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Cleanup gSPMatrix, rename Matrix_New -> Matrix_Finalize, add MATRIX_FINALIZE_AND_LOAD (#1983)

* clean up gSPMatrix usage

* add weird hybrid macro gSPMATRIX_SET_NEW

* Matrix_NewMtx, MATRIX_NEW -> Matrix_Finalize, MATRIX_FINALIZE

* gSPMATRIX_SET_NEW -> MATRIX_FINALIZE_AND_LOAD

* format
This commit is contained in:
Dragorn421 2024-09-11 09:59:23 +02:00 committed by GitHub
parent 2e79b83bb8
commit 5441559b30
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GPG key ID: B5690EEEBB952194
268 changed files with 702 additions and 1272 deletions

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@ -417,8 +417,7 @@ void ObjLightswitch_DrawOpa(Actor* thisx, PlayState* play) {
pos.z = thisx->world.pos.z;
}
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 841),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_obj_lightswitch.c", 841);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sFaceTextures[this->faceTextureIndex]));
gSPDisplayList(POLY_OPA_DISP++, object_lightswitch_DL_000260);
@ -427,15 +426,13 @@ void ObjLightswitch_DrawOpa(Actor* thisx, PlayState* play) {
rot.z = thisx->shape.rot.z + this->flameRingRot;
Matrix_SetTranslateRotateYXZ(pos.x, pos.y, pos.z, &rot);
Matrix_Scale(thisx->scale.x, thisx->scale.y, thisx->scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 859),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_obj_lightswitch.c", 859);
gSPDisplayList(POLY_OPA_DISP++, object_lightswitch_DL_000398);
rot.z = thisx->shape.rot.z - this->flameRingRot;
Matrix_SetTranslateRotateYXZ(pos.x, pos.y, pos.z, &rot);
Matrix_Scale(thisx->scale.x, thisx->scale.y, thisx->scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 873),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_obj_lightswitch.c", 873);
gSPDisplayList(POLY_OPA_DISP++, object_lightswitch_DL_000408);
CLOSE_DISPS(play->state.gfxCtx, "../z_obj_lightswitch.c", 878);
@ -457,8 +454,7 @@ void ObjLightswitch_DrawXlu(Actor* thisx, PlayState* play) {
sp68.y = thisx->world.pos.y + (thisx->shape.yOffset * thisx->scale.y);
sp68.z = thisx->world.pos.z;
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 912),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_obj_lightswitch.c", 912);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sFaceTextures[this->faceTextureIndex]));
gSPDisplayList(POLY_XLU_DISP++, object_lightswitch_DL_000260);
@ -468,15 +464,13 @@ void ObjLightswitch_DrawXlu(Actor* thisx, PlayState* play) {
Matrix_SetTranslateRotateYXZ(sp68.x, sp68.y, sp68.z, &sp60);
Matrix_Scale(thisx->scale.x, thisx->scale.y, thisx->scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 930),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_obj_lightswitch.c", 930);
gSPDisplayList(POLY_XLU_DISP++, object_lightswitch_DL_000398);
sp60.z = thisx->shape.rot.z - this->flameRingRot;
Matrix_SetTranslateRotateYXZ(sp68.x, sp68.y, sp68.z, &sp60);
Matrix_Scale(thisx->scale.x, thisx->scale.y, thisx->scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 944),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_obj_lightswitch.c", 944);
gSPDisplayList(POLY_XLU_DISP++, object_lightswitch_DL_000408);
CLOSE_DISPS(play->state.gfxCtx, "../z_obj_lightswitch.c", 949);