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>
This commit is contained in:
Reonu
2022-07-19 14:04:54 +01:00
committed by GitHub
parent 1820b146c0
commit 5a9b5a9751
441 changed files with 3271 additions and 7508 deletions

View File

@@ -1,10 +1,6 @@
// Tree
// 0x0302DE10
static const Lights1 tree_seg3_lights_0302DE10 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x0302DE28
ALIGNED8 static const Texture tree_seg3_texture_bubbly_left_side[] = {
@@ -103,8 +99,8 @@ const Gfx tree_seg3_sub_dl_spiky[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_pine),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&tree_seg3_lights_0302DE10.l, 1),
gsSPLight(&tree_seg3_lights_0302DE10.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
@@ -142,8 +138,8 @@ const Gfx tree_seg3_sub_dl_snowy_pine[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_snowy_pine),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&tree_seg3_lights_0302DE10.l, 1),
gsSPLight(&tree_seg3_lights_0302DE10.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
@@ -189,8 +185,8 @@ const Gfx tree_seg3_sub_dl_palm[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_palm),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&tree_seg3_lights_0302DE10.l, 1),
gsSPLight(&tree_seg3_lights_0302DE10.a, 2),
gsSPLightColor(LIGHT_1, 0xffffffff),
gsSPLightColor(LIGHT_2, 0x3f3f3fff),
gsSPVertex(tree_seg3_vertex_palm, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),