From 9d1329f245ee24813596ce71dbfc2b355543bbfe Mon Sep 17 00:00:00 2001 From: Fazana <52551480+FazanaJ@users.noreply.github.com> Date: Tue, 14 Sep 2021 21:43:55 +0100 Subject: [PATCH] F3DLX2.Rej integration The master displaylist has been split into two, one for things to render in F3DZEX, and one that renders in F3DLX2.Rej, with the aim to save performance when rendering smaller things. --- data/behavior_data.c | 26 +++++---- include/object_constants.h | 1 + include/types.h | 1 + lib/rsp.s | 6 ++ src/engine/behavior_script.c | 11 ++-- src/engine/graph_node.h | 7 ++- src/engine/level_script.c | 2 +- src/game/crash_screen.c | 3 +- src/game/game_init.c | 15 ++--- src/game/game_init.h | 2 +- src/game/rendering_graph_node.c | 100 +++++++++++++++++++++++--------- src/game/spawn_object.c | 1 + 12 files changed, 118 insertions(+), 57 deletions(-) diff --git a/data/behavior_data.c b/data/behavior_data.c index 6ea15514..17352732 100644 --- a/data/behavior_data.c +++ b/data/behavior_data.c @@ -242,6 +242,8 @@ #define BEGIN_REPEAT_UNUSED(count) \ BC_BB(0x26, count) +#define OR_LONG(field, value) LOAD_ANIMATIONS(field, value) + // Loads the animations for the object. is always set to oAnimations. #define LOAD_ANIMATIONS(field, anims) \ BC_BB(0x27, field), \ @@ -2657,7 +2659,7 @@ const BehaviorScript bhvBowserSubDoor[] = { const BehaviorScript bhvBowsersSub[] = { BEGIN(OBJ_LIST_SURFACE), - OR_INT(oFlags, (OBJ_FLAG_ACTIVE_FROM_AFAR | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)), + OR_LONG(oFlags, (OBJ_FLAG_ACTIVE_FROM_AFAR | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE)), SET_FLOAT(oDrawingDistance, 20000), SET_FLOAT(oCollisionDistance, 20000), LOAD_COLLISION_DATA(ddd_seg7_collision_submarine), @@ -2705,7 +2707,7 @@ const BehaviorScript bhvJrbSlidingBox[] = { const BehaviorScript bhvShipPart3[] = { BEGIN(OBJ_LIST_DEFAULT), - OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE), + OR_LONG(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE), SET_HOME(), BEGIN_LOOP(), CALL_NATIVE(bhv_ship_part_3_loop), @@ -2714,7 +2716,7 @@ const BehaviorScript bhvShipPart3[] = { const BehaviorScript bhvInSunkenShip3[] = { BEGIN(OBJ_LIST_SURFACE), - OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE), + OR_LONG(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE), LOAD_COLLISION_DATA(jrb_seg7_collision_in_sunken_ship_3), SET_HOME(), SET_FLOAT(oCollisionDistance, 4000), @@ -2726,7 +2728,7 @@ const BehaviorScript bhvInSunkenShip3[] = { const BehaviorScript bhvSunkenShipPart[] = { BEGIN(OBJ_LIST_DEFAULT), - OR_INT(oFlags, (OBJ_FLAG_ACTIVE_FROM_AFAR | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)), + OR_LONG(oFlags, (OBJ_FLAG_ACTIVE_FROM_AFAR | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE)), SCALE(/*Unused*/ 0, /*Field*/ 50), SET_HOME(), BEGIN_LOOP(), @@ -2743,7 +2745,7 @@ const BehaviorScript bhvSunkenShipSetRotation[] = { const BehaviorScript bhvSunkenShipPart2[] = { BEGIN(OBJ_LIST_DEFAULT), - OR_INT(oFlags, (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)), + OR_LONG(oFlags, (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE)), SCALE(/*Unused*/ 