Transform tagging to missed skele drawing functions, transform tagging for particles, automatic transform tagging for all actors with only one matrix, update RT64
This commit is contained in:
parent
12e107b872
commit
b6cec905c7
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@ -1 +1 @@
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Subproject commit 5e21b41fdafbf569cc1938d6560ee1c8c1cef4f3
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Subproject commit 44f24ced733dc9db61eefefa7b26187ddc7f8fda
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@ -847,6 +847,268 @@ void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* joi
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CLOSE_DISPS(play->state.gfxCtx);
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}
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/*
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* Draws the Skeleton `skeleton`'s limb at index `limbIndex`. Appends all generated graphics commands to
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* `gfx`. Returns a pointer to the next gfx to be appended to.
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*/
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Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx) {
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StandardLimb* limb;
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Gfx* dList;
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Vec3f pos;
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Vec3s rot;
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Matrix_Push();
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limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
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limbIndex++;
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rot = jointTable[limbIndex];
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pos.x = limb->jointPos.x;
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pos.y = limb->jointPos.y;
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pos.z = limb->jointPos.z;
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dList = limb->dList;
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// @recomp Push the limb's matrix group.
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gfx = push_limb_matrix_group(gfx, actor, limbIndex);
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, actor, &gfx)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (dList != NULL) {
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gSPMatrix(&gfx[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
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gSPDisplayList(&gfx[1], dList);
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gfx = &gfx[2];
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}
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}
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// @recomp Pop the limb's matrix group and push the post-limb matrix group.
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gfx = pop_limb_matrix_group(gfx, actor);
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gfx = push_post_limb_matrix_group(gfx, actor, limbIndex);
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if (postLimbDraw != NULL) {
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postLimbDraw(play, limbIndex, &dList, &rot, actor, &gfx);
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}
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// @recomp Pop the post-limb matrix group.
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gfx = pop_post_limb_matrix_group(gfx, actor);
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if (limb->child != LIMB_DONE) {
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gfx = SkelAnime_DrawLimb(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, gfx);
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}
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Matrix_Pop();
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if (limb->sibling != LIMB_DONE) {
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gfx = SkelAnime_DrawLimb(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, gfx);
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}
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return gfx;
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}
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/*
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* Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the
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* next gfx to be appended to.
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*/
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Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
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PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx) {
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StandardLimb* rootLimb;
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s32 pad;
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Gfx* dList;
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Vec3f pos;
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Vec3s rot;
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if (skeleton == NULL) {
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return NULL;
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}
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Matrix_Push();
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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rot = jointTable[1];
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dList = rootLimb->dList;
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// @recomp Push the limb's matrix group.
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gfx = push_limb_matrix_group(gfx, actor, 0);
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, actor, &gfx)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (dList != NULL) {
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gSPMatrix(&gfx[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_LOAD);
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gSPDisplayList(&gfx[1], dList);
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gfx = &gfx[2];
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}
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}
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// @recomp Pop the limb's matrix group and push the post-limb matrix group.
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gfx = pop_limb_matrix_group(gfx, actor);
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gfx = push_post_limb_matrix_group(gfx, actor, 0);
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if (postLimbDraw != NULL) {
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postLimbDraw(play, 1, &dList, &rot, actor, &gfx);
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}
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// @recomp Pop the post-limb matrix group.
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gfx = pop_post_limb_matrix_group(gfx, actor);
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if (rootLimb->child != LIMB_DONE) {
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gfx =
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SkelAnime_DrawLimb(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor, gfx);
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}
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Matrix_Pop();
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return gfx;
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}
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/**
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* Draw a limb of type `StandardLimb` contained within a flexible skeleton to the specified display buffer
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*/
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Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Mtx** mtx,
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Gfx* gfx) {
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StandardLimb* limb;
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Gfx* newDList;
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Gfx* limbDList;
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Vec3f pos;
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Vec3s rot;
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Matrix_Push();
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limb = Lib_SegmentedToVirtual(skeleton[limbIndex]);
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limbIndex++;
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rot = jointTable[limbIndex];
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pos.x = limb->jointPos.x;
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pos.y = limb->jointPos.y;
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pos.z = limb->jointPos.z;
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newDList = limbDList = limb->dList;
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// @recomp Push the limb's matrix group.
