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[ntsc-1.2] Match more draw functions (#2145)
* Match z_vr_box.c * Match TitleCard_Draw * Match z_player_lib.c? * Match Lights_Draw
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02816c410c
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@ -772,19 +772,19 @@ void TitleCard_Update(PlayState* play, TitleCardContext* titleCtx) {
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void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
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s32 width;
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s32 height;
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s32 unused;
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s32 titleX;
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s32 doubleWidth;
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s32 titleY;
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s32 titleSecondY;
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s32 titleX1;
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s32 titleX2;
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s32 titleY1;
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s32 titleY2;
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s32 textureLanguageOffset;
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if (titleCtx->alpha != 0) {
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width = titleCtx->width;
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height = titleCtx->height;
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doubleWidth = width * 2;
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titleX = (titleCtx->x * 4) - (width * 2);
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titleY = (titleCtx->y * 4) - (height * 2);
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titleX1 = (titleCtx->x * 4) - (width * 2);
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titleY1 = (titleCtx->y * 4) - (height * 2);
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OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 2824);
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@ -797,8 +797,13 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
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#else
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textureLanguageOffset = width * height * gSaveContext.language;
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#endif
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height = (width * height > 0x1000) ? 0x1000 / width : height;
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titleSecondY = titleY + (height * 4);
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if (width * height > 0x1000) {
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height = 0x1000 / width;
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}
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titleX2 = titleX1 + (doubleWidth * 2);
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titleY2 = titleY1 + (height * 4);
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OVERLAY_DISP = Gfx_SetupDL_52NoCD(OVERLAY_DISP);
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@ -809,8 +814,8 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
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width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
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G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(OVERLAY_DISP++, titleX, titleY, ((doubleWidth * 2) + titleX) - 4, titleY + (height * 4) - 1,
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G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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gSPTextureRectangle(OVERLAY_DISP++, titleX1, titleY1, titleX2 - 4, titleY2 - 1, G_TX_RENDERTILE, 0, 0, 1 << 10,
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1 << 10);
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height = titleCtx->height - height;
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@ -820,8 +825,8 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
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G_IM_SIZ_8b, width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(OVERLAY_DISP++, titleX, titleSecondY, ((doubleWidth * 2) + titleX) - 4,
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titleSecondY + (height * 4) - 1, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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gSPTextureRectangle(OVERLAY_DISP++, titleX1, titleY2, titleX2 - 4, titleY2 + (height * 4) - 1,
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G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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}
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CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 2880);
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@ -61,8 +61,8 @@ void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
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OPEN_DISPS(gfxCtx, "../z_lights.c", 339);
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gSPNumLights(POLY_OPA_DISP++, lights->numLights);
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gSPNumLights(POLY_XLU_DISP++, lights->numLights);
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gSPNumLights(POLY_OPA_DISP++, (u32)lights->numLights);
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gSPNumLights(POLY_XLU_DISP++, (u32)lights->numLights);
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light = &lights->l.l[0];
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i = 0;
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@ -1813,8 +1813,6 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
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gSPDisplayList(WORK_DISP++, POLY_OPA_DISP);
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gSPDisplayList(WORK_DISP++, POLY_XLU_DISP);
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{ s32 pad[2]; }
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gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
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gDPPipeSync(POLY_OPA_DISP++);
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@ -1826,7 +1824,14 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
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G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
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G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE,
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G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
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gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
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// Also matches if some of the previous graphics commands are moved inside this block too. Possible macro?
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if (1) {
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s32 pad[2];
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gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
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}
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gDPSetScissor(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width, height);
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gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1);
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@ -69,10 +69,10 @@ s32 Skybox_CalculateFace256(SkyboxContext* skyboxCtx, Vtx* roomVtx, s32 roomVtxS
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s32 k;
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u16 index;
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s16 m;
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s16 l;
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s16 ult;
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s16 uls;
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s16 vtxIdx;
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s16 l;
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s32 xPoints[9 * 5];
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s32 yPoints[9 * 5];
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s32 zPoints[9 * 5];
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@ -304,6 +304,8 @@ s32 Skybox_CalculateFace128(SkyboxContext* skyboxCtx, Vtx* roomVtx, s32 roomVtxS
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break;
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}
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if (1) {}
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// Select gfx buffer
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skyboxCtx->gfx = &skyboxCtx->dListBuf[2 * faceNum][0];
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