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9984c267d9
* 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>
100 lines
2.7 KiB
C
100 lines
2.7 KiB
C
#include "global.h"
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void Sample_HandleStateChange(SampleContext* this) {
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if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_START)) {
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SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
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this->state.running = false;
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}
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}
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void Sample_Draw(SampleContext* this) {
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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View* view = &this->view;
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OPEN_DISPS(gfxCtx, "../z_sample.c", 62);
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gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
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gSPSegment(POLY_OPA_DISP++, 0x01, this->staticSegment);
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func_80095248(gfxCtx, 0, 0, 0);
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view->flags = VIEW_VIEWING | VIEW_VIEWPORT | VIEW_PROJECTION_PERSPECTIVE;
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View_Apply(view, VIEW_ALL);
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{
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Mtx* mtx = Graph_Alloc(gfxCtx, sizeof(Mtx));
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guPosition(mtx, SREG(37), SREG(38), SREG(39), 1.0f, SREG(40), SREG(41), SREG(42));
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gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
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}
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POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP, 255, 255, 255, 0, 0, 0);
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func_80093D18(gfxCtx);
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gDPSetCycleType(POLY_OPA_DISP++, G_CYC_1CYCLE);
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gDPSetRenderMode(POLY_OPA_DISP++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2);
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gDPSetCombineMode(POLY_OPA_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 0, 0);
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CLOSE_DISPS(gfxCtx, "../z_sample.c", 111);
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}
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void Sample_Main(GameState* thisx) {
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SampleContext* this = (SampleContext*)thisx;
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Sample_Draw(this);
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Sample_HandleStateChange(this);
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}
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void Sample_Destroy(GameState* thisx) {
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}
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void Sample_SetupView(SampleContext* this) {
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View* view = &this->view;
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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View_Init(view, gfxCtx);
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SET_FULLSCREEN_VIEWPORT(view);
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View_SetPerspective(view, 60.0f, 10.0f, 12800.0f);
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{
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Vec3f eye;
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Vec3f lookAt;
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Vec3f up;
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eye.x = 0.0f;
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eye.y = 0.0f;
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eye.z = 3000.0f;
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lookAt.x = 0.0f;
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lookAt.y = 0.0f;
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lookAt.z = 0.0f;
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up.x = 0.0f;
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up.z = 0.0f;
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up.y = 1.0f;
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View_LookAt(view, &eye, &lookAt, &up);
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}
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}
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void Sample_LoadTitleStatic(SampleContext* this) {
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u32 size = _title_staticSegmentRomEnd - _title_staticSegmentRomStart;
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this->staticSegment = GameState_Alloc(&this->state, size, "../z_sample.c", 163);
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DmaMgr_SendRequest1(this->staticSegment, _title_staticSegmentRomStart, size, "../z_sample.c", 164);
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}
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void Sample_Init(GameState* thisx) {
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SampleContext* this = (SampleContext*)thisx;
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this->state.main = Sample_Main;
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this->state.destroy = Sample_Destroy;
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R_UPDATE_RATE = 1;
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Sample_SetupView(this);
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Sample_LoadTitleStatic(this);
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SREG(37) = 0;
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SREG(38) = 0;
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SREG(39) = 0;
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SREG(40) = 0;
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SREG(41) = 0;
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SREG(42) = 0;
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}
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