#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"

u16 obj_kanban_pal[] ATTRIBUTE_ALIGN(32) = {
#include "assets/obj_kanban_pal.inc"
};

u16 hakushi_pal[] = {
#include "assets/hakushi_pal.inc"
};

u8 hakushi_tex[] = {
#include "assets/hakushi_tex.inc"
};

u8 obj_s_kanban_base_tex[] = {
#include "assets/obj_s_kanban_base_tex.inc"
};

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

u8 obj_w_kanban_base_tex[] = {
#include "assets/obj_w_kanban_base_tex.inc"
};

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

Gfx write_model[] = {
    gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_ON),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_TEX_EDGE2),
    gsDPSetCombineLERP(TEXEL0, 0, SHADE, 0, 0, 0, 0, TEXEL0, PRIMITIVE, 0, COMBINED, 0, 0, 0, 0, COMBINED),
    gsDPLoadTLUT_Dolphin(15, 16, 1, anime_1_txt),
    gsDPSetTextureImage_Dolphin(G_IM_FMT_CI, G_IM_SIZ_4b, 32, 32, anime_2_txt),
    gsDPSetTile_Dolphin(G_DOLPHIN_TLUT_DEFAULT_MODE, 0, 15, GX_CLAMP, GX_CLAMP, 0, 0),
    gsDPSetPrimColor(0, 128, 255, 255, 255, 255),
    gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH | G_DECAL_LEQUAL),
    gsSPVertex(obj_s_kanban_v, 4, 0),
    gsSPNTrianglesInit_5b(2, 0, 1, 2, 0, 2, 3, 0, 0, 0),
    gsSPEndDisplayList(),
};

Gfx obj_sign_s_model[] = {
    gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_ON),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_TEX_EDGE2),
    gsDPSetCombineLERP(TEXEL0, 0, SHADE, 0, 0, 0, 0, TEXEL0, PRIMITIVE, 0, COMBINED, 0, 0, 0, 0, COMBINED),
    gsDPLoadTLUT_Dolphin(15, 16, 1, obj_kanban_pal),
    gsDPSetTextureImage_Dolphin(G_IM_FMT_CI, G_IM_SIZ_4b, 32, 48, obj_s_kanban_base_tex),
    gsDPSetTile_Dolphin(G_DOLPHIN_TLUT_DEFAULT_MODE, 0, 15, GX_CLAMP, GX_CLAMP, 0, 0),
    gsDPSetPrimColor(0, 128, 255, 255, 255, 255),
    gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH | G_DECAL_LEQUAL),
    gsSPVertex(&obj_s_kanban_v[4], 4, 0),
    gsSPNTrianglesInit_5b(2, 0, 1, 2, 0, 2, 3, 0, 0, 0),
    gsSPEndDisplayList(),
};

Gfx obj_sign_w_model[] = {
    gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_ON),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_TEX_EDGE2),
    gsDPSetCombineLERP(TEXEL0, 0, SHADE, 0, 0, 0, 0, TEXEL0, PRIMITIVE, 0, COMBINED, 0, 0, 0, 0, COMBINED),
    gsDPLoadTLUT_Dolphin(15, 16, 1, obj_kanban_pal),
    gsDPSetTextureImage_Dolphin(G_IM_FMT_CI, G_IM_SIZ_4b, 32, 48, obj_w_kanban_base_tex),
    gsDPSetTile_Dolphin(G_DOLPHIN_TLUT_DEFAULT_MODE, 0, 15, GX_CLAMP, GX_CLAMP, 0, 0),
    gsDPSetPrimColor(0, 128, 255, 255, 255, 255),
    gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH | G_DECAL_LEQUAL),
    gsSPVertex(&obj_w_kanban_v[4], 4, 0),
    gsSPNTrianglesInit_5b(2, 0, 1, 2, 0, 2, 3, 0, 0, 0),
    gsSPEndDisplayList(),
};

u8 obj_kanban_shadow_tex[] = {
#include "assets/obj_kanban_shadow_tex.inc"
};

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

Gfx obj_kanban_shadowT_model[] = {
    gsSPTexture(65535, 65535, 0, G_TX_RENDERTILE, G_ON),
    gsDPPipeSync(),
    gsDPSetCombineLERP(0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIM_LOD_FRAC, 0, 0, 0, 0, COMBINED, 0, 0, 0, COMBINED),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_DECAL2),
    gsDPPipeSync(),
    gsDPSetTextureLUT(G_TT_NONE),
    gsDPSetTextureImage(G_IM_FMT_I, G_IM_SIZ_16b, 1, obj_kanban_shadow_tex),
    gsDPSetTile(G_IM_FMT_I, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_MIRROR | G_TX_WRAP, 5, G_TX_NOLOD,
                G_TX_MIRROR | G_TX_WRAP, 5, G_TX_NOLOD),
    gsDPLoadSync(),
    gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 255, 1024),
    gsDPPipeSync(),
    gsDPSetTile(G_IM_FMT_I, G_IM_SIZ_4b, 2, 0, G_TX_RENDERTILE, 15, G_TX_MIRROR | G_TX_WRAP, 5, G_TX_NOLOD,
                G_TX_MIRROR | G_TX_WRAP, 5, G_TX_NOLOD),
    gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, 124, 124),
    gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH | G_DECAL_LEQUAL),
    gsSPVertex(anime_3_txt, 4, 0),
    gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
    gsSPEndDisplayList(),
};
