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| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2024-10-23 11:51:00 +1100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-10-22 17:51:00 -0700 |
| commit | ec9b5839ade6b9ab5b9aa51260865ea7b894b496 (patch) | |
| tree | 604896076ead17ff59a48b4bafed00f705b3924b /src/code/z_actor.c | |
| parent | 694d3b396558a4d9faa3f9d91354ab484d6affa9 (diff) | |
Cleanup gSPMatrix, rename `Matrix_New` -> `Matrix_Finalize`, add MATRIX_FINALIZE_AND_LOAD (#1729)
* mtx-finalize
* cleanup gSPMatrix
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 32 |
1 files changed, 13 insertions, 19 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 109d9d757..c39956269 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -134,7 +134,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, PlayState* play, Gfx* dList, shadowScale *= actor->shape.shadowScale; Matrix_Scale(actor->scale.x * shadowScale, 1.0f, actor->scale.z * shadowScale, MTXMODE_APPLY); - gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_OPA_DISP++, dList); CLOSE_DISPS(play->state.gfxCtx); @@ -188,7 +188,7 @@ void ActorShadow_DrawFoot(PlayState* play, Light* light, MtxF* arg2, s32 lightNu Matrix_RotateYS(sp58, MTXMODE_APPLY); Matrix_Scale(shadowScaleX, 1.0f, shadowScaleX * shadowScaleZ, MTXMODE_APPLY); - gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_OPA_DISP++, gFootShadowDL); CLOSE_DISPS(play->state.gfxCtx); @@ -601,7 +601,7 @@ void Attention_Draw(Attention* attention, PlayState* play) { Matrix_RotateZS(0x10000 / 4, MTXMODE_APPLY); Matrix_Push(); Matrix_Translate(reticle->radius, reticle->radius, 0.0f, MTXMODE_APPLY); - gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(OVERLAY_DISP++, play->state.gfxCtx); gSPDisplayList(OVERLAY_DISP++, gLockOnReticleTriangleDL); Matrix_Pop(); } @@ -629,7 +629,7 @@ void Attention_Draw(Attention* attention, PlayState* play) { Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, color->inner.r, color->inner.g, color->inner.b, 255); - gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_XLU_DISP++, gLockOnArrowDL); } @@ -3996,7 +3996,7 @@ void func_800BC620(Vec3f* pos, Vec3f* scale, u8 alpha, PlayState* play) { Matrix_Scale(scale->x, 1.0f, scale->z, MTXMODE_APPLY); - gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_OPA_DISP++, gCircleShadowDL); CLOSE_DISPS(play->state.gfxCtx); @@ -4073,7 +4073,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) { Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY); } - gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_OPA_DISP++, entry->chainDL); if ((i % 2) != 0) { @@ -4088,7 +4088,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) { Matrix_Put(&baseMtxF); Matrix_Scale(frame * 0.1f, frame * 0.1f, frame * 0.1f, MTXMODE_APPLY); - gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_OPA_DISP++, entry->lockDL); CLOSE_DISPS(play->state.gfxCtx); @@ -4923,8 +4923,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] Matrix_RotateZF(M_PIf, MTXMODE_APPLY); } - gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), - G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment2ModelDL); } @@ -4955,8 +4954,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] Matrix_ReplaceRotation(&play->billboardMtxF); Matrix_Scale(steamScale, steamScale, 1.0f, MTXMODE_APPLY); - gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), - G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_XLU_DISP++, gFrozenSteamModelDL); } @@ -5003,8 +5001,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] currentMatrix->mf[3][1] = bodyPartsPos->y; currentMatrix->mf[3][2] = bodyPartsPos->z; - gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), - G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL); } @@ -5045,8 +5042,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] currentMatrix->mf[3][1] = bodyPartsPos->y; currentMatrix->mf[3][2] = bodyPartsPos->z; - gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), - G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_XLU_DISP++, gLightOrbModelDL); } @@ -5085,8 +5081,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->y; currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->z; - gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), - G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_XLU_DISP++, gElectricSparkModelDL); @@ -5097,8 +5092,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f bodyPartsPos[] currentMatrix->mf[3][1] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->y; currentMatrix->mf[3][2] = Rand_CenteredFloat((f32)sREG(24) + 30.0f) + bodyPartsPos->z; - gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), - G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx); gSPDisplayList(POLY_XLU_DISP++, gElectricSparkModelDL); } |
