#include "patches.h" // Disable frustum culling for actors, but leave distance culling intact s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW) { if ((-actor->uncullZoneScale < projectedPos->z) && (projectedPos->z < (actor->uncullZoneForward + actor->uncullZoneScale))) { // f32 phi_f12; // f32 phi_f2 = CLAMP_MIN(projectedW, 1.0f); // f32 phi_f14; // f32 phi_f16; // if (play->view.fovy != 60.0f) { // phi_f12 = actor->uncullZoneScale * play->projectionMtxFDiagonal.x * 0.76980036f; // sqrt(16/27) // phi_f14 = play->projectionMtxFDiagonal.y * 0.57735026f; // 1 / sqrt(3) // phi_f16 = actor->uncullZoneScale * phi_f14; // phi_f14 *= actor->uncullZoneDownward; // } else { // phi_f16 = phi_f12 = actor->uncullZoneScale; // phi_f14 = actor->uncullZoneDownward; // } // if (((fabsf(projectedPos->x) - phi_f12) < phi_f2) && ((-phi_f2 < (projectedPos->y + phi_f14))) && // ((projectedPos->y - phi_f16) < phi_f2)) { return true; // } } return false; } // Disable frustum culling for bush spawning // s32 EnWood02_SpawnZoneCheck(EnWood02* this, PlayState* play, Vec3f* arg2) { // f32 phi_f12; // SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg2, &this->actor.projectedPos, &this->actor.projectedW); // if (this->actor.projectedW == 0.0f) { // phi_f12 = 1000.0f; // } else { // phi_f12 = fabsf(1.0f / this->actor.projectedW); // } // if (((-this->actor.uncullZoneScale < this->actor.projectedPos.z) && // (this->actor.projectedPos.z < (this->actor.uncullZoneForward + this->actor.uncullZoneScale)) /* && // (((fabsf(this->actor.projectedPos.x) - this->actor.uncullZoneScale) * phi_f12) < 1.0f)) && // (((this->actor.projectedPos.y + this->actor.uncullZoneDownward) * phi_f12) > -1.0f) && // (((this->actor.projectedPos.y - this->actor.uncullZoneScale) * phi_f12) < 1.0f */)) { // return true; // } // return false; // } // Disable frustum culling for grass s32 func_809A9110(PlayState* play, Vec3f* pos) { f32 w; Vec3f projectedPos; SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, pos, &projectedPos, &w); if ((play->projectionMtxFDiagonal.z * -130.13191f) < projectedPos.z) { if (w < 1.0f) { w = 1.0f; } // if (((fabsf(projectedPos.x) - (130.13191f * play->projectionMtxFDiagonal.x)) < w) && // ((fabsf(projectedPos.y) - (130.13191f * play->projectionMtxFDiagonal.y)) < w)) { return true; // } } return false; } // Override LOD to 0 void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList, OverrideLimbDrawFlex overrideLimbDraw) { OPEN_DISPS(play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList); gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList); lod = 0; // Force the closest LOD Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod, this->transformation, 0, this->actor.shape.face, overrideLimbDraw, Player_PostLimbDrawGameplay, &this->actor); CLOSE_DISPS(play->state.gfxCtx); }