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Names for some view things (#1191)
* Names for some view things * Review: ORTHOGRAPHIC → ORTHO * Review: dirty → dirtyFlags * Review: Doc comment style * Review: Define constants in terms of each other * Review: Rename the ApplyToOverlay functions * Update include/z64.h Co-authored-by: fig02 <fig02srl@gmail.com> * Review: Better View_LookAtInternal doc * arg1 → mask * View_LookAtInternal → View_LookAtUnsafe * Review: View_SanityCheckEyePosition → View_ErrorCheckEyePosition * sViewNotInitialized → sLogOnNextViewInit * Remove VIEW_FORCE_ALL * near/far → zNear/zFar Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * lookAt → at Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * near/far → zNear/zFar * View_ApplyPerspective/Ortho: Remove from header instead of commenting * lookAt → at * Add fwd decls * Fix external view->at accesses * Missed these somehow * lookAt → at * Omit "Apply" in comments * dirtyFlags → flags * View_ApplyScissor → View_ApplyShrinkWindow * Update src/code/z_view.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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24 changed files with 210 additions and 170 deletions
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@ -1086,8 +1086,8 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
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POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
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POLY_XLU_DISP = Gameplay_SetFog(globalCtx, POLY_XLU_DISP);
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func_800AA460(&globalCtx->view, globalCtx->view.fovy, globalCtx->view.zNear, globalCtx->lightCtx.fogFar);
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func_800AAA50(&globalCtx->view, 15);
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View_SetPerspective(&globalCtx->view, globalCtx->view.fovy, globalCtx->view.zNear, globalCtx->lightCtx.fogFar);
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View_Apply(&globalCtx->view, VIEW_ALL);
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// The billboard matrix temporarily stores the viewing matrix
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Matrix_MtxToMtxF(&globalCtx->view.viewing, &globalCtx->billboardMtxF);
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@ -1118,11 +1118,11 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
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View view;
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View_Init(&view, gfxCtx);
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view.flags = 2 | 8;
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view.flags = VIEW_VIEWPORT | VIEW_PROJECTION_ORTHO;
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SET_FULLSCREEN_VIEWPORT(&view);
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func_800AB9EC(&view, 15, &gfxP);
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View_ApplyTo(&view, VIEW_ALL, &gfxP);
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globalCtx->transitionCtx.draw(&globalCtx->transitionCtx.data, &gfxP);
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}
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@ -1305,7 +1305,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
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if (globalCtx->view.unk_124 != 0) {
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Camera_Update(GET_ACTIVE_CAM(globalCtx));
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func_800AB944(&globalCtx->view);
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View_UpdateViewingMatrix(&globalCtx->view);
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globalCtx->view.unk_124 = 0;
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if (globalCtx->skyboxId && (globalCtx->skyboxId != SKYBOX_UNSET_1D) && !globalCtx->envCtx.skyboxDisabled) {
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SkyboxDraw_UpdateMatrix(&globalCtx->skyboxCtx, globalCtx->view.eye.x, globalCtx->view.eye.y,
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