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