mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-14 02:05:05 +01:00
48 lines
1.8 KiB
C
48 lines
1.8 KiB
C
#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;
|
|
}
|
|
|
|
// 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);
|
|
}
|