [get_lighting_dir](#get_lighting_dir)
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### Lua Example
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@ -1275,6 +1295,27 @@
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<br />
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## [set_lighting_color_ambient](#set_lighting_color_ambient)
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### Lua Example
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`set_lighting_color_ambient(index, value)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| index | `integer` |
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| value | `integer` |
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### Returns
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- None
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### C Prototype
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`void set_lighting_color_ambient(u8 index, u8 value);`
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[:arrow_up_small:](#)
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<br />
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## [set_lighting_dir](#set_lighting_dir)
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### Lua Example
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@ -710,6 +710,7 @@
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- [shake_camera_pitch](functions-3.md#shake_camera_pitch)
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- [shake_camera_roll](functions-3.md#shake_camera_roll)
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- [shake_camera_yaw](functions-3.md#shake_camera_yaw)
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- [skip_camera_interpolation](functions-3.md#skip_camera_interpolation)
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- [soft_reset_camera](functions-3.md#soft_reset_camera)
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- [start_cutscene](functions-3.md#start_cutscene)
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- [start_object_cutscene_without_focus](functions-3.md#start_object_cutscene_without_focus)
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@ -1655,6 +1656,7 @@
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- [get_fog_color](functions-5.md#get_fog_color)
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- [get_fog_intensity](functions-5.md#get_fog_intensity)
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- [get_lighting_color](functions-5.md#get_lighting_color)
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- [get_lighting_color_ambient](functions-5.md#get_lighting_color_ambient)
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- [get_lighting_dir](functions-5.md#get_lighting_dir)
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- [get_skybox](functions-5.md#get_skybox)
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- [get_skybox_color](functions-5.md#get_skybox_color)
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@ -1662,6 +1664,7 @@
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- [set_fog_color](functions-5.md#set_fog_color)
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- [set_fog_intensity](functions-5.md#set_fog_intensity)
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- [set_lighting_color](functions-5.md#set_lighting_color)
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- [set_lighting_color_ambient](functions-5.md#set_lighting_color_ambient)
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- [set_lighting_dir](functions-5.md#set_lighting_dir)
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- [set_override_far](functions-5.md#set_override_far)
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- [set_override_fov](functions-5.md#set_override_fov)
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@ -184,7 +184,7 @@ static f32 sDepthZMult = 1;
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static f32 sDepthZSub = 0;
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Vec3f gLightingDir;
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Color gLightingColor = { 255, 255, 255 };
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Color gLightingColor[2] = { { 255, 255, 255 }, { 255, 255, 255 } };
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Color gVertexColor = { 255, 255, 255 };
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Color gFogColor = { 255, 255, 255 };
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f32 gFogIntensity = 1;
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@ -792,9 +792,9 @@ static void OPTIMIZE_O3 gfx_sp_vertex(size_t n_vertices, size_t dest_index, cons
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rsp.lights_changed = false;
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}
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int r = rsp.current_lights[rsp.current_num_lights - 1].col[0];
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int g = rsp.current_lights[rsp.current_num_lights - 1].col[1];
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int b = rsp.current_lights[rsp.current_num_lights - 1].col[2];
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int r = rsp.current_lights[rsp.current_num_lights - 1].col[0] * gLightingColor[1][0] / 255.0f;
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int g = rsp.current_lights[rsp.current_num_lights - 1].col[1] * gLightingColor[1][1] / 255.0f;
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int b = rsp.current_lights[rsp.current_num_lights - 1].col[2] * gLightingColor[1][2] / 255.0f;
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for (int32_t i = 0; i < rsp.current_num_lights - 1; i++) {
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float intensity = 0;
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@ -803,15 +803,12 @@ static void OPTIMIZE_O3 gfx_sp_vertex(size_t n_vertices, size_t dest_index, cons
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intensity += vn->n[2] * rsp.current_lights_coeffs[i][2];
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intensity /= 127.0f;
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if (intensity > 0.0f) {
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r += intensity * rsp.current_lights[i].col[0];
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g += intensity * rsp.current_lights[i].col[1];
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b += intensity * rsp.current_lights[i].col[2];
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r += intensity * rsp.current_lights[i].col[0] * gLightingColor[0][0] / 255.0f;
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g += intensity * rsp.current_lights[i].col[1] * gLightingColor[0][1] / 255.0f;
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b += intensity * rsp.current_lights[i].col[2] * gLightingColor[0][2] / 255.0f;
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}
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}
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r *= gLightingColor[0] / 255.0f;
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g *= gLightingColor[1] / 255.0f;
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b *= gLightingColor[2] / 255.0f;
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d->color.r = r > 255 ? 255 : r;
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d->color.g = g > 255 ? 255 : g;
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d->color.b = b > 255 ? 255 : b;
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@ -14,7 +14,7 @@ struct GfxDimensions {
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extern struct GfxDimensions gfx_current_dimensions;
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extern Vec3f gLightingDir;
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extern Color gLightingColor;
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extern Color gLightingColor[2];
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extern Color gVertexColor;
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extern Color gFogColor;
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extern f32 gFogIntensity;
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@ -11868,6 +11868,21 @@ int smlua_func_shake_camera_yaw(lua_State* L) {
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return 1;
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}
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int smlua_func_skip_camera_interpolation(UNUSED lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 0) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "skip_camera_interpolation", 0, top);
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return 0;
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}
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skip_camera_interpolation();
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return 1;
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}
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int smlua_func_soft_reset_camera(lua_State* L) {
