#ifndef _GRAPH_NODE_H_ #define _GRAPH_NODE_H_ #include "types.h" #include "game/memory.h" struct AllocOnlyPool; extern struct GraphNodeMasterList *gCurGraphNodeMasterList; extern struct GraphNodePerspective *gCurGraphNodeCamFrustum; extern struct GraphNodeCamera *gCurGraphNodeCamera; extern struct GraphNodeHeldObject *gCurGraphNodeHeldObject; extern u16 gAreaUpdateCounter; extern struct GraphNode *gCurRootGraphNode; extern struct GraphNode *gCurGraphNodeList[]; extern s16 gCurGraphNodeIndex; extern struct GraphNode gObjParentGraphNode; extern Vec3f gVec3fZero; extern Vec3s gVec3sZero; extern Vec3f gVec3fOne; extern Vec3s gVec3sOne; #define GRAPH_RENDER_ACTIVE (1 << 0) #define GRAPH_RENDER_CHILDREN_FIRST (1 << 1) #define GRAPH_RENDER_BILLBOARD (1 << 2) #define GRAPH_RENDER_Z_BUFFER (1 << 3) #define GRAPH_RENDER_INVISIBLE (1 << 4) #define GRAPH_RENDER_HAS_ANIMATION (1 << 5) // Whether the node type has a function pointer of type GraphNodeFunc #define GRAPH_NODE_TYPE_FUNCTIONAL 0x100 // Type used for Bowser and an unused geo function in obj_behaviors.c #define GRAPH_NODE_TYPE_400 0x400 // The discriminant for different types of geo nodes #define GRAPH_NODE_TYPE_ROOT 0x001 #define GRAPH_NODE_TYPE_ORTHO_PROJECTION 0x002 #define GRAPH_NODE_TYPE_PERSPECTIVE (0x003 | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_MASTER_LIST 0x004 #define GRAPH_NODE_TYPE_START 0x00A #define GRAPH_NODE_TYPE_LEVEL_OF_DETAIL 0x00B #define GRAPH_NODE_TYPE_SWITCH_CASE (0x00C | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_CAMERA (0x014 | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_TRANSLATION_ROTATION 0x015 #define GRAPH_NODE_TYPE_TRANSLATION 0x016 #define GRAPH_NODE_TYPE_ROTATION 0x017 #define GRAPH_NODE_TYPE_OBJECT 0x018 #define GRAPH_NODE_TYPE_ANIMATED_PART 0x019 #define GRAPH_NODE_TYPE_BILLBOARD 0x01A #define GRAPH_NODE_TYPE_DISPLAY_LIST 0x01B #define GRAPH_NODE_TYPE_SCALE 0x01C #define GRAPH_NODE_TYPE_SHADOW 0x028 #define GRAPH_NODE_TYPE_OBJECT_PARENT 0x029 #define GRAPH_NODE_TYPE_GENERATED_LIST (0x02A | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_BACKGROUND (0x02C | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_HELD_OBJ (0x02E | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_CULLING_RADIUS 0x02F // The number of master lists. A master list determines the order and render // mode with which display lists are drawn. #define GFX_NUM_MASTER_LISTS 8 // Passed as first argument to a GraphNodeFunc to give information about in // which context it was called and what it is expected to do. #define GEO_CONTEXT_CREATE 0 // called when node is created from a geo command #define GEO_CONTEXT_RENDER 1 // called from rendering_graph_node.c #define GEO_CONTEXT_AREA_UNLOAD 2 // called when unloading an area #define GEO_CONTEXT_AREA_LOAD 3 // called when loading an area #define GEO_CONTEXT_AREA_INIT 4 // called when initializing the 8 areas #define GEO_CONTEXT_HELD_OBJ 5 // called when processing a GraphNodeHeldObj // The signature for a function stored in a geo node // The context argument depends on the callContext: // - for GEO_CONTEXT_CREATE it is the AllocOnlyPool from which the node was allocated // - for GEO_CONTEXT_RENDER or GEO_CONTEXT_HELD_OBJ it is the top of the float matrix stack with type Mat4 // - for GEO_CONTEXT_AREA_* it is the root geo node typedef Gfx *(*GraphNodeFunc)(s32 callContext, struct GraphNode *node, void *context); /** An extension of a graph node that includes a function pointer. * Many graph node types have an update function that gets called * when they are processed. */ struct FnGraphNode { /*0x00*/ struct GraphNode node; /*0x14*/ GraphNodeFunc func; }; /** The very root of the geo tree. Specifies the viewport. */ struct GraphNodeRoot { /*0x00*/ struct GraphNode node; /*0x14*/ u8 areaIndex; /*0x15*/ s8 unk15; // ? /*0x16*/ s16 x; /*0x18*/ s16 y; /*0x1A*/ s16 width; // half width, 160 /*0x1C*/ s16 height; // half height /*0x1E*/ s16 numViews; // number of entries in mystery array /*0x20*/ struct GraphNode **views; }; /** A node that sets up an orthographic projection based on the global * root node. Used to draw the skybox image. */ struct GraphNodeOrthoProjection { /*0x00*/ struct GraphNode node; /*0x14*/ f32 scale; }; /** A node that sets up a perspective