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gfx = push_limb_matrix_group(gfx, actor, limbIndex);
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, actor, &gfx)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (newDList != NULL) {
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gSPMatrix(&gfx[0], Matrix_ToMtx(*mtx), G_MTX_LOAD);
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gSPDisplayList(&gfx[1], newDList);
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gfx = &gfx[2];
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(*mtx)++;
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} else {
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if (limbDList != NULL) {
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Matrix_ToMtx(*mtx);
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(*mtx)++;
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}
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}
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}
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// @recomp Pop the limb's matrix group and push the post-limb matrix group.
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gfx = pop_limb_matrix_group(gfx, actor);
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gfx = push_post_limb_matrix_group(gfx, actor, limbIndex);
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if (postLimbDraw != NULL) {
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postLimbDraw(play, limbIndex, &limbDList, &rot, actor, &gfx);
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}
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// @recomp Pop the post-limb matrix group.
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gfx = pop_post_limb_matrix_group(gfx, actor);
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if (limb->child != LIMB_DONE) {
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gfx = SkelAnime_DrawFlexLimb(play, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
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mtx, gfx);
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}
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Matrix_Pop();
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if (limb->sibling != LIMB_DONE) {
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gfx = SkelAnime_DrawFlexLimb(play, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
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mtx, gfx);
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}
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return gfx;
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}
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/**
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* Draw all limbs of type `StandardLimb` in a given flexible skeleton to the specified display buffer
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* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
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* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
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*/
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Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx) {
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StandardLimb* rootLimb;
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s32 pad;
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Gfx* newDList;
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Gfx* limbDList;
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Vec3f pos;
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Vec3s rot;
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Mtx* mtx;
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if (skeleton == NULL) {
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return NULL;
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}
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mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(Mtx));
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gSPSegment(gfx++, 0x0D, mtx);
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Matrix_Push();
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rootLimb = Lib_SegmentedToVirtual(skeleton[0]);
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pos.x = jointTable[0].x;
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pos.y = jointTable[0].y;
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pos.z = jointTable[0].z;
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rot = jointTable[1];
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newDList = limbDList = rootLimb->dList;
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// @recomp Push the limb's matrix group.
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gfx = push_limb_matrix_group(gfx, actor, 0);
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, actor, &gfx)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (newDList != NULL) {
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gSPMatrix(&gfx[0], Matrix_ToMtx(mtx), G_MTX_LOAD);
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gSPDisplayList(&gfx[1], newDList);
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gfx = &gfx[2];
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mtx++;
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} else {
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if (limbDList != NULL) {
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Matrix_ToMtx(mtx);
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mtx++;
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}
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}
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}
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// @recomp Pop the limb's matrix group and push the post-limb matrix group.
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gfx = pop_limb_matrix_group(gfx, actor);
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gfx = push_post_limb_matrix_group(gfx, actor, 0);
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if (postLimbDraw != NULL) {
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postLimbDraw(play, 1, &limbDList, &rot, actor, &gfx);
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}
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// @recomp Pop the post-limb matrix group.
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gfx = pop_post_limb_matrix_group(gfx, actor);
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if (rootLimb->child != LIMB_DONE) {
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gfx = SkelAnime_DrawFlexLimb(play, rootLimb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, actor,
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&mtx, gfx);
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}
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Matrix_Pop();
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return gfx;
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}
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extern MtxF gSkinLimbMatrices[];
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void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
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@ -908,3 +1170,155 @@ void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postD
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close_disps:;
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CLOSE_DISPS(gfxCtx);
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}
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__attribute__((noinline)) s32 scan_for_matrices(Gfx* start, Gfx* end) {
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s32 matrix_count = 0;
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Gfx* cur = start;
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// Count any G_MTX commands between the start and end commands.
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while (cur != end) {
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if ((cur->words.w0 >> 24) == G_MTX) {
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matrix_count++;
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}
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cur++;
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}
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return matrix_count;
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}
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void tag_actor_displaylists(Actor* actor, PlayState* play, Gfx* opa_start, Gfx* xlu_start) {
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OPEN_DISPS(play->state.gfxCtx);
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// Scan the commands written by the actor to see how many matrices were added.