0, /*Field*/ 100), SET_FLOAT(oDrawingDistance, 6000), SET_HOME(), @@ -2761,7 +2763,7 @@ const BehaviorScript bhvInSunkenShip2[] = { BEGIN(OBJ_LIST_SURFACE), LOAD_COLLISION_DATA(jrb_seg7_collision_in_sunken_ship_2), // Sunken ship - common: - OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE), + OR_LONG(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE), SET_FLOAT(oCollisionDistance, 4000), CALL(bhvSunkenShipSetRotation), BEGIN_LOOP(), @@ -3152,7 +3154,7 @@ UNUSED static const BehaviorScript unused_1[] = { const BehaviorScript bhvStaticObject[] = { BEGIN(OBJ_LIST_DEFAULT), - OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE), + OR_LONG(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE), BREAK(), }; @@ -3611,7 +3613,7 @@ const BehaviorScript bhvRandomAnimatedTexture[] = { const BehaviorScript bhvYellowBackgroundInMenu[] = { BEGIN(OBJ_LIST_LEVEL), - OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE), + OR_LONG(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE), CALL_NATIVE(beh_yellow_background_menu_init), BEGIN_LOOP(), SET_INT(oIntangibleTimer, 0), @@ -3631,7 +3633,7 @@ const BehaviorScript bhvMenuButton[] = { const BehaviorScript bhvMenuButtonManager[] = { BEGIN(OBJ_LIST_LEVEL), - OR_INT(oFlags, (OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM | OBJ_FLAG_UPDATE_TRANSFORM_FOR_THROW_MATRIX | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)), + OR_LONG(oFlags, (OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM | OBJ_FLAG_UPDATE_TRANSFORM_FOR_THROW_MATRIX | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE)), CALL_NATIVE(bhv_menu_button_manager_init), BEGIN_LOOP(), SET_INT(oIntangibleTimer, 0), @@ -5461,7 +5463,7 @@ const BehaviorScript bhvTTCRotatingSolid[] = { const BehaviorScript bhvTTCPendulum[] = { BEGIN(OBJ_LIST_SURFACE), LOAD_COLLISION_DATA(ttc_seg7_collision_clock_pendulum), - OR_INT(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)), + OR_LONG(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE)), SET_FLOAT(oCollisionDistance, 1500), CALL_NATIVE(bhv_ttc_pendulum_init), SET_FLOAT(oTTCPendulumAccelDir, 1), @@ -5474,9 +5476,9 @@ const BehaviorScript bhvTTCPendulum[] = { const BehaviorScript bhvTTCTreadmill[] = { BEGIN(OBJ_LIST_SURFACE), #ifdef PLATFORM_DISPLACEMENT_2 - OR_INT(oFlags, (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_VELOCITY_PLATFORM)), + OR_LONG(oFlags, (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_VELOCITY_PLATFORM | OBJ_FLAG_UCODE_LARGE)), #else - OR_INT(oFlags, (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)), + OR_LONG(oFlags, (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_UCODE_LARGE)), #endif SET_FLOAT(oCollisionDistance, 750), CALL_NATIVE(bhv_ttc_treadmill_init), diff --git a/include/object_constants.h b/include/object_constants.h index ac73b2d5..6ddfe4bf 100644 --- a/include/object_constants.h +++ b/include/object_constants.h @@ -46,6 +46,7 @@ #define OBJ_FLAG_VELOCITY_PLATFORM (1 << 15) // 0x00008000 #define