projection. Used for drawing the * game world. It does not set up the camera position, that is done by * the child of this node, which has type GraphNodeCamera. */ struct GraphNodePerspective { /*0x00*/ struct FnGraphNode fnNode; /*0x18*/ s32 unused; /*0x1C*/ f32 fov; // horizontal field of view in degrees /*0x20*/ s16 near; // near clipping plane /*0x22*/ s16 far; // far clipping plane }; /** An entry in the master list. It is a linked list of display lists * carrying a transformation matrix. */ struct DisplayListNode { void *transform; void *displayList; struct DisplayListNode *next; }; /** GraphNode that manages the 8 top-level display lists that will be drawn * Each list has its own render mode, so for example water is drawn in a * different master list than opaque objects. * It also sets the z-buffer on before rendering and off after. */ struct GraphNodeMasterList { /*0x00*/ struct GraphNode node; /*0x14*/ struct DisplayListNode *listHeads[GFX_NUM_MASTER_LISTS]; /*0x34*/ struct DisplayListNode *listTails[GFX_NUM_MASTER_LISTS]; }; /** Simply used as a parent to group multiple children. * Does not have any additional functionality. */ struct GraphNodeStart { /*0x00*/ struct GraphNode node; }; /** GraphNode that only renders its children if the current transformation matrix * has a z-translation (in camera space) greater than minDistance and less than * maxDistance. * Usage examples: Mario has three level's of detail: Normal, low-poly arms only, and fully low-poly * The tower in Whomp's fortress has two levels of detail. */ struct GraphNodeLevelOfDetail { /*0x00*/ struct GraphNode node; /*0x14*/ s16 minDistance; /*0x16*/ s16 maxDistance; }; /** GraphNode that renders exactly one of its children. * Which one is rendered is determined by the field 'selectedCase' * which is set in the node's function. * Usage examples: room visibility, coin animation, blinking, Mario's power-up / hand pose / cap */ struct GraphNodeSwitchCase { /*0x00*/ struct FnGraphNode fnNode; /*0x18*/ s32 unused; /*0x1C*/ s16 numCases; /*0x1E*/ s16 selectedCase; }; /** * GraphNode that specifies the location and aim of the camera. * When the roll is 0, the up vector is (0, 1, 0). */ struct GraphNodeCamera { /*0x00*/ struct FnGraphNode fnNode; /*0x18*/ union { // When the node is created, a mode is assigned to the node. // Later in geo_camera_main a Camera is allocated, // the mode is passed to the struct, and the field is overridden // by a pointer to the struct. Gotta save those 4 bytes. s32 mode; struct Camera *camera; } config; /*0x1C*/ Vec3f pos; /*0x28*/ Vec3f focus; /*0x34*/ void *matrixPtr; // pointer to look-at matrix of this camera as a Mat4 /*0x38*/ s16 roll; // roll in look at matrix. Doesn't account for light direction unlike rollScreen. /*0x3A*/ s16 rollScreen; // rolls screen while keeping the light direction consistent }; /** GraphNode that translates and rotates its children. * Usage example: wing cap wings. * There is a dprint function that sets the translation and rotation values * based on the ENEMYINFO array. * The display list can be null, in which case it won't draw anything itself. */ struct GraphNodeTranslationRotation { /*0x00*/ struct GraphNode node; /*0x14*/ void *displayList; /*0x18*/ Vec3s translation; /*0x1E*/ Vec3s rotation; }; /** GraphNode that translates itself and its children. * Usage example: SUPER MARIO logo letters in debug level select. * The display list can be null, in which case it won't draw anything itself. */ struct GraphNodeTranslation { /*0x00*/ struct GraphNode node; /*0x14*/ void *displayList; /*0x18*/ Vec3s translation; u8 pad1E[2]; }; /** GraphNode that rotates itself and its children. * Usage example: Mario torso / head rotation. Its parameters are dynamically * set by a parent script node in that case. * The display list can be null, in which case it won't draw anything itself. */ struct GraphNodeRotation { /*0x00*/ struct GraphNode node; /*0x14*/ void *displayList; /*0x18*/ Vec3s rotation; u8 pad1E[2]; }; /** GraphNode part that transforms itself and its children based on animation * data. This animation data is not stored in the node itself but in global * variables that are set when object nodes are processed if the object has * animation. * Usef for