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- #include <ultra64.h>
- #include "sm64.h"
- #include "display.h"
- #include "memory.h"
- #include "ingame_menu.h"
- #include "envfx_snow.h"
- #include "envfx_bubbles.h"
- #include "engine/surface_collision.h"
- #include "engine/math_util.h"
- #include "engine/behavior_script.h"
- #include "audio/interface_2.h"
- #include "obj_behaviors.h"
- /** This file contains the function that handles 'environment effects',
- * which are particle effects related to the level type that, unlike
- * object-based particle effects, are rendered more efficiently by manually
- * generating display lists instead of drawing each particle separately.
- * This file implements snow effects, while in 'envfx_bubbles.c' the
- * implementation for flowers (unused), lava bubbles and jetstream bubbles
- * can be found.
- * The main entry point for envfx is at the bottom of this file, which is
- * called from Geo18_802761D0 in level_geo.c
- */
- // Might be duplicate
- struct SnowFlakeVertex {
- s16 x;
- s16 y;
- s16 z;
- };
- struct EnvFxParticle *gEnvFxBuffer;
- Vec3i gSnowCylinderLastPos;
- s16 gSnowParticleCount;
- s16 gSnowParticleMaxCount;
- /* DATA */
- s8 gEnvFxMode = 0;
- UNUSED s32 D_80330644 = 0;
- /// Template for a snow particle triangle
- Vtx_t gSnowTempVtx[3] =
- {
- {
- {-5, 5, 0},
- 0,
- {0, 0},
- {0x7F, 0x7F, 0x7F, 0xFF}
- },
- {
- {-5, -5, 0},
- 0,
- {0, 960},
- {0x7F, 0x7F, 0x7F, 0xFF}
- },
- {
- {5, 5, 0},
- 0,
- {960, 0},
- {0x7F, 0x7F, 0x7F, 0xFF}
- },
- };
- // Change these to make snowflakes smaller or bigger
- struct SnowFlakeVertex gSnowFlakeVertex1 = {-5, 5, 0};
- struct SnowFlakeVertex gSnowFlakeVertex2 = {-5, -5, 0};
- struct SnowFlakeVertex gSnowFlakeVertex3 = {5, 5, 0};
- extern void *tiny_bubble_dl_0B006AB0;
- extern void *tiny_bubble_dl_0B006A50;
- extern void *tiny_bubble_dl_0B006CD8;
- /** Initialize snow particles by allocating a buffer for storing their state
- * and setting a start amount.
- */
- s32 envfx_init_snow(s32 mode) {
- switch (mode) {
- case ENVFX_MODE_NONE:
- return 0;
- case ENVFX_SNOW_NORMAL:
- gSnowParticleMaxCount = 140;
- gSnowParticleCount = 5;
- break;
- case ENVFX_SNOW_WATER:
- gSnowParticleMaxCount = 30;
- gSnowParticleCount = 30;
- break;
- case ENVFX_SNOW_BLIZZARD:
- gSnowParticleMaxCount = 140;
- gSnowParticleCount = 140;
- break;
- }
- gEnvFxBuffer = (struct EnvFxParticle *)mem_pool_alloc(D_8033A124, gSnowParticleMaxCount * sizeof(struct EnvFxParticle));
- if (!gEnvFxBuffer)
- return 0;
- bzero(gEnvFxBuffer, gSnowParticleMaxCount * sizeof(struct EnvFxParticle));
- gEnvFxMode = mode;
- return 1;
- }
- /** Update the amount of snow particles on screen.
- * Normal snow starts with few flakes and slowly increases to the maximum.
- * For water snow, this is dependent on how deep underwater you are.
- * Blizzard snows starts at the maximum amount and doesn't change.
- */
- void envfx_update_snowflake_count(s32 mode, Vec3s marioPos) {
- s32 timer = gGlobalTimer;
- f32 waterLevel;
- switch (mode) {
- case ENVFX_SNOW_NORMAL:
- if (gSnowParticleMaxCount > gSnowParticleCount) {
- if ((timer & 0x3F) == 0)
- gSnowParticleCount += 5;
- }
- break;
- case ENVFX_SNOW_WATER:
- waterLevel = find_water_level(marioPos[0], marioPos[2]);
- gSnowParticleCount = (((s32)((waterLevel - 400.f - (f32)marioPos[1]) * 1.0e-3) << 0x10) >> 0x10) * 5;
- if (gSnowParticleCount < 0)
- gSnowParticleCount = 0;
- if (gSnowParticleCount > gSnowParticleMaxCount)
- gSnowParticleCount = gSnowParticleMaxCount;
- break;
- case ENVFX_SNOW_BLIZZARD:
- break;
- }
- }
- /** Deallocate the buffer storing snow particles and set the environment effect
- * to none.
