Make some visual improvments on the portal gun
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8fa6ab87b3
commit
4e06800cff
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@ -5,21 +5,67 @@ materials:
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g: 255
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b: 255
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gSPGeometryMode:
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set: [G_LIGHTING, G_SHADE]
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set: [G_LIGHTING, G_SHADE, G_CULL_BACK]
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gDPSetCombineMode:
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color: ["PRIMITIVE", "0", "SHADE", "0"]
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gDPSetRenderMode: G_RM_OPA_SURF
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gDPSetCycleType: G_CYC_1CYCLE
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portal_gun_metal:
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gDPSetTile:
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filename: ../../portal_pak_modified/materials/metal/metalwall_bts_006a.png
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siz: G_IM_SIZ_16b
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s:
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wrap: true
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t:
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wrap: true
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gSPGeometryMode:
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set: [G_LIGHTING, G_TEXTURE_GEN, G_SHADE, G_CULL_BACK]
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gDPSetCombineMode:
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- color: ["PRIMITIVE", "0", "SHADE", "0"]
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- color: ["TEXEL1", "0", "PRIMITIVE_ALPHA", "COMBINED"]
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gDPSetCycleType: G_CYC_2CYCLE
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gSPTexture:
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sc: 1984
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tc: 1984
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gDPSetPrimColor:
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r: 32
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g: 32
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b: 32
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a: 96
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gDPSetRenderMode: [G_RM_PASS, G_RM_OPA_SURF]
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portal_gun_glass:
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gDPSetTile:
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filename: ../../portal_pak_modified/materials/metal/metalwall_bts_006a.png
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siz: G_IM_SIZ_16b
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s:
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wrap: true
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t:
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wrap: true
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gDPSetPrimColor:
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r: 128
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g: 128
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b: 128
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a: 128
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gSPGeometryMode:
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set: [G_LIGHTING, G_SHADE]
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set: [G_LIGHTING, G_TEXTURE_GEN, G_SHADE]
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clear: [G_CULL_BACK]
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gDPSetCombineMode:
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color: ["PRIMITIVE", "0", "SHADE", "0"]
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gDPSetRenderMode: G_RM_OPA_SURF
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color: ["PRIMITIVE", "0", "SHADE", "TEXEL0"]
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alpha: ["0", "0", "0", "PRIMITIVE"]
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gDPSetRenderMode: G_RM_XLU_SURF
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gDPSetCycleType: G_CYC_1CYCLE
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button_base:
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gDPSetTile:
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@ -185,9 +185,9 @@ materials:
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filename: ../../portal_pak_modified/materials/metal/metalwall_bts_006a.png
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siz: G_IM_SIZ_16b
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s:
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wrap: false
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wrap: true
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t:
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wrap: false
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wrap: true
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gSPGeometryMode:
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set: [G_LIGHTING, G_TEXTURE_GEN, G_TEXTURE_GEN_LINEAR, G_SHADE]
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Binary file not shown.
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@ -1 +1 @@
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-m assets/materials/objects.skm.yaml --sort-dir 0.029977,0.118112,0.030978 --model
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--fixed-point-scale 512 -m assets/materials/objects.skm.yaml --sort-dir 0.029977,0.118112,0.030978 --model
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@ -114,6 +114,8 @@ void portalBallRender(struct PortalGunProjectile* projectile, struct RenderState
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gSPPopMatrix(renderState->dl++, G_MTX_MODELVIEW);
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}
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extern LookAt gLookAt;
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void portalGunRenderReal(struct PortalGun* portalGun, struct RenderState* renderState, struct Camera* fromCamera, int portalGunVisible) {
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struct MaterialState materialState;
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materialStateInit(&materialState, DEFAULT_INDEX);
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@ -143,7 +145,9 @@ void portalGunRenderReal(struct PortalGun* portalGun, struct RenderState* render
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cameraModifyProjectionViewForPortalGun(fromCamera, renderState, PORTAL_GUN_NEAR_PLANE * SCENE_SCALE, (float)SCREEN_WD / (float)SCREEN_HT);
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transformToMatrixL(&portalGun->rigidBody.transform, matrix, SCENE_SCALE);
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gSPLookAt(renderState->dl++, &gLookAt);
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transformToMatrixL(&portalGun->rigidBody.transform, matrix, 512);
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gSPMatrix(renderState->dl++, matrix, G_MTX_MODELVIEW | G_MTX_PUSH | G_MTX_MUL);
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gSPDisplayList(renderState->dl++, portal_gun_v_portalgun_model_gfx);
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gSPPopMatrix(renderState->dl++, G_MTX_MODELVIEW);
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@ -523,11 +523,11 @@ void renderPlanExecute(struct RenderPlan* renderPlan, struct Scene* scene, Mtx*
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struct Vector3 cameraForward;
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quatMultVector(¤t->camera.transform.rotation, &gForward, &cameraForward);
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vector3Negate(&cameraForward, &cameraForward);
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vector3ToVector3u8(&cameraForward, (struct Vector3u8*)&gLookAt.l[0].l.dir);
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vector3ToVector3u8(&cameraForward, (struct Vector3u8*)&lookAt->l[0].l.dir);
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quatMultVector(¤t->camera.transform.rotation, &gUp, &cameraForward);
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vector3Negate(&cameraForward, &cameraForward);
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vector3ToVector3u8(&cameraForward, (struct Vector3u8*)&gLookAt.l[1].l.dir);
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vector3ToVector3u8(&cameraForward, (struct Vector3u8*)&lookAt->l[1].l.dir);
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gSPLookAt(renderState->dl++, lookAt);
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int portalIndex = (current->portalRenderType & PORTAL_RENDER_TYPE_SECOND_CLOSER) ? 1 : 0;
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