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Fix _DW with permuter and GeometryMode macros (#323)

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Roman971 2020-08-15 20:04:27 +02:00 committed by GitHub
parent 337aaf2937
commit ac8796cbc9
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 9 additions and 13 deletions

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@ -7,6 +7,8 @@
/* Types */
/* Private macro to wrap other macros in do {...} while (0) */
#define _DW(macro) do {macro} while (0)
#define F3DEX_GBI_2
@ -2743,11 +2745,11 @@ _DW({ \
* gSPLoadGeometryMode(pkt, word) sets GeometryMode directly.
*/
#define gSPGeometryMode(pkt, c, s) \
{ \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = _SHIFTL(G_GEOMETRYMODE,24,8)|_SHIFTL(~(u32)(c),0,24);\
_g->words.w1 = (u32)(s); \
}
})
#define gsSPGeometryMode(c, s) \
{ \
@ -2762,12 +2764,12 @@ _DW({ \
#else /* F3DEX_GBI_2 */
#define gSPSetGeometryMode(pkt, word) \
_DW({ \
{ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL(G_SETGEOMETRYMODE, 24, 8); \
_g->words.w1 = (unsigned int)(word); \
})
}
#define gsSPSetGeometryMode(word) \
{ \
@ -2775,12 +2777,12 @@ _DW({ \
}
#define gSPClearGeometryMode(pkt, word) \
_DW({ \
{ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL(G_CLEARGEOMETRYMODE, 24, 8); \
_g->words.w1 = (unsigned int)(word); \
})
}
#define gsSPClearGeometryMode(word) \
{ \
@ -4495,7 +4497,4 @@ _DW({ \
#endif
/* Private macro to wrap other macros in do {...} while (0) */
#define _DW(macro) do {macro} while (0)
#endif

View file

@ -169,8 +169,7 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
gDPLoadTextureBlock(gfxCtx->polyXlu.p++, D_04038FB0, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
if (1) {} // Both necessary to match
if (1) {}
if (1) {} // Necessary to match
gDPSetCombineLERP(gfxCtx->polyXlu.p++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0, 0,
0, 0, COMBINED, 0, 0, 0, COMBINED);
@ -179,8 +178,6 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
gSPSetGeometryMode(gfxCtx->polyXlu.p++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
if (1) {} // Also necessary to match
EffectShieldParticle_GetColors(this, &primColor, &envColor);
gDPSetPrimColor(gfxCtx->polyXlu.p++, 0, 0, primColor.r, primColor.g, primColor.b, primColor.a);