- */
- void envfx_cleanup_snow(void *snowParticleArray) {
- if (gEnvFxMode) {
- if (snowParticleArray) {
- mem_pool_free(D_8033A124, snowParticleArray);
- }
- gEnvFxMode = ENVFX_MODE_NONE;
- }
- }
- /** Given two points, return the vector from one to the other represented
- * as euler angles and a length
- */
- void orbit_from_positions(Vec3s from, Vec3s to, s16 *radius, s16 *pitch, s16 *yaw) {
- f32 dx = to[0] - from[0];
- f32 dy = to[1] - from[1];
- f32 dz = to[2] - from[2];
- *radius = (s16)sqrtf(dx * dx + dy * dy + dz * dz);
- *pitch = atan2s(sqrtf(dx * dx + dz * dz), dy);
- *yaw = atan2s(dz, dx);
- }
- /** Calculate the 'result' vector as the position of the 'origin' vector
- * with a vector added represented by radius, pitch and yaw.
- */
- void pos_from_orbit(Vec3s origin, Vec3s result, s16 radius, s16 pitch, s16 yaw) {
- result[0] = origin[0] + radius * coss(pitch) * sins(yaw);
- result[1] = origin[1] + radius * sins(pitch);
- result[2] = origin[2] + radius * coss(pitch) * coss(yaw);
- }
- /** Check whether the snowflake with the given index is inside view, where
- * 'view' is a cylinder of radius 300 and height 400 centered at the input
- * x, y and z.
- */
- s32 envfx_is_snowflake_alive(s32 index, s32 snowCylinderX, s32 snowCylinderY, s32 snowCylinderZ) {
- s32 x = (gEnvFxBuffer + index)->xPos;
- s32 y = (gEnvFxBuffer + index)->yPos;
- s32 z = (gEnvFxBuffer + index)->zPos;
- if (sqr(x - snowCylinderX) + sqr(z - snowCylinderZ) > sqr(300))
- return 0;
- if ((y < snowCylinderY - 201) || (snowCylinderY + 201 < y))
- return 0;
- return 1;
- }
- /** Update the position of each snowflake. Snowflakes wiggle by having a
- * random value added to their position each frame. If snowflakes get out
- * of view (where view = a small cylinder in front of the camera) their
- * position is reset to somewhere in view.
- * Since the cylinder of snow is so close to the camera, snow flakes would
- * move out of view very quickly when the camera moves. To mitigate this,
- * a portion of the difference between the previous and current snowCylinder
- * position is added to snowflakes to keep them in view for longer. That's
- * why the snow looks a bit off in 3d, it's a lot closer than you'd think
- * but appears to be further by means of hacky position updates. This might
- * have been done because larger, further away snowflakes are occluded easily
- * by level geometry, wasting many particles.
- */
- void envfx_update_snow_normal(s32 snowCylinderX, s32 snowCylinderY, s32 snowCylinderZ) {
- s32 i;
- s32 deltaX = snowCylinderX - gSnowCylinderLastPos[0];
- s32 deltaY = snowCylinderY - gSnowCylinderLastPos[1];
- s32 deltaZ = snowCylinderZ - gSnowCylinderLastPos[2];
- for (i = 0; i < gSnowParticleCount; i++) {
- (gEnvFxBuffer + i)->isAlive = envfx_is_snowflake_alive(i, snowCylinderX, snowCylinderY, snowCylinderZ);
- if ((gEnvFxBuffer + i)->isAlive == 0) {
- (gEnvFxBuffer + i)->xPos = 400.0f * RandomFloat() - 200.0f + snowCylinderX + (s16)(deltaX * 2);
- (gEnvFxBuffer + i)->zPos = 400.0f * RandomFloat() - 200.0f + snowCylinderZ + (s16)(deltaZ * 2);
- (gEnvFxBuffer + i)->yPos = 200.0f * RandomFloat() + snowCylinderY;
- (gEnvFxBuffer + i)->isAlive = 1;
- } else {
- (gEnvFxBuffer + i)->xPos += RandomFloat() * 2.0f - 1.0f + (s16)(deltaX / 1.2);
- (gEnvFxBuffer + i)->yPos -= -(s16)(deltaY * 0.8) + 2;
- (gEnvFxBuffer + i)->zPos += RandomFloat() * 2.0f - 1.0f + (s16)(deltaZ / 1.2);
- }
- }
- gSnowCylinderLastPos[0] = snowCylinderX;
- gSnowCylinderLastPos[1] = snowCylinderY;
- gSnowCylinderLastPos[2] = snowCylinderZ;
- }
- /** Unused function. Basically a copy-paste of envfx_update_snow_normal,
- * but an extra 20 units is added to each snowflake x and snowflakes can
- * respawn in y-range [-200, 200] instead of [0, 200] relative to snowCylinderY
- * They also fall a bit faster (with vertical speed -5 instead of -2).
