mirror of
https://github.com/HarbourMasters/Starship.git
synced 2025-01-23 13:35:11 +03:00
Zones: Fix water shadows
This commit is contained in:
parent
194700ecb0
commit
e12d1f926e
@ -1828,6 +1828,7 @@ void Background_DrawGround(void) {
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Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -3000.0f, MTXF_APPLY); // Center Further
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Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -3000.0f, MTXF_APPLY); // Center Further
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Matrix_Scale(gGfxMatrix, 3.0f, 2.0f, 3.0f, MTXF_APPLY);
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Matrix_Scale(gGfxMatrix, 3.0f, 2.0f, 3.0f, MTXF_APPLY);
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Matrix_SetGfxMtx(&gMasterDisp);
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Matrix_SetGfxMtx(&gMasterDisp);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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} else {
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} else {
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@ -1844,10 +1845,11 @@ void Background_DrawGround(void) {
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -1862,9 +1864,9 @@ void Background_DrawGround(void) {
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -1891,9 +1893,9 @@ void Background_DrawGround(void) {
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -1907,10 +1909,11 @@ void Background_DrawGround(void) {
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -1936,10 +1939,11 @@ void Background_DrawGround(void) {
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -1953,10 +1957,11 @@ void Background_DrawGround(void) {
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -1966,6 +1971,7 @@ void Background_DrawGround(void) {
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Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 0.0f, MTXF_APPLY); // Center
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Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 0.0f, MTXF_APPLY); // Center
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Matrix_Scale(gGfxMatrix, 3.0f, 2.0f, 3.0f, MTXF_APPLY);
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Matrix_Scale(gGfxMatrix, 3.0f, 2.0f, 3.0f, MTXF_APPLY);
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Matrix_SetGfxMtx(&gMasterDisp);
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Matrix_SetGfxMtx(&gMasterDisp);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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} else {
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} else {
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@ -1982,10 +1988,11 @@ void Background_DrawGround(void) {
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -1999,10 +2006,11 @@ void Background_DrawGround(void) {
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -2028,10 +2036,11 @@ void Background_DrawGround(void) {
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -2045,10 +2054,11 @@ void Background_DrawGround(void) {
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPTexture(gMasterDisp++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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gDPSetTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_RENDERTILE, 0, G_TX_WRAP, 5, G_TX_NOLOD,
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G_TX_WRAP, 5, G_TX_NOLOD);
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G_TX_WRAP, 5, G_TX_NOLOD);
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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gSPDisplayList(gMasterDisp++, D_ZO_6008830);
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gSPDisplayList(gMasterDisp++, D_ZO_6008830_copy);
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} else {
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} else {
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0);
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gSPDisplayList(gMasterDisp++, D_ZO_600B0E0_copy);
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}
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); // Re-enable backface culling
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Matrix_Pop(&gGfxMatrix);
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Matrix_Pop(&gGfxMatrix);
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@ -27,6 +27,8 @@ extern float gCurrentScreenWidth;
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extern float gCurrentScreenHeight;
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extern float gCurrentScreenHeight;
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extern Vtx D_SO_6001C50_copy[];
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extern Vtx D_SO_6001C50_copy[];
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extern Vtx D_SO_6004500_copy[];
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extern Vtx D_SO_6004500_copy[];
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extern Vtx D_ZO_6009ED0_copy[];
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extern Vtx D_ZO_600C780_copy[];
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UNK_TYPE D_800D2F50 = 0; // unused
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UNK_TYPE D_800D2F50 = 0; // unused
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s32 sOverheadCam = 0;
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s32 sOverheadCam = 0;
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@ -154,9 +156,7 @@ void Play_UpdateDynaFloor(void) {
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Matrix_MultVec3fNoTranslate(gCalcMatrix, &spC4, &spB8);
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Matrix_MultVec3fNoTranslate(gCalcMatrix, &spC4, &spB8);
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if (gCurrentLevel == LEVEL_SOLAR) {
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spB4[*spB0].n.n[0] = spB8.x;
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spB4[*spB0].n.n[0] = spB8.x;
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}
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spB4[*spB0].n.n[1] = spB8.y;
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spB4[*spB0].n.n[1] = spB8.y;
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spB4[*spB0].n.n[2] = spB8.z;
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spB4[*spB0].n.n[2] = spB8.z;
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}
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}
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@ -182,7 +182,7 @@ void Play_UpdateDynaFloor(void) {
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// spB4_copy[*spB0].n.n[2] *= -1.0f;
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// spB4_copy[*spB0].n.n[2] *= -1.0f;
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}
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}
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break;
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break;
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/*
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case LEVEL_ZONESS:
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case LEVEL_ZONESS:
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if ((gGameFrameCount % 2) != 0) {
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if ((gGameFrameCount % 2) != 0) {
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spB4 = SEGMENTED_TO_VIRTUAL(D_ZO_6009ED0);
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spB4 = SEGMENTED_TO_VIRTUAL(D_ZO_6009ED0);
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@ -193,7 +193,7 @@ void Play_UpdateDynaFloor(void) {
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}
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}
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spB0 = SEGMENTED_TO_VIRTUAL(D_ZO_602AC50);
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spB0 = SEGMENTED_TO_VIRTUAL(D_ZO_602AC50);
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memcpy2(spB4_copy, spB4, 17 * 17 * sizeof(Vtx));
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memcpy(spB4_copy, spB4, 17 * 17 * sizeof(Vtx));
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for (i = 0; (i < 17 * 17); i++, spB0++) {
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for (i = 0; (i < 17 * 17); i++, spB0++) {
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// spB4_copy[*spB0] = spB4[*spB0];
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// spB4_copy[*spB0] = spB4[*spB0];
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@ -202,7 +202,6 @@ void Play_UpdateDynaFloor(void) {
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// spB4_copy[*spB0].n.n[2] *= -1.0f;
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// spB4_copy[*spB0].n.n[2] *= -1.0f;
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}
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}
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break;
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break;
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*/
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}
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}
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}
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}
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