z_rcp.c setupDL docs/cleanup (#1253)

* SetupDL enum

* name functions

* namefixer

* cleanup

* small cleanup

* PR Review

* don't need address of array

* PR Suggestion
This commit is contained in:
engineer124
2023-05-29 09:08:29 +10:00
committed by GitHub
parent efc9df3f56
commit 92bdfe68c2
459 changed files with 2502 additions and 1979 deletions
+14 -10
View File
@@ -76,7 +76,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, PlayState* play, Gfx* dlist,
OPEN_DISPS(play->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
POLY_OPA_DISP = Gfx_SetupDL(POLY_OPA_DISP, SETUPDL_44);
gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
COMBINED);
@@ -218,7 +218,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
POLY_OPA_DISP = Gfx_SetupDL(POLY_OPA_DISP, SETUPDL_44);
actor->shape.feetFloorFlags = 0;
spB8 = 2;
@@ -360,7 +360,7 @@ void func_800B4B50(Actor* actor, Lights* mapper, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
POLY_OPA_DISP = Gfx_SetupDL(POLY_OPA_DISP, SETUPDL_44);
func_800C0094(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &sp94);
temp_f22 = (f32)actor->shape.shadowAlpha * (1.0f - (spEC * (1.0f / 30.0f)));
@@ -522,7 +522,7 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
Target_SetPos(targetCtx, targetCtx->unk4C, projectedPos.x, projectedPos.y, projectedPos.z);
if ((!(player->stateFlags1 & PLAYER_STATE1_40)) || (actor != player->targetedActor)) {
OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
for (spB0 = 0, spAC = targetCtx->unk4C; spB0 < spB8; spB0++, spAC = (spAC + 1) % 3) {
entry = &targetCtx->unk50[spAC];
@@ -564,7 +564,7 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) {
TatlColor* color = &sTatlColorList[actor->category];
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x07);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_7);
Matrix_Translate(actor->focus.pos.x,
actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
@@ -869,7 +869,7 @@ void TitleCard_Draw(GameState* gameState, TitleCardContext* titleCtx) {
spB4 = spB8 + (height * 4);
OVERLAY_DISP = func_8012C014(OVERLAY_DISP);
OVERLAY_DISP = Gfx_SetupDL52_NoCD(OVERLAY_DISP);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensity, (u8)titleCtx->intensity, (u8)titleCtx->intensity,
(u8)titleCtx->alpha);
@@ -3769,7 +3769,7 @@ void func_800BC620(Vec3f* pos, Vec3f* scale, u8 alpha, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
POLY_OPA_DISP = Gfx_SetupDL(POLY_OPA_DISP, SETUPDL_44);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha);
adjustedPos.x = pos->x;
@@ -4373,26 +4373,30 @@ Gfx* func_800BD9A0(GraphicsContext* gfxCtx) {
void func_800BD9E0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw,
Actor* actor, s16 alpha) {
OPEN_DISPS(play->state.gfxCtx);
func_8012C28C(play->state.gfxCtx);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, alpha);
gSPSegment(POLY_OPA_DISP++, 0x0C, gEmptyDL);
POLY_OPA_DISP = SkelAnime_DrawFlex(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
overrideLimbDraw, postLimbDraw, actor, POLY_OPA_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}
void func_800BDAA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw,
Actor* actor, s16 alpha) {
OPEN_DISPS(play->state.gfxCtx);
func_8012C2DC(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, alpha);
gSPSegment(POLY_XLU_DISP++, 0x0C, func_800BD9A0(play->state.gfxCtx));
POLY_XLU_DISP = SkelAnime_DrawFlex(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount,
overrideLimbDraw, postLimbDraw, actor, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}
@@ -4654,7 +4658,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
OPEN_DISPS(play->state.gfxCtx);
func_8012C2DC(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
switch (type) {
case ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX: