decomp3: more engine files, get-texture macro, use print method in autogenerated inspect, fix bitfield float print (#3432)

- `fma-sphere`
- `prim-beam-h`
- `cam-start`
- `ragdoll`
- `light-trails-h`
- `light-trails`
- `menu`
- `water`
- `water-flow`
- `hud`
- `hud-classes`
- `progress`
- `progress-draw`

---

The `get-texture` macro replaces calls to `lookup-texture-by-id` and
`lookup-texture-by-id-fast`. The `defpart` macro detection was modified
to print a pair like `(texture-name tpage-name)` for the texture field
that gets turned into a `texture-id` constant. Only used in Jak 3 at the
moment, I'll probably go through the other games at a later point.
This commit is contained in:
Hat Kid
2024-03-23 14:25:11 +01:00
committed by GitHub
parent 9a9f203d8b
commit 99866cec88
120 changed files with 61355 additions and 1038 deletions
+2 -1
View File
@@ -169,9 +169,10 @@ void decompile(const fs::path& iso_data_path, const std::string& data_subfolder)
// textures
decompiler::TextureDB tex_db;
auto textures_out = out_folder / "textures";
auto dump_out = out_folder / "import";
file_util::create_dir_if_needed(textures_out);
file_util::write_text_file(textures_out / "tpage-dir.txt",
db.process_tpages(tex_db, textures_out, config));
db.process_tpages(tex_db, textures_out, config, dump_out));
// texture merges
// TODO - put all this stuff in somewhere common