diff options
| author | Dragorn421 <Dragorn421@users.noreply.github.com> | 2024-09-11 09:59:23 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-09-11 16:59:23 +0900 |
| commit | 5441559b30d4419eb25e77abc4ff2eb1f34027aa (patch) | |
| tree | 0ee031e4e2bba3ec1806b547d9df639cc6428a61 /src/code/z_actor.c | |
| parent | 2e79b83bb81b1fd65a12a2b2a018de27271611a0 (diff) | |
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
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 22 |
1 files changed, 9 insertions, 13 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 3469ee567..273add47c 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -71,7 +71,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, PlayState* play, Gfx* dlist, temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale; Matrix_Scale(actor->scale.x * temp2, 1.0f, actor->scale.z * temp2, MTXMODE_APPLY); - gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 1588), G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_actor.c", 1588); gSPDisplayList(POLY_OPA_DISP++, dlist); CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 1594); @@ -109,7 +109,7 @@ void ActorShadow_DrawFoot(PlayState* play, Light* light, MtxF* arg2, s32 arg3, f Matrix_RotateY(sp58, MTXMODE_APPLY); Matrix_Scale(arg5, 1.0f, arg5 * arg6, MTXMODE_APPLY); - gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 1687), G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_actor.c", 1687); gSPDisplayList(POLY_OPA_DISP++, gFootShadowDL); CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 1693); @@ -414,8 +414,7 @@ void Attention_Draw(Attention* attention, PlayState* play) { Matrix_RotateZ(M_PI / 2, MTXMODE_APPLY); Matrix_Push(); Matrix_Translate(reticle->radius, reticle->radius, 0.0f, MTXMODE_APPLY); - gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2116), - G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(OVERLAY_DISP++, play->state.gfxCtx, "../z_actor.c", 2116); gSPDisplayList(OVERLAY_DISP++, gLockOnReticleTriangleDL); Matrix_Pop(); } @@ -444,7 +443,7 @@ void Attention_Draw(Attention* attention, PlayState* play) { gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, attentionColor->primary.r, attentionColor->primary.g, attentionColor->primary.b, 255); - gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2153), G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_actor.c", 2153); gSPDisplayList(POLY_XLU_DISP++, gLockOnArrowDL); } @@ -2188,15 +2187,13 @@ void Actor_DrawFaroresWindPointer(PlayState* play) { gDPSetEnvColor(POLY_XLU_DISP++, 100, 200, 0, 255); Matrix_RotateZ(BINANG_TO_RAD_ALT2((play->gameplayFrames * 1500) & 0xFFFF), MTXMODE_APPLY); - gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 5458), - G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_actor.c", 5458); gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL); Matrix_Pop(); Matrix_RotateZ(BINANG_TO_RAD_ALT2(~((play->gameplayFrames * 1200) & 0xFFFF)), MTXMODE_APPLY); - gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 5463), - G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH); + MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_actor.c", 5463); gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL); } @@ -3857,7 +3854,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) { Matrix_Scale(arg1->x, 1.0f, arg1->z, MTXMODE_APPLY); - gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8149), G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_actor.c", 8149); gSPDisplayList(POLY_OPA_DISP++, gCircleShadowDL); CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 8155); @@ -3949,8 +3946,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) { Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY); } - gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8299), - G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_actor.c", 8299); gSPDisplayList(POLY_OPA_DISP++, entry->chainDL); if (i % 2) { @@ -3966,7 +3962,7 @@ 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_NEW(play->state.gfxCtx, "../z_actor.c", 8314), G_MTX_MODELVIEW | G_MTX_LOAD); + MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_actor.c", 8314); gSPDisplayList(POLY_OPA_DISP++, entry->lockDL); CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 8319); |