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if (L == NULL) { return 0; }
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@ -29276,6 +29291,23 @@ int smlua_func_get_lighting_color(lua_State* L) {
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return 1;
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}
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int smlua_func_get_lighting_color_ambient(lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 1) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "get_lighting_color_ambient", 1, top);
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return 0;
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}
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u8 index = smlua_to_integer(L, 1);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "get_lighting_color_ambient"); return 0; }
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lua_pushinteger(L, get_lighting_color_ambient(index));
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return 1;
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}
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int smlua_func_get_lighting_dir(lua_State* L) {
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if (L == NULL) { return 0; }
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@ -29397,6 +29429,25 @@ int smlua_func_set_lighting_color(lua_State* L) {
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return 1;
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}
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int smlua_func_set_lighting_color_ambient(lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 2) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "set_lighting_color_ambient", 2, top);
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return 0;
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}
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u8 index = smlua_to_integer(L, 1);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "set_lighting_color_ambient"); return 0; }
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u8 value = smlua_to_integer(L, 2);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "set_lighting_color_ambient"); return 0; }
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set_lighting_color_ambient(index, value);
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return 1;
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}
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int smlua_func_set_lighting_dir(lua_State* L) {
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if (L == NULL) { return 0; }
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@ -33481,6 +33532,7 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "shake_camera_pitch", smlua_func_shake_camera_pitch);
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smlua_bind_function(L, "shake_camera_roll", smlua_func_shake_camera_roll);
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smlua_bind_function(L, "shake_camera_yaw", smlua_func_shake_camera_yaw);
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smlua_bind_function(L, "skip_camera_interpolation", smlua_func_skip_camera_interpolation);
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smlua_bind_function(L, "soft_reset_camera", smlua_func_soft_reset_camera);
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smlua_bind_function(L, "start_cutscene", smlua_func_start_cutscene);
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smlua_bind_function(L, "start_object_cutscene_without_focus", smlua_func_start_object_cutscene_without_focus);
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@ -34371,6 +34423,7 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "get_fog_color", smlua_func_get_fog_color);
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smlua_bind_function(L, "get_fog_intensity", smlua_func_get_fog_intensity);
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smlua_bind_function(L, "get_lighting_color", smlua_func_get_lighting_color);
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smlua_bind_function(L, "get_lighting_color_ambient", smlua_func_get_lighting_color_ambient);
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smlua_bind_function(L, "get_lighting_dir", smlua_func_get_lighting_dir);
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smlua_bind_function(L, "get_skybox", smlua_func_get_skybox);
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smlua_bind_function(L, "get_skybox_color", smlua_func_get_skybox_color);
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@ -34378,6 +34431,7 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "set_fog_color", smlua_func_set_fog_color);
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smlua_bind_function(L, "set_fog_intensity", smlua_func_set_fog_intensity);
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smlua_bind_function(L, "set_lighting_color", smlua_func_set_lighting_color);
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smlua_bind_function(L, "set_lighting_color_ambient", smlua_func_set_lighting_color_ambient);
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smlua_bind_function(L, "set_lighting_dir", smlua_func_set_lighting_dir);
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smlua_bind_function(L, "set_override_far", smlua_func_set_override_far);
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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) {
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u8 get_lighting_color(u8 index) {
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if (index > 2) { return 0; }
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return gLightingColor[index];
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return gLightingColor[0][index];
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}
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u8 get_lighting_color_ambient(u8 index) {
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if (index > 2) { return 0; }
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return gLightingColor[1][index];
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}
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void set_lighting_color(u8 index, u8 value) {
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if (index > 2) { return; }
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gLightingColor[index] = value;
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gLightingColor[0][index] = value;
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gLightingColor[1][index] = value;
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}
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void set_lighting_color_ambient(u8 index, u8 value) {
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if (index > 2) { return; }
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gLightingColor[1][index] = value;
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}
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///
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@ -11,7 +11,9 @@ f32 get_lighting_dir(u8 index);
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void set_lighting_dir(u8 index, f32 value);
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u8 get_lighting_color(u8 index);
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u8 get_lighting_color_ambient(u8 index);
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void set_lighting_color(u8 index, u8 value);
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void set_lighting_color_ambient(u8 index, u8 value);
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u8 get_vertex_color(u8 index);
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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
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gLightingDir[0] = 0;
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gLightingDir[1] = 0;
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gLightingDir[2] = 0;
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gLightingColor[0] = 255;
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gLightingColor[1] = 255;
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gLightingColor[2] = 255;
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gLightingColor[0][0] = 255;
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gLightingColor[0][1] = 255;
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gLightingColor[0][2] = 255;
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gLightingColor[1][0] = 255;
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gLightingColor[1][1] = 255;
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gLightingColor[1][2] = 255;
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gVertexColor[0] = 255;
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gVertexColor[1] = 255;
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gVertexColor[2] = 255;
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