- */
- void envfx_update_snow_blizzard(s32 snowCylinderX, s32 snowCylinderY, s32 snowCylinderZ) {
- s32 i;
- s32 deltaX = snowCylinderX - gSnowCylinderLastPos[0];
- s32 deltaY = snowCylinderY - gSnowCylinderLastPos[1];
- s32 deltaZ = snowCylinderZ - gSnowCylinderLastPos[2];
- for (i = 0; i < gSnowParticleCount; i++) {
- (gEnvFxBuffer + i)->isAlive = envfx_is_snowflake_alive(i, snowCylinderX, snowCylinderY, snowCylinderZ);
- if ((gEnvFxBuffer + i)->isAlive == 0) {
- (gEnvFxBuffer + i)->xPos = 400.0f * RandomFloat() - 200.0f + snowCylinderX + (s16)(deltaX * 2);
- (gEnvFxBuffer + i)->zPos = 400.0f * RandomFloat() - 200.0f + snowCylinderZ + (s16)(deltaZ * 2);
- (gEnvFxBuffer + i)->yPos = 400.0f * RandomFloat() - 200.0f + snowCylinderY;
- (gEnvFxBuffer + i)->isAlive = 1;
- } else {
- (gEnvFxBuffer + i)->xPos += RandomFloat() * 2.0f - 1.0f + (s16)(deltaX / 1.2) + 20.0f;
- (gEnvFxBuffer + i)->yPos -= -(s16)(deltaY * 0.8) + 5;
- (gEnvFxBuffer + i)->zPos += RandomFloat() * 2.0f - 1.0f + (s16)(deltaZ / 1.2);
- }
- }
- gSnowCylinderLastPos[0] = snowCylinderX;
- gSnowCylinderLastPos[1] = snowCylinderY;
- gSnowCylinderLastPos[2] = snowCylinderZ;
- }
- /*! Unused function. Checks whether a position is laterally within 3000 units
- * to the point (x: 3380, z: -520). Considering there is an unused blizzard
- * snow mode, this could have been used to check whether Mario is in a
- * 'blizzard area'. In Cool Cool Mountain and Snowman's Land the area lies
- * near the starting point and doesn't seem meaningfull. Notably, the point is
- * close to the entrance of SL, so maybe there were plans for an extra hint to
- * find it. The radius of 3000 units is quite large for that though, covering
- * more than half of the mirror room. Note that in Geo18_802761D0 of level_geo.c
- * if a0 == 4, the environment effects are updated with mirror mario's position
- * 3 times instead of mario, cam from and cam to positions, further suggesting
- * that this had something to do with the mirror room. a0 is fixed to 1 so the
- * meaning of that parameter is unclear as well.
- */
- s32 is_in_mystery_snow_area(s32 x, UNUSED s32 y, s32 z) {
- if (sqr(x - 3380) + sqr(z + 520) < sqr(3000))
- return 1;
- return 0;
- }
- /** Update the position of underwater snow particles. Since they are stationary,
- * they merely jump back into view when they are out of view.
- */
- void envfx_update_snow_water(s32 snowCylinderX, s32 snowCylinderY, s32 snowCylinderZ) {
- s32 i;
- for (i = 0; i < gSnowParticleCount; i++) {
- (gEnvFxBuffer + i)->isAlive = envfx_is_snowflake_alive(i, snowCylinderX, snowCylinderY, snowCylinderZ);
- if ((gEnvFxBuffer + i)->isAlive == 0) {
- (gEnvFxBuffer + i)->xPos = 400.0f * RandomFloat() - 200.0f + snowCylinderX;
- (gEnvFxBuffer + i)->zPos = 400.0f * RandomFloat() - 200.0f + snowCylinderZ;
- (gEnvFxBuffer + i)->yPos = 400.0f * RandomFloat() - 200.0f + snowCylinderY;
- (gEnvFxBuffer + i)->isAlive = 1;
- }
- }
- }
- /** Rotates the input vertices according to the give pitch and yaw. This
- * is needed for billboarding of particles.