Mario, enemies and anything else with animation data. * The display list can be null, in which case it won't draw anything itself. */ struct GraphNodeAnimatedPart { /*0x00*/ struct GraphNode node; /*0x14*/ void *displayList; /*0x18*/ Vec3s translation; }; /** A GraphNode that draws a display list rotated in a way to always face the * camera. Note that if the entire object is a billboard (like a coin or 1-up) * then it simply sets the billboard flag for the entire object, this node is * used for billboard parts (like a chuckya or goomba body). */ struct GraphNodeBillboard { /*0x00*/ struct GraphNode node; /*0x14*/ void *displayList; /*0x18*/ Vec3s translation; }; /** A GraphNode that simply draws a display list without doing any * transformation beforehand. It does inherit the parent's transformation. */ struct GraphNodeDisplayList { /*0x00*/ struct GraphNode node; /*0x14*/ void *displayList; }; /** GraphNode part that scales itself and its children. * Usage example: Mario's fist or shoe, which grows when attacking. This can't * be done with an animated part sine animation data doesn't support scaling. * Note that many scaling animations (like a goomba getting stomped) happen on * the entire object. This node is only used when a single part needs to be scaled. * There is also a level command that scales the entire level, used for THI. * The display list can be null, in which case it won't draw anything itself. */ struct GraphNodeScale { /*0x00*/ struct GraphNode node; /*0x14*/ void *displayList; /*0x18*/ f32 scale; }; /** GraphNode that draws a shadow under an object. * Every object starts with a shadow node. * The shadow type determines the shape (round or rectangular), vertices (4 or 9) * and other features. */ struct GraphNodeShadow { /*0x00*/ struct GraphNode node; /*0x14*/ s16 shadowScale; // diameter (when a circle) or side (when a square) of shadow /*0x16*/ u8 shadowSolidity; // opacity of shadow, 255 = opaque /*0x17*/ u8 shadowType; // see ShadowType enum in shadow.h }; /** GraphNode that contains as its sharedChild a group node containing all * object nodes. */ struct GraphNodeObjectParent { /*0x00*/ struct GraphNode node; /*0x14*/ struct GraphNode *sharedChild; }; /** GraphNode that draws display lists not directly in memory but generated by * a function. * Used for wobbling paintings, water, environment effects. * It might not draw anything, it could also just update something. * For example: there is a node that stops water flow when the game is paused. * The parameter field gives extra context info. For shifting sand or paintings, * it can determine which texture to use. */ struct GraphNodeGenerated { /*0x00*/ struct FnGraphNode fnNode; /*0x18*/ u32 parameter; // extra context for the function }; /** GraphNode that draws a background image or a rectangle of a color. * Drawn in an orthgraphic projection, used for skyboxes. */ struct GraphNodeBackground { /*0x00*/ struct FnGraphNode fnNode; /*0x18*/ s32 unused; /*0x1C*/ s32 background; // background ID, or rgba5551 color if fnNode.func is null }; /** Renders the object that Mario is holding. */ struct GraphNodeHeldObject { /*0x00*/ struct FnGraphNode fnNode; /*0x18*/ s32 playerIndex; /*0x1C*/ struct Object *objNode; /*0x20*/ Vec3s translation; }; /** A node that allows an object to specify a different culling radius than the * default one of 300. For this to work, it needs to be a direct child of the * object node. Used for very large objects, such as shockwave rings that Bowser * creates, tornados, the big eel. */ struct GraphNodeCullingRadius { /*0x00*/ struct GraphNode node; /*0x14*/ s16 cullingRadius; // specifies the 'sphere radius' for purposes of frustrum culling u8 pad1E[2]; }; void init_scene_graph_node_links(struct GraphNode *, s32); struct GraphNodeRoot *init_graph_node_root(struct AllocOnlyPool *, struct GraphNodeRoot *, s16, s16 x, s16 y, s16 width, s16 height); struct GraphNodeOrthoProjection *init_graph_node_ortho_projection(struct AllocOnlyPool *, struct GraphNodeOrthoProjection *, f32); struct GraphNodePerspective *init_graph_node_perspective(struct AllocOnlyPool *pool, struct GraphNodePerspective *sp1c, f32 sp20, s16 sp26, s16 sp2a, GraphNodeFunc sp2c, s32 sp30); struct GraphNodeStart *init_graph_node_start(struct