Clean Up Sprite Constant Labeling

Also improved struct labeling.
This commit is contained in:
gamemasterplc 2024-03-10 22:36:14 -05:00
parent d12b5c62aa
commit 504e565727
10 changed files with 434 additions and 425 deletions

View file

@ -40,7 +40,7 @@ void HuSprDispInit(void)
GXSetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
}
void HuSprDisp(SpriteData *sprite)
void HuSprDisp(HuSprite *sprite)
{
short i;
AnimData *anim = sprite->data;
@ -48,10 +48,10 @@ void HuSprDisp(SpriteData *sprite)
Vec axis = {0, 0, 1};
Mtx modelview, rot;
short color_sum;
SpriteFunc func;
HuSprFunc func;
GXSetScissor(sprite->scissor_x, sprite->scissor_y, sprite->scissor_w, sprite->scissor_h);
if(sprite->attr & SPRITE_ATTR_FUNC) {
if(sprite->attr & HUSPR_ATTR_FUNC) {
if(sprite->func) {
func = sprite->func;
func(sprite);
@ -80,9 +80,9 @@ void HuSprDisp(SpriteData *sprite)
GXSetTevOp(GX_TEVSTAGE0, GX_MODULATE);
GXSetNumChans(1);
GXSetChanCtrl(GX_COLOR0A0, GX_FALSE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_CLAMP, GX_AF_SPOT);
if(sprite->attr & SPRITE_ATTR_ADDITIVE) {
if(sprite->attr & HUSPR_ATTR_ADDCOL) {
GXSetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_ONE, GX_LO_NOOP);
} else if(sprite->attr & SPRITE_ATTR_INVERT) {
} else if(sprite->attr & HUSPR_ATTR_INVCOL) {
GXSetBlendMode(GX_BM_BLEND, GX_BL_ZERO, GX_BL_INVDSTCLR, GX_LO_NOOP);
} else {
GXSetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_NOOP);
@ -123,7 +123,7 @@ void HuSprDisp(SpriteData *sprite)
continue;
}
GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
HuSprTexLoad(anim, layer->bmpNo, 0, sprite->wrap_s, sprite->wrap_t, (sprite->attr & SPRITE_ATTR_BILINEAR) ? GX_LINEAR : GX_NEAR);
HuSprTexLoad(anim, layer->bmpNo, 0, sprite->wrap_s, sprite->wrap_t, (sprite->attr & HUSPR_ATTR_LINEAR) ? GX_LINEAR : GX_NEAR);
if(layer->alpha != 255 || color_sum != 255*4) {
color.a = (u16)(sprite->a*layer->alpha) >> 8;
GXSetTevColor(GX_TEVSTAGE1, color);
@ -140,14 +140,14 @@ void HuSprDisp(SpriteData *sprite)
pos[2][1] = layer->vtx[5]-pat->centerY;
pos[3][0] = layer->vtx[6]-pat->centerX;
pos[3][1] = layer->vtx[7]-pat->centerY;
if(layer->flip & SPRITE_LAYER_FLIPX) {
if(layer->flip & ANIM_LAYER_FLIPX) {
texcoord_x2 = layer->startX/(float)bmp->sizeX;
texcoord_x1 = (layer->startX+layer->sizeX)/(float)bmp->sizeX;
} else {
texcoord_x1 = layer->startX/(float)bmp->sizeX;
texcoord_x2 = (layer->startX+layer->sizeX)/(float)bmp->sizeX;
}
if(layer->flip & SPRITE_LAYER_FLIPY) {
if(layer->flip & ANIM_LAYER_FLIPY) {
texcoord_y2 = layer->startY/(float)bmp->sizeY;
texcoord_y1 = (layer->startY+layer->sizeY)/(float)bmp->sizeY;
} else {
@ -188,49 +188,49 @@ void HuSprTexLoad(AnimData *anim, short bmp, short slot, GXTexWrapMode wrap_s, G
AnimBmpData *bmp_ptr = &anim->bmp[bmp];
short sizeX = bmp_ptr->sizeX;
short sizeY = bmp_ptr->sizeY;
switch(bmp_ptr->dataFmt & SPRITE_BMP_FMTMASK) {
case SPRITE_BMP_RGBA8:
switch(bmp_ptr->dataFmt & ANIM_BMP_FMTMASK) {
case ANIM_BMP_RGBA8:
GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_RGBA8, wrap_s, wrap_t, GX_FALSE);
break;
case SPRITE_BMP_RGB5A3:
case SPRITE_BMP_RGB5A3_DUPE:
case ANIM_BMP_RGB5A3:
case ANIM_BMP_RGB5A3_DUPE:
GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_RGB5A3, wrap_s, wrap_t, GX_FALSE);
break;
case SPRITE_BMP_C8:
case ANIM_BMP_C8:
GXInitTlutObj(&tlut_obj, bmp_ptr->palData, GX_TL_RGB5A3, bmp_ptr->palNum);
GXLoadTlut(&tlut_obj, slot);
GXInitTexObjCI(&tex_obj,bmp_ptr->data, sizeX, sizeY, GX_TF_C8, wrap_s, wrap_t, GX_FALSE, slot);
break;
case SPRITE_BMP_C4:
case ANIM_BMP_C4:
GXInitTlutObj(&tlut_obj, bmp_ptr->palData, GX_TL_RGB5A3, bmp_ptr->palNum);
GXLoadTlut(&tlut_obj, slot);
GXInitTexObjCI(&tex_obj,bmp_ptr->data, sizeX, sizeY, GX_TF_C4, wrap_s, wrap_t, GX_FALSE, slot);
break;
case SPRITE_BMP_IA8:
case ANIM_BMP_IA8:
GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_IA8, wrap_s, wrap_t, GX_FALSE);
break;
case SPRITE_BMP_IA4:
case ANIM_BMP_IA4:
GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_IA4, wrap_s, wrap_t, GX_FALSE);
break;
case SPRITE_BMP_I8:
case ANIM_BMP_I8:
GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_I8, wrap_s, wrap_t, GX_FALSE);
break;
case SPRITE_BMP_I4:
case ANIM_BMP_I4:
GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_I4, wrap_s, wrap_t, GX_FALSE);
break;
case SPRITE_BMP_A8:
case ANIM_BMP_A8:
GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_CTF_A8, wrap_s, wrap_t, GX_FALSE);
break;
case SPRITE_BMP_CMPR:
case ANIM_BMP_CMPR:
GXInitTexObj(&tex_obj, bmp_ptr->data, sizeX, sizeY, GX_TF_CMPR, wrap_s, wrap_t, GX_FALSE);
break;