mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-09-18 17:59:44 +02:00
100 lines
3.7 KiB
C
100 lines
3.7 KiB
C
#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_Dm_Opstage/z_dm_opstage.h"
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static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
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extern RoomDrawHandler sRoomDrawHandlers[];
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void Room_Draw(PlayState* play, Room* room, u32 flags) {
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if (room->segment != NULL) {
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gSegments[3] = OS_K0_TO_PHYSICAL(room->segment);
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OPEN_DISPS(play->state.gfxCtx);
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// @recomp Tag the room's matrices if applicable.
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// Tag terrain as being ignored for interpolation, which prevents interpolation glitches where some pieces of terrain swap places when one comes into view.
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if (flags & ROOM_DRAW_OPA) {
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gEXMatrixGroupInterpolateOnlyTiles(POLY_OPA_DISP++, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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if (flags & ROOM_DRAW_XLU) {
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gEXMatrixGroupInterpolateOnlyTiles(POLY_XLU_DISP++, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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sRoomDrawHandlers[room->roomShape->base.type](play, room, flags);
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OPEN_DISPS(play->state.gfxCtx);
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// @recomp Pop the room's matrix tags if applicable.
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if (flags & ROOM_DRAW_OPA) {
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gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
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}
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if (flags & ROOM_DRAW_XLU) {
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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return;
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}
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extern Gfx gKeikokuDemoFloorDL[];
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extern Gfx gKeikokuDemoFloorEmptyDL[];
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extern Gfx gKeikokuDemoTallTreeWithRootBaseDL[];
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extern Gfx gKeikokuDemoTallTreeWithRootBaseEmptyDL[];
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extern Gfx gKeikokuDemoTallTreeCutDL[];
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extern Gfx gKeikokuDemoTallTreeCutEmptyDL[];
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extern Gfx gKeikokuDemoTallTreeStraightDL[];
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extern Gfx gKeikokuDemoTallTreeStraightEmptyDL[];
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// @recomp Tag the ground in the intro cutscene to not interpolate rotation.
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void DmOpstage_Draw(Actor* thisx, PlayState* play) {
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DmOpstage* this = (DmOpstage*)thisx;
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if (DMOPSTAGE_GET_TYPE(&this->dyna.actor) > DMOPSTAGE_TYPE_GROUND) {
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// Assumption: worldPos is being manipulated by cutscene
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Matrix_Translate(this->dyna.actor.world.pos.x + this->drawOffset.x,
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this->dyna.actor.world.pos.y + this->drawOffset.y,
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this->dyna.actor.world.pos.z + this->drawOffset.z, MTXMODE_NEW);
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Matrix_RotateYS(this->dyna.actor.world.rot.y, MTXMODE_APPLY);
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Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
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}
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switch (DMOPSTAGE_GET_TYPE(&this->dyna.actor)) {
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case DMOPSTAGE_TYPE_GROUND:
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OPEN_DISPS(play->state.gfxCtx);
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// @recomp Tag the ground to skip rotation.
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gEXMatrixGroupDecomposedSkipRot(POLY_OPA_DISP++, actor_transform_id(thisx) + 0, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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Gfx_DrawDListOpa(play, gKeikokuDemoFloorDL);
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Gfx_DrawDListXlu(play, gKeikokuDemoFloorEmptyDL);
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// @recomp Pop the tag.
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gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
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CLOSE_DISPS(play->state.gfxCtx);
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break;
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case DMOPSTAGE_TYPE_ROOT_TREE:
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Gfx_DrawDListOpa(play, gKeikokuDemoTallTreeWithRootBaseDL);
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Gfx_DrawDListXlu(play, gKeikokuDemoTallTreeWithRootBaseEmptyDL);
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break;
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case DMOPSTAGE_TYPE_CUT_TREE:
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Gfx_DrawDListOpa(play, gKeikokuDemoTallTreeCutDL);
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Gfx_DrawDListXlu(play, gKeikokuDemoTallTreeCutEmptyDL);
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break;
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case DMOPSTAGE_TYPE_STRAIGHT_TREE:
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Gfx_DrawDListOpa(play, gKeikokuDemoTallTreeStraightDL);
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Gfx_DrawDListXlu(play, gKeikokuDemoTallTreeStraightEmptyDL);
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break;
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default:
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break;
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}
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}
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