sm64coopdx/mods/gun-mod/actors/bullet_hole/model.inc.c

63 lines
2.2 KiB
C

Lights1 bullet_hole_bullet_hole_lights = gdSPDefLights1(
0x7F, 0x7F, 0x7F,
0xFF, 0xFF, 0xFF, 0x28, 0x28, 0x28);
Gfx bullet_hole_bullet_hole_ia8_aligner[] = {gsSPEndDisplayList()};
u8 bullet_hole_bullet_hole_ia8[] = {
#include "actors/bullet_hole/bullet_hole.ia8.inc.c"
};
Vtx bullet_hole_bullet_hole_mesh_layer_4_vtx_0[4] = {
{{ {-22, 1, 22}, 0, {-16, 2032}, {0, 127, 0, 255} }},
{{ {22, 1, 22}, 0, {2032, 2032}, {0, 127, 0, 255} }},
{{ {22, 1, -22}, 0, {2032, -16}, {0, 127, 0, 255} }},
{{ {-22, 1, -22}, 0, {-16, -16}, {0, 127, 0, 255} }},
};
Gfx bullet_hole_bullet_hole_mesh_layer_4_tri_0[] = {
gsSPVertex(bullet_hole_bullet_hole_mesh_layer_4_vtx_0 + 0, 4, 0),
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(0, 2, 3, 0),
gsSPEndDisplayList(),
};
Gfx mat_bullet_hole_bullet_hole[] = {
gsDPPipeSync(),
gsDPSetCombineLERP(TEXEL0, 0, SHADE, 0, TEXEL0, 0, ENVIRONMENT, 0, TEXEL0, 0, SHADE, 0, TEXEL0, 0, ENVIRONMENT, 0),
gsSPClearGeometryMode(G_CULL_BACK),
gsSPTexture(65535, 65535, 0, 0, 1),
gsSPSetLights1(bullet_hole_bullet_hole_lights),
gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_8b_LOAD_BLOCK, 1, bullet_hole_bullet_hole_ia8),
gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_8b_LOAD_BLOCK, 0, 0, 7, 0, G_TX_WRAP | G_TX_NOMIRROR, 0, 0, G_TX_WRAP | G_TX_NOMIRROR, 0, 0),
gsDPLoadBlock(7, 0, 0, 2047, 256),
gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_8b, 8, 0, 0, 0, G_TX_WRAP | G_TX_NOMIRROR, 6, 0, G_TX_WRAP | G_TX_NOMIRROR, 6, 0),
gsDPSetTileSize(0, 0, 0, 252, 252),
gsSPEndDisplayList(),
};
Gfx mat_revert_bullet_hole_bullet_hole[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
Gfx bullet_hole_bullet_hole_mesh_layer_4[] = {
gsSPDisplayList(mat_bullet_hole_bullet_hole),
gsSPDisplayList(bullet_hole_bullet_hole_mesh_layer_4_tri_0),
gsSPDisplayList(mat_revert_bullet_hole_bullet_hole),
gsSPEndDisplayList(),
};
Gfx bullet_hole_material_revert_render_settings[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_LIGHTING),
gsSPClearGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineLERP(0, 0, 0, SHADE, 0, 0, 0, ENVIRONMENT, 0, 0, 0, SHADE, 0, 0, 0, ENVIRONMENT),
gsSPTexture(65535, 65535, 0, 0, 0),
gsDPSetEnvColor(255, 255, 255, 255),
gsDPSetAlphaCompare(G_AC_NONE),
gsSPEndDisplayList(),
};