2023-11-12 20:47:38 +01:00
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#include "patches.h"
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2023-11-11 23:42:07 +01:00
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// Disable frustum culling for actors, but leave distance culling intact
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s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW) {
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if ((-actor->uncullZoneScale < projectedPos->z) &&
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(projectedPos->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
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// f32 phi_f12;
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// f32 phi_f2 = CLAMP_MIN(projectedW, 1.0f);
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// f32 phi_f14;
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// f32 phi_f16;
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// if (play->view.fovy != 60.0f) {
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// phi_f12 = actor->uncullZoneScale * play->projectionMtxFDiagonal.x * 0.76980036f; // sqrt(16/27)
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// phi_f14 = play->projectionMtxFDiagonal.y * 0.57735026f; // 1 / sqrt(3)
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// phi_f16 = actor->uncullZoneScale * phi_f14;
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// phi_f14 *= actor->uncullZoneDownward;
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// } else {
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// phi_f16 = phi_f12 = actor->uncullZoneScale;
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// phi_f14 = actor->uncullZoneDownward;
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// }
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// if (((fabsf(projectedPos->x) - phi_f12) < phi_f2) && ((-phi_f2 < (projectedPos->y + phi_f14))) &&
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// ((projectedPos->y - phi_f16) < phi_f2)) {
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return true;
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// }
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}
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return false;
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}
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// Override LOD to 0
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void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
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OverrideLimbDrawFlex overrideLimbDraw) {
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OPEN_DISPS(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList);
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gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList);
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lod = 0; // Force the closest LOD
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Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod,
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this->transformation, 0, this->actor.shape.face, overrideLimbDraw, Player_PostLimbDrawGameplay,
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&this->actor);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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