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More CCubeRenderer imps
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@@ -30,7 +30,11 @@ zeus::CTransform CGraphics::g_GXViewPointMatrix;
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zeus::CTransform CGraphics::g_CameraMatrix;
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SClipScreenRect CGraphics::g_CroppedViewport;
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bool CGraphics::g_IsGXModelMatrixIdentity = true;
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SViewport g_Viewport = {
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zeus::CColor CGraphics::g_ClearColor = zeus::skClear;
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float CGraphics::g_ClearDepthValue = 1.f;
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bool CGraphics::g_IsBeginSceneClearFb = true;
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SViewport CGraphics::g_Viewport = {
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0, 0, 640, 480, 640 / 2.f, 480 / 2.f, 0.0f,
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};
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u32 CGraphics::g_FrameCounter = 0;
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@@ -121,6 +125,7 @@ void CGraphics::BeginScene() {
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}
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void CGraphics::EndScene() {
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//CGX::SetZMode(true, GX_LEQUAL, true);
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/* Spinwait until g_NumBreakpointsWaiting is 0 */
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/* ++g_NumBreakpointsWaiting; */
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/* GXCopyDisp to g_CurrenFrameBuf with clear enabled */
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@@ -484,6 +489,28 @@ void CGraphics::UpdateFPSCounter() {
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}
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}
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static bool g_UseVideoFilter = false;
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void CGraphics::SetUseVideoFilter(bool filter) {
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g_UseVideoFilter = filter;
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// GXSetCopyFilter(CGraphics::mRenderModeObj.aa, CGraphics::mRenderModeObj.sample_pattern, filter,
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// CGraphics::mRenderModeObj.vfilter);
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}
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void CGraphics::SetClearColor(const zeus::CColor& color) {
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g_ClearColor = color;
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// GXSetCopyClear(g_ClearColor, g_ClearDepthValue);
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}
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void CGraphics::SetCopyClear(const zeus::CColor& color, float depth) {
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g_ClearColor = color;
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g_ClearDepthValue = depth; // 1.6777215E7 * depth; Metroid Prime needed this to convert float [0,1] depth into 24 bit
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// range, we no longer have this requirement
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// GXSetCopyClear(g_ClearColor, g_ClearDepthValue);
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}
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void CGraphics::SetIsBeginSceneClearFb(bool clear) {
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g_IsBeginSceneClearFb = clear;
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}
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// boo::IGraphicsDataFactory::Platform CGraphics::g_BooPlatform = boo::IGraphicsDataFactory::Platform::Null;
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// boo::IGraphicsDataFactory* CGraphics::g_BooFactory = nullptr;
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// boo::IGraphicsCommandQueue* CGraphics::g_BooMainCommandQueue = nullptr;
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