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s32 opa_matrices = scan_for_matrices(opa_start, POLY_OPA_DISP);
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s32 xlu_matrices = scan_for_matrices(xlu_start, POLY_XLU_DISP);
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// If the actor wrote at least one matrix in total and at most one matrix to each list, tag that matrix with the actor's id.
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if ((opa_matrices == 1 || xlu_matrices == 1) && opa_matrices <= 1 && xlu_matrices <= 1) {
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u32 cur_transform_id =
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(actorIdByte0(actor) << 0) |
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(actorIdByte1(actor) << 8) |
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(actorIdByte2(actor) << 16) |
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(actorIdByte3(actor) << 24);
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if (opa_matrices == 1) {
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// Fill in the slot that was reserved for a transform id.
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gEXMatrixGroup(opa_start, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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// Pop the matrix group.
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gEXPopMatrixGroup(POLY_OPA_DISP++);
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}
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// if (xlu_matrices == 1) {
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// // Fill in the slot that was reserved for a transform id.
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// gEXMatrixGroup(xlu_start, cur_transform_id + 1, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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// // Pop the matrix groups.
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// gEXPopMatrixGroup(POLY_XLU_DISP++);
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// }
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}
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CLOSE_DISPS();
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}
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// @recomp Patched to automatically add transform tagging to actor matrices based on what DL commands they write in their draw function
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void Actor_Draw(PlayState* play, Actor* actor) {
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Lights* light;
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OPEN_DISPS(play->state.gfxCtx);
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light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
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if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
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light->enablePosLights = true;
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}
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Lights_BindAll(light, play->lightCtx.listHead,
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(actor->flags & (ACTOR_FLAG_10000000 | ACTOR_FLAG_400000)) ? NULL : &actor->world.pos, play);
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Lights_Draw(light, play->state.gfxCtx);
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if (actor->flags & ACTOR_FLAG_IGNORE_QUAKE) {
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Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.quakeOffset.x,
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actor->world.pos.y +
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((actor->shape.yOffset * actor->scale.y) + play->mainCamera.quakeOffset.y),
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actor->world.pos.z + play->mainCamera.quakeOffset.z, &actor->shape.rot);
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} else {
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Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
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actor->world.pos.z, &actor->shape.rot);
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}
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Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
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Actor_SetObjectDependency(play, actor);
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gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
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gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
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if (actor->colorFilterTimer != 0) {
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s32 colorFlag = COLORFILTER_GET_COLORFLAG(actor->colorFilterParams);
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Color_RGBA8 actorDefaultHitColor = { 0, 0, 0, 255 };
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if (colorFlag == COLORFILTER_COLORFLAG_GRAY) {
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actorDefaultHitColor.r = actorDefaultHitColor.g = actorDefaultHitColor.b =
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COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
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} else if (colorFlag == COLORFILTER_COLORFLAG_RED) {
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actorDefaultHitColor.r = COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
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} else if (colorFlag == COLORFILTER_COLORFLAG_NONE) {
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actorDefaultHitColor.b = actorDefaultHitColor.g = actorDefaultHitColor.r = 0;
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} else {
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actorDefaultHitColor.b = COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
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}
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if (actor->colorFilterParams & COLORFILTER_BUFFLAG_XLU) {
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func_800AE778(play, &actorDefaultHitColor, actor->colorFilterTimer,
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COLORFILTER_GET_DURATION(actor->colorFilterParams));
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} else {
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func_800AE434(play, &actorDefaultHitColor, actor->colorFilterTimer,
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COLORFILTER_GET_DURATION(actor->colorFilterParams));
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}
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}
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// @recomp Add two noops into the opa and xlu displaylists to reserve space for a transform tag before the actor is drawn.
