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Use macros for oGfxCtx accesses (#465)

* fix colliderinit typo

* fix initchain

* reloc

* add defines

* add defines

* missed some on merge

* rename gfxCtx and add comment

* remove space
This commit is contained in:
fig02 2020-10-29 17:31:09 -04:00 committed by GitHub
parent 92bb1fb210
commit 3c5fe66dcd
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GPG key ID: 4AEE18F83AFDEB23
195 changed files with 2236 additions and 2229 deletions

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@ -1080,27 +1080,27 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
gSegments[5] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment);
gSPSegment(oGfxCtx->polyOpa.p++, 0x00, NULL);
gSPSegment(oGfxCtx->polyXlu.p++, 0x00, NULL);
gSPSegment(oGfxCtx->overlay.p++, 0x00, NULL);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
gSPSegment(OVERLAY_DISP++, 0x00, NULL);
gSPSegment(oGfxCtx->polyOpa.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(oGfxCtx->polyXlu.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(oGfxCtx->overlay.p++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x04, globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
gSPSegment(oGfxCtx->polyOpa.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(oGfxCtx->polyXlu.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(oGfxCtx->overlay.p++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x05, globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
gSPSegment(oGfxCtx->polyOpa.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(oGfxCtx->polyXlu.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(oGfxCtx->overlay.p++, 0x02, globalCtx->sceneSegment);
gSPSegment(POLY_OPA_DISP++, 0x02, globalCtx->sceneSegment);
gSPSegment(POLY_XLU_DISP++, 0x02, globalCtx->sceneSegment);
gSPSegment(OVERLAY_DISP++, 0x02, globalCtx->sceneSegment);
func_80095248(gfxCtx, 0, 0, 0);
if ((HREG(80) != 10) || (HREG(82) != 0)) {
oGfxCtx->polyOpa.p = func_800BC8A0(globalCtx, oGfxCtx->polyOpa.p);
oGfxCtx->polyXlu.p = func_800BC8A0(globalCtx, oGfxCtx->polyXlu.p);
POLY_OPA_DISP = func_800BC8A0(globalCtx, POLY_OPA_DISP);
POLY_XLU_DISP = func_800BC8A0(globalCtx, POLY_XLU_DISP);
func_800AA460(&globalCtx->view, globalCtx->view.fovy, globalCtx->view.zNear, globalCtx->lightCtx.unk_0C);
func_800AAA50(&globalCtx->view, 15);
@ -1120,12 +1120,12 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
globalCtx->unk_11DE0 = Matrix_MtxFToMtx(Matrix_CheckFloats(&globalCtx->mf_11DA0, "../z_play.c", 4005),
Graph_Alloc(gfxCtx, sizeof(Mtx)));
gSPSegment(oGfxCtx->polyOpa.p++, 0x01, globalCtx->unk_11DE0);
gSPSegment(POLY_OPA_DISP++, 0x01, globalCtx->unk_11DE0);
if ((HREG(80) != 10) || (HREG(92) != 0)) {
Gfx* sp1CC = oGfxCtx->polyOpa.p;
Gfx* gfxP = Graph_GfxPlusOne(oGfxCtx->polyOpa.p);
gSPDisplayList(oGfxCtx->overlay.p++, gfxP);
Gfx* sp1CC = POLY_OPA_DISP;
Gfx* gfxP = Graph_GfxPlusOne(POLY_OPA_DISP);
gSPDisplayList(OVERLAY_DISP++, gfxP);
if ((globalCtx->transitionMode == 3) || (globalCtx->transitionMode == 11) ||
(globalCtx->transitionCtx.transitionType >= 56)) {
@ -1149,13 +1149,13 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
gSPEndDisplayList(gfxP++);
Graph_BranchDlist(sp1CC, gfxP);
oGfxCtx->polyOpa.p = gfxP;
POLY_OPA_DISP = gfxP;
}
if (gTrnsnUnkState == 3) {
Gfx* sp88 = oGfxCtx->polyOpa.p;
Gfx* sp88 = POLY_OPA_DISP;
TransitionUnk_Draw(&sTrnsnUnk, &sp88);
oGfxCtx->polyOpa.p = sp88;
POLY_OPA_DISP = sp88;
goto Gameplay_Draw_DrawOverlayElements;
} else {
PreRender_SetValues(&globalCtx->preRenderCtx, SCREEN_WIDTH, SCREEN_HEIGHT, gfxCtx->curFrameBuffer,
@ -1170,9 +1170,9 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
}
if (R_PAUSE_MENU_MODE == 3) {
Gfx* sp84 = oGfxCtx->polyOpa.p;
Gfx* sp84 = POLY_OPA_DISP;
func_800C24BC(&globalCtx->preRenderCtx, &sp84);
oGfxCtx->polyOpa.p = sp84;
POLY_OPA_DISP = sp84;
goto Gameplay_Draw_DrawOverlayElements;
} else {
s32 sp80;