Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net

This commit is contained in:
fgsfds committed 2024-08-05 11:42:49 +02:00
commit f7435e0ead
9 files changed
+106 -65

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+1 -12
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@@ -10983,7 +10983,6 @@ void bgunRender(Gfx **gdlptr)
struct modelrenderdata renderdata = {NULL, true, 3}; // 10c
struct player *player;
s32 i;
const u32 wnorm = mtx00016dcc(0, 300);
static bool renderhand = true; // var800702dc
@@ -11049,7 +11048,7 @@ void bgunRender(Gfx **gdlptr)
gSPLookAt(gdl++, camGetLookAt());
}
gSPPerspNormalize(gdl++, wnorm);
gSPPerspNormalize(gdl++, mtx00016dcc(0, 300));
// There is support for guns having a TV screen on them
// but no guns have this model part so it's not used.
@@ -11224,17 +11223,7 @@ void bgunRender(Gfx **gdlptr)
}
}
#ifndef PLATFORM_N64
// put the casings into the same Z range as the gun
gSPPerspNormalize(gdl++, wnorm);
#endif
casingsRender(&gdl);
#ifndef PLATFORM_N64
gSPPerspNormalize(gdl++, viGetPerspScale());
#endif
zbufSwap();
gdl = zbufConfigureRdp(gdl);
+2 -1
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@@ -126,7 +126,6 @@ Gfx *zbufConfigureRdp(Gfx *gdl)
Gfx *zbufClear(Gfx *gdl)
{
#ifdef PLATFORM_N64
// no reason to do a Z clear on PC, we already do it at frame start
s32 left;
s32 right;
@@ -150,6 +149,8 @@ Gfx *zbufClear(Gfx *gdl)
gDPFillRectangle(gdl++, left, 0, right, playerGetFbHeight() - 1);
gDPPipeSync(gdl++);
#else
gDPClearDepthEXT(gdl++);
#endif
return gdl;
+3
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@@ -195,6 +195,7 @@
#define G_COPYFB_EXT 0x41
#define G_IMAGERECT_EXT 0x42
#define G_RDPFLUSH_EXT 0x43
#define G_CLEAR_DEPTH_EXT 0x44
/* G_EXTRAGEOMETRYMODE flags */
@@ -300,6 +301,8 @@
#define gDPFlushEXT(pkt) gDPNoParam(pkt, G_RDPFLUSH_EXT)
#define gDPClearDepthEXT(pkt) gDPNoParam(pkt, G_CLEAR_DEPTH_EXT)
#undef gDPFillRectangleScaled
#define gDPFillRectangleScaled(pkt, x1, y1, x2, y2) gDPFillRectangleEXT(pkt, (x1) * g_ScaleX, y1, (x2) * g_ScaleX, y2)