OBJ_FLAG_DONT_CALC_COLL_DIST (1 << 16) // 0x00010000 #define OBJ_FLAG_EMIT_LIGHT (1 << 17) // 0x00020000 +#define OBJ_FLAG_UCODE_LARGE (1 << 18) // 0x00040000 #define OBJ_FLAG_HITBOX_WAS_SET (1 << 30) // 0x40000000 /* oHeldState */ diff --git a/include/types.h b/include/types.h index 15ff15b7..b1219968 100644 --- a/include/types.h +++ b/include/types.h @@ -146,6 +146,7 @@ struct GraphNodeObject /*0x4C*/ struct SpawnInfo *unk4C; /*0x50*/ Mat4 *throwMatrix; // matrix ptr /*0x54*/ Vec3f cameraToObject; + u8 uCode; }; struct ObjectNode diff --git a/lib/rsp.s b/lib/rsp.s index 4c82b25a..11fadafa 100644 --- a/lib/rsp.s +++ b/lib/rsp.s @@ -40,6 +40,9 @@ glabel gspFast3D_fifoTextEnd glabel gspF3DZEX2_PosLight_fifoTextStart .incbin "lib/PR/f3dzex/F3DZEX.bin" glabel gspF3DZEX2_PosLight_fifoTextEnd + glabel gspF3DLX2_Rej_fifoTextStart + .incbin "lib/PR/f3dex2/F3DLX2_Rej.bin" + glabel gspF3DLX2_Rej_fifoTextEnd #endif #endif @@ -196,6 +199,9 @@ glabel gspFast3D_fifoDataEnd glabel gspF3DZEX2_PosLight_fifoDataStart .incbin "lib/PR/f3dzex/F3DZEX_data.bin" glabel gspF3DZEX2_PosLight_fifoDataEnd + glabel gspF3DLX2_Rej_fifoDataStart + .incbin "lib/PR/f3dex2/F3DLX2_Rej_data.bin" + glabel gspF3DLX2_Rej_fifoDataEnd #endif #endif diff --git a/src/engine/behavior_script.c b/src/engine/behavior_script.c index 001da0ba..48c37cb2 100644 --- a/src/engine/behavior_script.c +++ b/src/engine/behavior_script.c @@ -907,7 +907,7 @@ static BhvCommandProc BehaviorCmdTable[] = { void cur_obj_update(void) { UNUSED u32 unused; - s16 objFlags = gCurrentObject->oFlags; + u32 objFlags = gCurrentObject->oFlags; f32 distanceFromMario; BhvCommandProc bhvCmdProc; s32 bhvProcResult; @@ -952,9 +952,6 @@ void cur_obj_update(void) { gCurrentObject->oPrevAction = gCurrentObject->oAction); } - // Execute various code based on object flags. - objFlags = (s16) gCurrentObject->oFlags; - if (objFlags & OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE) { obj_set_face_angle_to_move_angle(gCurrentObject); } @@ -983,6 +980,12 @@ void cur_obj_update(void) { obj_update_gfx_pos_and_angle(gCurrentObject); } + + if (objFlags & OBJ_FLAG_UCODE_LARGE) + gCurrentObject->header.gfx.uCode = UCODE_DEFAULT; + else + gCurrentObject->header.gfx.uCode = UCODE_REJ; + #ifdef PUPPYLIGHTS puppylights_object_emit(gCurrentObject); #endif diff --git a/src/engine/graph_node.h b/src/engine/graph_node.h index 89276f59..36b21220 100644 --- a/src/engine/graph_node.h +++ b/src/engine/graph_node.h @@ -7,6 +7,9 @@ #include "types.h" #include "game/memory.h" +#define UCODE_DEFAULT 0 +#define UCODE_REJ 1 + #define GRAPH_RENDER_ACTIVE (1 << 0) #define GRAPH_RENDER_CHILDREN_FIRST (1 << 1) #define GRAPH_RENDER_BILLBOARD (1 << 2) @@ -126,8 +129,8 @@ struct DisplayListNode struct GraphNodeMasterList { /*0x00*/ struct GraphNode node; - /*0x14*/ struct DisplayListNode *listHeads[GFX_NUM_MASTER_LISTS]; - /*0x34*/ struct DisplayListNode *listTails[GFX_NUM_MASTER_LISTS]; + /*0x14*/ struct DisplayListNode *listHeads[2][GFX_NUM_MASTER_LISTS]; + /*0x34*/ struct DisplayListNode *listTails[2][GFX_NUM_MASTER_LISTS]; }; /** Simply used as a parent to group multiple children. diff --git a/src/engine/level_script.c b/src/engine/level_script.c index 239e79f5..8cf8300c 100644 --- a/src/engine/level_script.c +++ b/src/engine/level_script.c @@ -963,7 +963,7 @@ struct LevelCommand *level_script_execute(struct LevelCommand *cmd) { } profiler_log_thread5_time(LEVEL_SCRIPT_EXECUTE); - init_rcp(); + init_rcp(1); render_game(); end_master_display_list(); alloc_display_list(0); diff --git a/src/game/crash_screen.c b/src/game/crash_screen.c index ac7a284f..d2b274b8 100644 --- a/src/game/crash_screen.c +++ b/src/game/crash_screen.c @@ -111,9 +111,8 @@ void crash_screen_print(s32 x, s32 y, const char *fmt, ...) { u32 glyph; s32 size; char buf[0x108]; - UNUSED s32 i = 0; - memset(buf, 0, sizeof(buf)); + bzero(&buf ,sizeof(buf)); va_list args; va_start(args, fmt); diff --git a/src/game/game_init.c b/src/game/game_init.c index e98fc46c..8997558d 100644 --- a/src/game/game_init.c +++ b/src/game/game_init.c @@ -125,9 +125,7 @@ void init_rdp(void) { gDPSetColorDither(gDisplayListHead++, G_CD_MAGICSQ); gDPSetCycleType(gDisplayListHead++, G_CYC_FILL); -#ifdef VERSION_SH gDPSetAlphaDither(gDisplayListHead++, G_AD_PATTERN); -#endif gDPPipeSync(gDisplayListHead++); } @@ -135,6 +133,7 @@ void init_rdp(void) { * Sets the initial RSP (Reality Signal Processor) settings. */ void init_rsp(void) { + gSPClearGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD); @@ -153,13 +152,15 @@ void init_rsp(void) { /** * Initialize the z buffer for the current frame. */ -void init_z_buffer(void) { +void init_z_buffer(s32 resetZB) { gDPPipeSync(gDisplayListHead++); gDPSetDepthSource(gDisplayListHead++, G_ZS_PIXEL); gDPSetDepthImage(gDisplayListHead++, gPhysicalZBuffer); gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, gPhysicalZBuffer); + if (!resetZB) + return; gDPSetFillColor(gDisplayListHead++, GPACK_ZDZ(G_MAXFBZ, 0) << 16 | GPACK_ZDZ(G_MAXFBZ, 0)); @@ -273,7 +274,7 @@ void create_gfx_task_structure(void) { gGfxSPTask->task.t.type = M_GFXTASK; gGfxSPTask->task.t.ucode_boot = rspbootTextStart; gGfxSPTask->task.t.ucode_boot_size = ((u8 *) rspbootTextEnd - (u8 *) rspbootTextStart); - gGfxSPTask->task.t.flags = 0; + gGfxSPTask->task.t.flags = OS_TASK_LOADABLE | OS_TASK_DP_WAIT; #ifdef L3DEX2_ALONE gGfxSPTask->task.t.ucode = gspL3DEX2_fifoTextStart; gGfxSPTask->task.t.ucode_data = gspL3DEX2_fifoDataStart; @@ -312,11 +313,11 @@ void create_gfx_task_structure(void) { /** * Set default RCP (Reality Co-Processor) settings. */ -void init_rcp(void) { +void init_rcp(s32 resetZB) { move_segment_table_to_dmem(); init_rdp(); init_rsp(); - init_z_buffer(); + init_z_buffer(resetZB); select_frame_buffer(); } @@ -381,7 +382,7 @@ void render_init(void) { gGfxSPTask = &gGfxPool->spTask; gDisplayListHead = gGfxPool->buffer; gGfxPoolEnd = (u8 *)(gGfxPool->buffer + GFX_POOL_SIZE); - init_rcp(); + init_rcp(1); clear_frame_buffer(0); end_master_display_list(); exec_display_list(&gGfxPool->spTask); diff --git a/src/game/game_init.h b/src/game/game_init.h