Files
jak-project/goal_src/jak1/engine/draw/draw-node-h.gc
Tyler Wilding c162c66118 g/j1: Cleanup all main issues in the formatter and format all of goal_src/jak1 (#3535)
This PR does two main things:
1. Work through the main low-hanging fruit issues in the formatter
keeping it from feeling mature and usable
2. Iterate and prove that point by formatting all of the Jak 1 code
base. **This has removed around 100K lines in total.**
- The decompiler will now format it's results for jak 1 to keep things
from drifting back to where they were. This is controlled by a new
config flag `format_code`.

How am I confident this hasn't broken anything?:
- I compiled the entire project and stored it's `out/jak1/obj` files
separately
- I then recompiled the project after formatting and wrote a script that
md5's each file and compares it (`compare-compilation-outputs.py`
- The results (eventually) were the same:

![Screenshot 2024-05-25
132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
> This proves that the only difference before and after is non-critical
whitespace for all code/macros that is actually in use.

I'm still aware of improvements that could be made to the formatter, as
well as general optimization of it's performance. But in general these
are for rare or non-critical situations in my opinion and I'll work
through them before doing Jak 2. The vast majority looks great and is
working properly at this point. Those known issues are the following if
you are curious:

![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
2024-06-05 22:17:31 -04:00

35 lines
1.2 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/draw/drawable-inline-array-h.gc")
;; DECOMP BEGINS
;; A "draw-node" is a way to group together a bunch of drawables (possibly other draw-nodes) in a BVH
;; This BVH is used for sphere-in-view culling and the broad phase collision detection.
;; _most_ uses of draw-node are in a special tree with these properties:
;; - between 1 and 8 roots.
;; - each child has between 1 and 8 children
;; - all leaves are stored at the same depth
;; - all nodes and leaves have visibility IDs
;; shrub does not have these properties - it supports arbitrary children counts, leaves
;; may occur at any depth, and nothing has visibility ids.
(deftype draw-node (drawable)
((child-count uint8 :offset 6)
(flags uint8 :offset 7)
(child drawable :offset 8)
(distance float :offset 12)))
;; for non-shrub uses of draw-node, this is used to store all the draw-nodes at a given depth.
(deftype drawable-inline-array-node (drawable-inline-array)
((data draw-node 1 :inline)
(pad uint32)))
;; the types of these fields are a guess for now.
;; used for draw-node-cull function
(deftype draw-node-dma (structure)
((banka draw-node 32 :inline)
(bankb draw-node 32 :inline)))