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https://github.com/Print-and-Panic/Microtransactions64.git
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Mat Stack Fix
* Implemented new lightweight CPU/RDP profiler * Added RSP profiling to the lightweight profiler * Added CPU audio to lightweight profiler * Changed lingering manual light struct definitions to gdSPDefLights1, made a dummy light for Koopa's pink shorts * Ran script to convert all light commands to lightcolor commands * Added define guards for the profiler * Wrote function for setting up global light direction in the frame * Moved camera matrix into projection stack * Corrected cameraToObject for the new matrix stack (fixes culling and sound) * Fixed billboarding with new matrix stack * Fixed shadows with new matrix stack * Fixed some areas where the game was previously extracting the camera matrix from various matrices * Restored vanilla light and env map directions under new matrix stack * Fix goddard crash * Fix geo_process_level_of_detail * Remove 'construct_float' from 'geo_process_level_of_detail' * Removed some accidentally added files * Removed unnecessary matrix multiplications in geo_process_object * Added fixlights script to build system for fixing custom assets and added option to disable it if needed * Fixed visual debug with new matstack and cleaned up visual debug code * Fixed handling of WORLD_SCALE in view matrix so it doesn't get cancelled out * Fixed clip planes not scaling based on WORLD_SCALE Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com> Co-authored-by: Arceveti <arceveti@gmail.com> Co-authored-by: thecozies <collinpferguson@gmail.com>
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@@ -1,10 +1,6 @@
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// Tree
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// 0x0302DE10
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static const Lights1 tree_seg3_lights_0302DE10 = gdSPDefLights1(
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0x3f, 0x3f, 0x3f,
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0xff, 0xff, 0xff, 0x28, 0x28, 0x28
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);
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// 0x0302DE28
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ALIGNED8 static const Texture tree_seg3_texture_bubbly_left_side[] = {
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@@ -103,8 +99,8 @@ const Gfx tree_seg3_sub_dl_spiky[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_pine),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLight(&tree_seg3_lights_0302DE10.l, 1),
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gsSPLight(&tree_seg3_lights_0302DE10.a, 2),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
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@@ -142,8 +138,8 @@ const Gfx tree_seg3_sub_dl_snowy_pine[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_snowy_pine),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLight(&tree_seg3_lights_0302DE10.l, 1),
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gsSPLight(&tree_seg3_lights_0302DE10.a, 2),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
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@@ -189,8 +185,8 @@ const Gfx tree_seg3_sub_dl_palm[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_palm),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLight(&tree_seg3_lights_0302DE10.l, 1),
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gsSPLight(&tree_seg3_lights_0302DE10.a, 2),
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gsSPLightColor(LIGHT_1, 0xffffffff),
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gsSPLightColor(LIGHT_2, 0x3f3f3fff),
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gsSPVertex(tree_seg3_vertex_palm, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
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