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Gfx* opa_tag_slot = POLY_OPA_DISP;
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Gfx* xlu_tag_slot = POLY_XLU_DISP;
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gDPNoOp(POLY_OPA_DISP++);
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gDPNoOp(POLY_OPA_DISP++);
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gDPNoOp(POLY_XLU_DISP++);
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gDPNoOp(POLY_XLU_DISP++);
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actor->draw(actor, play);
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tag_actor_displaylists(actor, play, opa_tag_slot, xlu_tag_slot);
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if (actor->colorFilterTimer != 0) {
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if (actor->colorFilterParams & COLORFILTER_BUFFLAG_XLU) {
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func_800AE8EC(play);
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} else {
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func_800AE5A0(play);
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}
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}
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if (actor->shape.shadowDraw != NULL) {
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actor->shape.shadowDraw(actor, light, play);
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}
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actor->isDrawn = true;
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CLOSE_DISPS(play->state.gfxCtx);
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}
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extern EffectSsInfo sEffectSsInfo;
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// @recomp Add transform tags to particles
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void EffectSS_DrawParticle(PlayState* play, s32 index) {
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EffectSs* entry = &sEffectSsInfo.dataTable[index];
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OPEN_DISPS(play->state.gfxCtx);
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gEXMatrixGroup(POLY_OPA_DISP++, PARTICLE_TRANSFORM_ID_START + index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gEXMatrixGroup(POLY_XLU_DISP++, PARTICLE_TRANSFORM_ID_START + index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
|
||||
|
||||
if (entry->draw != NULL) {
|
||||
entry->draw(play, index, entry);
|
||||
}
|
||||
|
||||
gEXPopMatrixGroup(POLY_OPA_DISP++);
|
||||
gEXPopMatrixGroup(POLY_XLU_DISP++);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
|
|
@ -1,11 +1,7 @@
|
|||
#ifndef __INPUT_H__
|
||||
#define __INPUT_H__
|
||||
|
||||
#ifdef MIPS
|
||||
#include "ultra64.h"
|
||||
#else
|
||||
#include "recomp.h"
|
||||
#endif
|
||||
#include "patch_helpers.h"
|
||||
|
||||
typedef enum {
|
||||
RECOMP_CAMERA_NORMAL,
|
||||
|
@ -14,18 +10,6 @@ typedef enum {
|
|||
|
||||
extern RecompCameraMode recomp_camera_mode;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#ifdef MIPS
|
||||
# define DECLARE_FUNC(type, name, ...) \
|
||||
type name(__VA_ARGS__);
|
||||
#else
|
||||
# define DECLARE_FUNC(type, name, ...) \
|
||||
void name(uint8_t* rdram, recomp_context* ctx);
|
||||
#endif
|
||||
|
||||
DECLARE_FUNC(void, recomp_get_gyro_deltas, float* x, float* y);
|
||||
// TODO move these
|
||||
DECLARE_FUNC(void, recomp_puts, const char* data, u32 size);
|
||||
|
@ -33,8 +17,4 @@ DECLARE_FUNC(void, recomp_exit);
|
|||
DECLARE_FUNC(void, recomp_handle_quicksave_actions, OSMesgQueue* enter_mq, OSMesgQueue* exit_mq);
|
||||
DECLARE_FUNC(void, recomp_handle_quicksave_actions_main, OSMesgQueue* enter_mq, OSMesgQueue* exit_mq);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
|
|
@ -0,0 +1,24 @@
|
|||
#ifndef __PATCH_HELPERS_H__
|
||||
#define __PATCH_HELPERS_H__
|
||||
|
||||
#ifdef MIPS
|
||||
#include "ultra64.h"
|
||||
#else
|
||||
#include "recomp.h"
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
# define EXTERNC extern "C"
|
||||
#else
|
||||
# define EXTERNC
|
||||
#endif
|
||||
|
||||
#ifdef MIPS
|
||||
# define DECLARE_FUNC(type, name, ...) \
|
||||
EXTERNC type name(__VA_ARGS__)
|
||||
#else // MIPS
|
||||
# define DECLARE_FUNC(type, name, ...) \
|
||||
EXTERNC void name(uint8_t* rdram, recomp_context* ctx)
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -5,7 +5,7 @@
|
|||
|
||||
#define SKYBOX_TRANSFORM_ID_START 0x100U
|
||||
|
||||
#define TERRAIN_TRANSFORM_ID_START 0x200U
|
||||
#define PARTICLE_TRANSFORM_ID_START 0x200U
|
||||
|
||||
#define ACTOR_TRANSFORM_LIMB_COUNT 128
|
||||
#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
|
||||
|
|
Loading…
Reference in New Issue