#include "libforest/gbi_extensions.h"
#include "PR/gbi.h"
#include "evw_anime.h"
#include "c_keyframe.h"
#include "ac_npc.h"
#include "ef_effect_control.h"

u8 lat_tegami_waku_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/lat_tegami_waku_tex.inc"
};

Vtx lat_kakunin_v[] = {
#include "assets/lat_kakunin_v.inc"
};

Gfx lat_kakunin_DL_mode[] = {
    gsDPPipeSync(),
    gsSPSetGeometryMode(G_SHADE | G_SHADING_SMOOTH | G_DECAL_LEQUAL),
    gsSPClearGeometryMode(G_ZBUFFER | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR |
                          G_DECAL_LEQUAL),
    gsDPSetOtherMode(G_AD_NOTPATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
                         G_TD_CLAMP | G_TP_PERSP | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
                     G_AC_NONE | G_ZS_PIXEL | G_RM_AA_TEX_EDGE | G_RM_AA_TEX_EDGE2),
    gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_ON),
    gsSPEndDisplayList(),
};

Gfx lat_kakunin_c_model[] = {
    gsDPPipeSync(),
    gsDPSetCombineLERP(0, 0, 0, PRIMITIVE, 0, 0, 0, PRIMITIVE, 0, 0, 0, PRIMITIVE, 0, 0, 0, PRIMITIVE),
    gsDPSetRenderMode(G_RM_XLU_SURF, G_RM_XLU_SURF2),
    gsSPVertex(lat_kakunin_v, 3, 0),
    gsSP1Triangle(0, 1, 2, 0),
    gsSPEndDisplayList(),
};

Gfx lat_kakunin_wakuT_model[] = {
    gsDPPipeSync(),
    gsDPSetCombineLERP(PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, TEXEL0, PRIMITIVE, ENVIRONMENT, TEXEL0,
                       ENVIRONMENT, 0, 0, 0, TEXEL0),
    gsDPSetPrimColor(0, 255, 255, 255, 200, 255),
    gsDPSetEnvColor(255, 60, 0, 255),
    gsDPSetRenderMode(G_RM_XLU_SURF, G_RM_XLU_SURF2),
    gsDPSetTextureImage_Dolphin(G_IM_FMT_IA, G_IM_SIZ_8b, 64, 16, lat_tegami_waku_tex),
    gsDPSetTile_Dolphin(G_DOLPHIN_TLUT_DEFAULT_MODE, 0, 0, GX_MIRROR, GX_MIRROR, 0, 0),
    gsSPVertex(&lat_kakunin_v[3], 4, 0),
    gsSP2Triangles(0, 1, 2, 0, 1, 3, 2, 0),
    gsSPEndDisplayList(),
};