index a61e2d60..2a58e917 100644 --- a/src/game/game_init.h +++ b/src/game/game_init.h @@ -79,7 +79,7 @@ void thread5_game_loop(UNUSED void *arg); void clear_frame_buffer(s32 color); void clear_viewport(Vp *viewport, s32 color); void make_viewport_clip_rect(Vp *viewport); -void init_rcp(void); +void init_rcp(s32 resetZB); void end_master_display_list(void); void render_init(void); void select_gfx_pool(void); diff --git a/src/game/rendering_graph_node.c b/src/game/rendering_graph_node.c index 7d992f1f..e847ebad 100644 --- a/src/game/rendering_graph_node.c +++ b/src/game/rendering_graph_node.c @@ -142,7 +142,7 @@ LookAt lookAt; */ static void geo_process_master_list_sub(struct GraphNodeMasterList *node) { struct DisplayListNode *currList; - s32 i; + s32 i, j; s32 enableZBuffer = (node->node.flags & GRAPH_RENDER_Z_BUFFER) != 0; struct RenderModeContainer *modeList = &renderModeTable_1Cycle[enableZBuffer]; struct RenderModeContainer *mode2List = &renderModeTable_2Cycle[enableZBuffer]; @@ -155,26 +155,56 @@ static void geo_process_master_list_sub(struct GraphNodeMasterList *node) { guLookAtReflect(&lMtx, &lookAt, 0, 0, 0, /* eye */ 0, 0, 1, /* at */ 1, 0, 0 /* up */); #endif - if (enableZBuffer != 0) { + + if (enableZBuffer != 0) + { gDPPipeSync(gDisplayListHead++); gSPSetGeometryMode(gDisplayListHead++, G_ZBUFFER); } - - for (i = 0; i < GFX_NUM_MASTER_LISTS; i++) { - if ((currList = node->listHeads[i]) != NULL) { - gDPSetRenderMode(gDisplayListHead++, modeList->modes[i], mode2List->modes[i]); - while (currList != NULL) { - gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(currList->transform), - G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH); - gSPDisplayList(gDisplayListHead++, currList->displayList); - currList = currList->next; +#ifdef F3DZEX_GBI_2 + for (j = 0; j < 2; j++) + { + //Load rejection on pass 2. ZEX is loaded afterwards. + if (j == 1) + { + gSPLoadUcodeL(gDisplayListHead++, gspF3DLX2_Rej_fifo); + init_rcp(0); + gSPClipRatio(gDisplayListHead++, FRUSTRATIO_2); + if (enableZBuffer != 0) + { + gDPPipeSync(gDisplayListHead++); + gSPSetGeometryMode(gDisplayListHead++, G_ZBUFFER); + } + guLookAtReflect(&lMtx, &lookAt, 0, 0, 0, /* eye */ 0, 0, 1, /* at */ 1, 0, 0 /* up */); + } +#else +j = 0; +#endif + for (i = 0; i < GFX_NUM_MASTER_LISTS; i++) + { + if ((currList = node->listHeads[j][i]) != NULL) + { + gDPSetRenderMode(gDisplayListHead++, modeList->modes[i], mode2List->modes[i]); + while (currList != NULL) + { + gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(currList->transform), G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH); + gSPDisplayList(gDisplayListHead++, currList->displayList); + currList = currList->next; + } } } +#ifdef F3DZEX_GBI_2 } - if (enableZBuffer != 0) { +#endif + if (enableZBuffer != 0) + { gDPPipeSync(gDisplayListHead++); gSPClearGeometryMode(gDisplayListHead++, G_ZBUFFER); } +#ifdef F3DZEX_GBI_2 + gSPLoadUcodeL(gDisplayListHead++, gspF3DZEX2_PosLight_fifo); + init_rcp(0); +#endif } /** @@ -182,24 +212,35 @@ static void geo_process_master_list_sub(struct