- */
- void rotate_triangle_vertices(Vec3s vertex1, Vec3s vertex2, Vec3s vertex3, s16 pitch, s16 yaw) {
- f32 cosPitch = coss(pitch);
- f32 sinPitch = sins(pitch);
- f32 cosMYaw = coss(-yaw);
- f32 sinMYaw = sins(-yaw);
- Vec3f v1, v2, v3;
- v1[0] = vertex1[0];
- v1[1] = vertex1[1];
- v1[2] = vertex1[2];
- v2[0] = vertex2[0];
- v2[1] = vertex2[1];
- v2[2] = vertex2[2];
- v3[0] = vertex3[0];
- v3[1] = vertex3[1];
- v3[2] = vertex3[2];
- vertex1[0] = v1[0] * cosMYaw + v1[1] * (sinPitch * sinMYaw) + v1[2] * (-sinMYaw * cosPitch);
- vertex1[1] = v1[1] * cosPitch + v1[2] * sinPitch;
- vertex1[2] = v1[0] * sinMYaw + v1[1] * (-sinPitch * cosMYaw) + v1[2] * (cosPitch * cosMYaw);
- vertex2[0] = v2[0] * cosMYaw + v2[1] * (sinPitch * sinMYaw) + v2[2] * (-sinMYaw * cosPitch);
- vertex2[1] = v2[1] * cosPitch + v2[2] * sinPitch;
- vertex2[2] = v2[0] * sinMYaw + v2[1] * (-sinPitch * cosMYaw) + v2[2] * (cosPitch * cosMYaw);
- vertex3[0] = v3[0] * cosMYaw + v3[1] * (sinPitch * sinMYaw) + v3[2] * (-sinMYaw * cosPitch);
- vertex3[1] = v3[1] * cosPitch + v3[2] * sinPitch;
- vertex3[2] = v3[0] * sinMYaw + v3[1] * (-sinPitch * cosMYaw) + v3[2] * (cosPitch * cosMYaw);
- }
- /** Append 15 vertices to 'gfx', which is enough for 5 snowflakes starting at
- * 'index' in the buffer. The 3 input vertices represent the roated triangle
- * around (0,0,0) that will be translated to snowflake positions to draw the
- * snowflake image.
- */
- void append_snowflake_vertex_buffer(Gfx *gfx, s32 index, Vec3s vertex1, Vec3s vertex2, Vec3s vertex3) {
- s32 i = 0;
- Vtx *vertBuf = (Vtx *)alloc_display_list(15 * sizeof(Vtx));
- if (vertBuf == NULL)
- return;
- for (i = 0; i < 15; i += 3)
- {
- vertBuf[i] = ((Vtx *)gSnowTempVtx)[0];
- vertBuf[i].v.ob[0] = vertex1[0] + (gEnvFxBuffer + (index + i / 3))->xPos;
- vertBuf[i].v.ob[1] = vertex1[1] + (gEnvFxBuffer + (index + i / 3))->yPos;
- vertBuf[i].v.ob[2] = vertex1[2] + (gEnvFxBuffer + (index + i / 3))->zPos;
- vertBuf[i + 1] = ((Vtx *)gSnowTempVtx)[1];
- vertBuf[i + 1].v.ob[0] = vertex2[0] + (gEnvFxBuffer + (index + i / 3))->xPos;
- vertBuf[i + 1].v.ob[1] = vertex2[1] + (gEnvFxBuffer + (index + i / 3))->yPos;
- vertBuf[i + 1].v.ob[2] = vertex2[2] + (gEnvFxBuffer + (index + i / 3))->zPos;
- vertBuf[i + 2] = ((Vtx *)gSnowTempVtx)[2];
- vertBuf[i + 2].v.ob[0] = vertex3[0] + (gEnvFxBuffer + (index + i / 3))->xPos;
- vertBuf[i + 2].v.ob[1] = vertex3[1] + (gEnvFxBuffer + (index + i / 3))->yPos;
- vertBuf[i + 2].v.ob[2] = vertex3[2] + (gEnvFxBuffer + (index + i / 3))->zPos;
- }
- gSPVertex(gfx, VIRTUAL_TO_PHYSICAL(vertBuf), 15, 0);
- }
- /** Updates positions of snow particles and returns a pointer to a display list
- * drawing all snowflakes.
