#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"

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

static u16 obj_item_fish_pal[] = {
#include "assets/obj_item_fish/obj_item_fish_pal.inc"
};

static u8 obj_item_fish_tex[] = {
#include "assets/obj_item_fish/obj_item_fish_tex.inc"
};

Gfx fish_DL_mode[] = {
    gsSPTexture(65535, 65535, 0, G_TX_RENDERTILE, G_ON),
    gsDPPipeSync(),
    gsDPSetOtherMode(G_AD_NOTPATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_RGBA16 | G_TL_TILE |
                         G_TD_CLAMP | G_TP_PERSP | G_CYC_2CYCLE | G_PM_NPRIMITIVE,
                     G_AC_NONE | G_ZS_PIXEL | 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),
    gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, obj_item_fish_pal),
    gsDPTileSync(),
    gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_4b, 0, 496, G_TX_LOADTILE, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
                G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD),
    gsDPLoadSync(),
    gsDPLoadTLUTCmd(G_TX_LOADTILE, 15),
    gsDPPipeSync(),
    gsDPSetTextureImage(G_IM_FMT_CI, G_IM_SIZ_16b, 1, obj_item_fish_tex),
    gsDPSetTile(G_IM_FMT_CI, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_MIRROR | G_TX_CLAMP, 5, G_TX_NOLOD,
                G_TX_MIRROR | G_TX_CLAMP, 5, G_TX_NOLOD),
    gsDPLoadSync(),
    gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 255, 1024),
    gsDPPipeSync(),
    gsDPSetTile(G_IM_FMT_CI, G_IM_SIZ_4b, 2, 0, G_TX_RENDERTILE, 15, G_TX_MIRROR | G_TX_CLAMP, 5, G_TX_NOLOD,
                G_TX_MIRROR | G_TX_CLAMP, 5, G_TX_NOLOD),
    gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, 124, 124),
    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),
    gsSPEndDisplayList(),
};

Gfx fish_DL_vtx[] = {
    gsSPVertex(obj_item_fish_v, 4, 0),
    gsSPCullDisplayList(0, 3),
    gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
    gsSPEndDisplayList(),
};
