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#include "Game/LiveActor/ShadowSurfaceDrawer.hpp"
#include "Game/LiveActor/ShadowVolumeDrawer.hpp"
#include "Game/Scene/SceneObjHolder.hpp"
#include "Game/Util/Functor.hpp"
#include "Game/Util/DirectDraw.hpp"
2021-12-30 08:34:53 -05:00
/*
ShadowSurfaceDrawInit::ShadowSurfaceDrawInit(const char *pName) : NameObj(pName) {
MR::FunctorV0F functor(*ShadowSurfaceDrawInit::initDraw);
MR::registerPreDrawFunction(functor, 0x26);
}
*/
#ifdef NON_MATCHING
void ShadowSurfaceDrawInit::initDraw() {
TDDraw::setup(0, 1, 1);
GXSetChanCtrl(GX_COLOR0A0, 0, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
GXSetChanCtrl(GX_COLOR1A1, 0, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE);
GXColor materialColor;
materialColor.r = 0;
materialColor.g = 0;
materialColor.b = 0;
materialColor.a = 0x80;
GXSetChanMatColor(GX_COLOR0A0, materialColor);
GXSetZMode(1, GX_LEQUAL, 0);
GXSetCullMode(GX_CULL_BACK);
GXSetColorUpdate(1);
GXSetAlphaUpdate(1);
GXSetDstAlpha(1, 0);
}
#endif
ShadowSurfaceDrawer::ShadowSurfaceDrawer(const char *pName) : ShadowDrawer(pName) {
MR::createSceneObj(SceneObj_ShadowSurfaceDrawerInit);
MR::connectToScene(this, -1, -1, -1, 0x26);
}
ShadowSurfaceDrawInit::~ShadowSurfaceDrawInit() {
}