GraphNodeMasterList *node) { * parameter. Look at the RenderModeContainer struct to see the corresponding * render modes of layers. */ -static void geo_append_display_list(void *displayList, s16 layer) { - +static void geo_append_display_list(void *displayList, s32 layer) +{ + s32 index = 0; #ifdef F3DEX_GBI_2 gSPLookAt(gDisplayListHead++, &lookAt); #endif - if (gCurGraphNodeMasterList != 0) { - struct DisplayListNode *listNode = - alloc_only_pool_alloc(gDisplayListHeap, sizeof(struct DisplayListNode)); +#ifdef F3DZEX_GBI_2 + if (gCurGraphNodeObject != NULL) + { + if (gCurGraphNodeObject->uCode == UCODE_REJ) + index = 1; + } +#endif + if (gCurGraphNodeMasterList != 0) + { + struct DisplayListNode *listNode = alloc_only_pool_alloc(gDisplayListHeap, sizeof(struct DisplayListNode)); listNode->transform = gMatStackFixed[gMatStackIndex]; listNode->displayList = displayList; listNode->next = 0; - if (gCurGraphNodeMasterList->listHeads[layer] == 0) { - gCurGraphNodeMasterList->listHeads[layer] = listNode; - } else { - gCurGraphNodeMasterList->listTails[layer]->next = listNode; + if (gCurGraphNodeMasterList->listHeads[index][layer] == 0) + { + gCurGraphNodeMasterList->listHeads[index][layer] = listNode; } - gCurGraphNodeMasterList->listTails[layer] = listNode; + else + { + gCurGraphNodeMasterList->listTails[index][layer]->next = listNode; + } + gCurGraphNodeMasterList->listTails[index][layer] = listNode; } } @@ -209,13 +250,16 @@ static void geo_append_display_list(void *displayList, s16 layer) { static void geo_process_master_list(struct GraphNodeMasterList *node) { s32 i; - if (gCurGraphNodeMasterList == NULL && node->node.children != NULL) { + if (gCurGraphNodeMasterList == NULL && node->node.children != NULL) + { gCurGraphNodeMasterList = node; - for (i = 0; i < GFX_NUM_MASTER_LISTS; i++) { - node->listHeads[i] = NULL; + for (i = 0; i < GFX_NUM_MASTER_LISTS; i++) + { + node->listHeads[0][i] = NULL; + node->listHeads[1][i] = NULL; } geo_process_node_and_siblings(node->node.children); - geo_process_master_list_sub(node); + geo_process_master_list_sub(gCurGraphNodeMasterList); gCurGraphNodeMasterList = NULL; } } @@ -768,8 +812,8 @@ static void geo_process_shadow(struct GraphNodeShadow *node) { * Since (0,0,0) is unaffected by rotation, columns 0, 1 and 2 are ignored. */ static s32 obj_is_in_view(struct GraphNodeObject *node, Mat4 matrix) { - s16 cullingRadius; - s16 halfFov; // half of the fov in in-game angle units instead of degrees + s32 cullingRadius; + s32 halfFov; // half of the fov in in-game angle units instead of degrees struct GraphNode *geo; f32 hScreenEdge; diff --git a/src/game/spawn_object.c b/src/game/spawn_object.c index eb42bd04..f0064eec 100644 --- a/src/game/spawn_object.c +++ b/src/game/spawn_object.c @@ -286,6 +286,7 @@ struct Object *allocate_object(struct ObjectNode *objList) { obj->header.gfx.pos[1] = -10000.0f; obj->header.gfx.pos[2] = -10000.0f; obj->header.gfx.throwMatrix = NULL; + obj->header.gfx.uCode = UCODE_REJ; #ifdef PUPPYLIGHTS obj->oLightID = 0xFFFF; #endif