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Add enum for setup dls and name z_rcp.c functions (#1196)

* Introduce `SetupDL` enum

* wip

* wip

* Remove comments on each setupdl index

* Name setup dl functions by setupdl index

* `Gfx_SetupDl` -> `Gfx_SetupDL`

* Run formatter

* globalctx -> play

* fix regressions

* `Gfx_SetupDL` -> `Gfx_SetupDL_` (add separating underscore)

* `CallSetupDL` -> `SetupDL`
This commit is contained in:
Dragorn421 2022-06-03 15:25:48 -07:00 committed by GitHub
parent 4775fd4a7e
commit 1a41694d58
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
376 changed files with 1047 additions and 971 deletions

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@ -2570,7 +2570,7 @@ void BossMo_DrawWater(BossMo* this, PlayState* play) {
if (1) {}
Matrix_Push();
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(0.0f, MO_WATER_LEVEL(play), 0.0f, MTXMODE_NEW);
gSPSegment(POLY_XLU_DISP++, 0x0D,
@ -2602,7 +2602,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
BossMo_DrawWater(this, play);
}
if (this->drawActor) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3,
@ -2647,7 +2647,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
shadowAlpha = 160;
}
func_80094044(play->state.gfxCtx);
Gfx_SetupDL_44Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, shadowAlpha);
@ -2674,7 +2674,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
Vec3f sp6C;
Vec3f sp60;
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0xFF, 0xFF, 200, 255, 255, (s8)this->fwork[MO_CORE_INTRO_WATER_ALPHA]);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (s8)this->fwork[MO_CORE_INTRO_WATER_ALPHA]);
@ -2727,11 +2727,11 @@ void BossMo_DrawTent(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_mo.c", 6958);
if (1) {}
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, (s8)(this->baseAlpha * 1.5f));
gDPSetEnvColor(POLY_OPA_DISP++, 150, 150, 150, 0);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[MO_TENT_BASE_TEX1_X], this->work[MO_TENT_BASE_TEX1_Y],
32, 32, 1, this->work[MO_TENT_BASE_TEX2_X], this->work[MO_TENT_BASE_TEX2_Y], 32, 32));
@ -2912,7 +2912,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (effect->type == MO_FX_BIG_RIPPLE) {
if (materialFlag == 0) {
func_80094BC4(gfxCtx);
Gfx_SetupDL_60NoCDXlu(gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 255, 0);
@ -2935,7 +2935,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (effect->type == MO_FX_SMALL_RIPPLE) {
if (materialFlag == 0) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 255, 0);
@ -2959,7 +2959,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
if (((effect->type == MO_FX_DROPLET) || (effect->type == MO_FX_SPLASH)) ||
(effect->type == MO_FX_SPLASH_TRAIL)) {
if (materialFlag == 0) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_0);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust1Tex));
gSPDisplayList(POLY_XLU_DISP++, gMorphaDropletMaterialDL);
@ -2987,7 +2987,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (effect->type == MO_FX_WET_SPOT) {
if (materialFlag == 0) {
func_80094044(gfxCtx);
Gfx_SetupDL_44Xlu(gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust1Tex));
gDPSetEnvColor(POLY_XLU_DISP++, 250, 250, 255, 0);
@ -3013,7 +3013,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
if (effect->type == MO_FX_BUBBLE) {
if (materialFlag == 0) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 150, 150, 150, 0);