AllocOnlyPool *pool, struct GraphNodeStart *sp1c); struct GraphNodeMasterList *init_graph_node_master_list(struct AllocOnlyPool *pool, struct GraphNodeMasterList *, s16 sp22); struct GraphNodeLevelOfDetail *init_graph_node_render_range(struct AllocOnlyPool *pool, struct GraphNodeLevelOfDetail *graphNode, s16 minDistance, s16 maxDistance); struct GraphNodeSwitchCase *init_graph_node_switch_case(struct AllocOnlyPool *pool, struct GraphNodeSwitchCase *graphNode, s16 numCases, s16 sp26, GraphNodeFunc nodeFunc, s32 sp2c); struct GraphNodeCamera *init_graph_node_camera(struct AllocOnlyPool *pool, struct GraphNodeCamera * sp1c, f32 *sp20, f32 *sp24, GraphNodeFunc sp28, s32 sp2c); struct GraphNodeTranslationRotation *init_graph_node_translation_rotation(struct AllocOnlyPool *pool, struct GraphNodeTranslationRotation *graphNode, s32 drawingLayer, void *displayList, Vec3s sp28, Vec3s sp2c); struct GraphNodeTranslation *init_graph_node_translation(struct AllocOnlyPool *pool, struct GraphNodeTranslation *graphNode, s32 drawingLayer, void *displayList, Vec3s sp28); struct GraphNodeRotation *init_graph_node_rotation(struct AllocOnlyPool *pool, struct GraphNodeRotation *graphNode, s32 drawingLayer, void *displayList, Vec3s sp28); struct GraphNodeScale *init_graph_node_scale(struct AllocOnlyPool *pool, struct GraphNodeScale *graphNode, s32 drawingLayer, void *displayList, f32 sp28); struct GraphNodeObject *init_graph_node_object(struct AllocOnlyPool *pool, struct GraphNodeObject *graphNode, struct GraphNode *sp20, Vec3f pos, Vec3s angle, Vec3f scale); struct GraphNodeCullingRadius *init_graph_node_culling_radius(struct AllocOnlyPool *pool, struct GraphNodeCullingRadius *sp1c, s16 sp22); struct GraphNodeAnimatedPart *init_graph_node_animated_part(struct AllocOnlyPool *pool, struct GraphNodeAnimatedPart *graphNode, s32 drawingLayer, void *displayList, Vec3s relativePos); struct GraphNodeBillboard *init_graph_node_billboard(struct AllocOnlyPool *pool, struct GraphNodeBillboard *graphNode, s32 drawingLayer, void *displayList, Vec3s sp28); struct GraphNodeDisplayList *init_graph_node_display_list(struct AllocOnlyPool *pool, struct GraphNodeDisplayList *graphNode, s32 drawingLayer, void *displayList); struct GraphNodeShadow *init_graph_node_shadow(struct AllocOnlyPool *pool, struct GraphNodeShadow *sp1c, s16 sp22, u8 sp27, u8 sp2b); struct GraphNodeObjectParent *init_graph_node_object_parent(struct AllocOnlyPool *pool, struct GraphNodeObjectParent *sp1c, struct GraphNode *sp20); struct GraphNodeGenerated *init_graph_node_generated(struct AllocOnlyPool *pool, struct GraphNodeGenerated *sp1c, GraphNodeFunc sp20, s32 sp24); struct GraphNodeBackground *init_graph_node_background(struct AllocOnlyPool *pool, struct GraphNodeBackground *sp1c, u16 sp22, GraphNodeFunc sp24, s32 sp28); struct GraphNodeHeldObject *init_graph_node_held_object(struct AllocOnlyPool *pool, struct GraphNodeHeldObject *sp1c, struct Object *objNode, Vec3s translation, GraphNodeFunc nodeFunc, s32 playerIndex); struct GraphNode *geo_add_child(struct GraphNode *, struct GraphNode *); struct GraphNode *geo_remove_child(struct GraphNode *); struct GraphNode *geo_make_first_child(struct GraphNode *a0); void geo_call_global_function_nodes_helper(struct GraphNode *, s32); void geo_call_global_function_nodes(struct GraphNode *graphNode, s32 sp1c); void geo_reset_object_node(struct GraphNodeObject *sp20); void geo_obj_init(struct GraphNodeObject *sp18, void *sp1c, Vec3f sp20, Vec3s sp24); void geo_obj_init_spawninfo(struct GraphNodeObject *sp18, struct SpawnInfo *sp1c); void geo_obj_init_animation(struct GraphNodeObject *graphNode, struct Animation **animPtrAddr); void geo_obj_init_animation_accel(struct GraphNodeObject *graphNode, struct Animation **animPtrAddr, u32 animAccel); s32 retrieve_animation_index(s32 a0, u16 **a1); s16 geo_update_animation_frame(struct GraphNodeObject_sub *a0, s32* a1); void geo_retreive_animation_translation(struct GraphNodeObject *sp28, Vec3f sp2c); struct GraphNodeRoot *geo_find_root(struct GraphNode *graphNode); s16 *read_vec3s_to_vec3f(Vec3f, s16 *src); s16 *read_vec3s(Vec3s dst, s16 *src); s16 *read_vec3s_angle(Vec3s dst, s16 *src); void register_scene_graph_node(struct GraphNode *); #endif /* _GRAPH_NODE_H_ */