- */
- Gfx *envfx_update_snow(s32 snowMode, Vec3s marioPos, Vec3s camFrom, Vec3s camTo) {
- s32 i;
- s16 radius, pitch, yaw;
- Vec3s snowCylinderPos;
- struct SnowFlakeVertex vertex1, vertex2, vertex3;
- Gfx *gfxStart;
- Gfx *gfx;
- vertex1 = gSnowFlakeVertex1;
- vertex2 = gSnowFlakeVertex2;
- vertex3 = gSnowFlakeVertex3;
- gfxStart = (Gfx *)alloc_display_list((gSnowParticleCount * 6 + 3) * sizeof(Gfx));
- gfx = gfxStart;
- if (gfxStart == NULL)
- return NULL;
- envfx_update_snowflake_count(snowMode, marioPos);
- // Note: to and from are inverted here, so the resulting vector goes towards the camera
- orbit_from_positions(camTo, camFrom, &radius, &pitch, &yaw);
- switch (snowMode) {
- case ENVFX_SNOW_NORMAL:
- // ensure the snow cylinder is no further than 250 units in front
- // of the camera, and no closer than 1 unit.
- if (radius > 250)
- radius -= 250;
- else
- radius = 1;
- pos_from_orbit(camTo, snowCylinderPos, radius, pitch, yaw);
- envfx_update_snow_normal(snowCylinderPos[0], snowCylinderPos[1], snowCylinderPos[2]);
- break;
- case ENVFX_SNOW_WATER:
- if (radius > 500)
- radius -= 500;
- else
- radius = 1;
- pos_from_orbit(camTo, snowCylinderPos, radius, pitch, yaw);
- envfx_update_snow_water(snowCylinderPos[0], snowCylinderPos[1], snowCylinderPos[2]);
- break;
- case ENVFX_SNOW_BLIZZARD:
- if (radius > 250)
- radius -= 250;
- else
- radius = 1;
- pos_from_orbit(camTo, snowCylinderPos, radius, pitch, yaw);
- envfx_update_snow_blizzard(snowCylinderPos[0], snowCylinderPos[1], snowCylinderPos[2]);
- break;
- }
- rotate_triangle_vertices((s16 *) &vertex1, (s16 *) &vertex2, (s16 *) &vertex3, pitch, yaw);
- if (snowMode == ENVFX_SNOW_NORMAL || snowMode == ENVFX_SNOW_BLIZZARD) {
- gSPDisplayList(gfx++, &tiny_bubble_dl_0B006A50); // snowflake with gray edge
- } else if (snowMode == ENVFX_SNOW_WATER) {
- gSPDisplayList(gfx++, &tiny_bubble_dl_0B006CD8); // snowflake with blue edge
- }
- for (i = 0; i < gSnowParticleCount; i += 5) {
- append_snowflake_vertex_buffer(gfx++, i, (s16 *)&vertex1, (s16 *) &vertex2, (s16 *)&vertex3);
- gSP1Triangle(gfx++, 0, 1, 2, 0);
- gSP1Triangle(gfx++, 3, 4, 5, 0);
- gSP1Triangle(gfx++, 6, 7, 8, 0);
- gSP1Triangle(gfx++, 9, 10, 11, 0);
- gSP1Triangle(gfx++, 12, 13, 14, 0);
- }
- gSPDisplayList(gfx++, &tiny_bubble_dl_0B006AB0)
- gSPEndDisplayList(gfx++);
- return gfxStart;
- }
- /** Updates the environment effects (snow, flowers, bubbles)
- * and returns a display list drawing them.
- */
- Gfx *envfx_update_particles(int mode, Vec3s marioPos, Vec3s camTo, Vec3s camFrom) {
- Gfx *gfx;
- if (get_dialog_id() != -1)
- return NULL;
- if (gEnvFxMode != 0 && mode != gEnvFxMode)
- mode = 0;
- if (mode >= ENVFX_BUBBLE_START) {
- gfx = envfx_update_bubbles(mode, marioPos, camTo, camFrom);
- return gfx;
- }
- if (gEnvFxMode == 0 && envfx_init_snow(mode) == 0)
- return NULL;
- switch (mode) {
- case ENVFX_MODE_NONE:
- envfx_cleanup_snow(gEnvFxBuffer);
- return NULL;
- case ENVFX_SNOW_NORMAL:
- gfx = envfx_update_snow(1, marioPos, camFrom, camTo);
- break;
- case ENVFX_SNOW_WATER:
- gfx = envfx_update_snow(2, marioPos, camFrom, camTo);
- break;
- case ENVFX_SNOW_BLIZZARD:
- gfx = envfx_update_snow(3, marioPos, camFrom, camTo);
- break;
- default:
- return NULL;
- }
- return gfx;
- }
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