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Begin transitioning to new CModel/CCubeModel & friends
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@@ -17,7 +17,7 @@
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#include "Runtime/CSortedLists.hpp"
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#include "Runtime/CTimeProvider.hpp"
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#include "Runtime/GameGlobalObjects.hpp"
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#include "Runtime/Graphics/CBooRenderer.hpp"
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#include "Runtime/Graphics/CCubeRenderer.hpp"
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#include "Runtime/Graphics/CLight.hpp"
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#include "Runtime/Input/ControlMapper.hpp"
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#include "Runtime/Input/CRumbleManager.hpp"
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@@ -658,7 +658,7 @@ zeus::CFrustum CStateManager::SetupViewForDraw(const SViewport& vp) const {
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const CGameCamera* cam = x870_cameraManager->GetCurrentCamera(*this);
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const zeus::CTransform camXf = x870_cameraManager->GetCurrentCameraTransform(*this);
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g_Renderer->SetWorldViewpoint(camXf);
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CBooModel::SetNewPlayerPositionAndTime(x84c_player->GetTranslation());
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CCubeModel::SetNewPlayerPositionAndTime(x84c_player->GetTranslation(), CStopwatch::GetGlobalTimerObj());
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const int vpWidth = static_cast<int>(xf2c_viewportScale.x() * vp.x8_width);
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const int vpHeight = static_cast<int>(xf2c_viewportScale.y() * vp.xc_height);
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const int vpLeft = static_cast<int>((vp.x8_width - vpWidth) / 2 + vp.x0_left);
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@@ -677,7 +677,7 @@ zeus::CFrustum CStateManager::SetupViewForDraw(const SViewport& vp) const {
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// g_Renderer->PrimColor(zeus::skWhite);
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CGraphics::SetModelMatrix(zeus::CTransform());
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x87c_fluidPlaneManager->StartFrame(false);
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g_Renderer->SetDebugOption(IRenderer::EDebugOption::One, 1);
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g_Renderer->SetDebugOption(IRenderer::EDebugOption::PVSState, int(EPVSVisSetState::NodeFound));
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return frustum;
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}
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@@ -685,7 +685,7 @@ zeus::CFrustum CStateManager::SetupViewForCubeFaceDraw(const zeus::CVector3f& po
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const zeus::CTransform mainCamXf = x870_cameraManager->GetCurrentCameraTransform(*this);
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const zeus::CTransform camXf = zeus::CTransform(mainCamXf.basis * CGraphics::skCubeBasisMats[face], pos);
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g_Renderer->SetWorldViewpoint(camXf);
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CBooModel::SetNewPlayerPositionAndTime(x84c_player->GetTranslation());
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CCubeModel::SetNewPlayerPositionAndTime(x84c_player->GetTranslation(), CStopwatch::GetGlobalTimerObj());
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constexpr float width = CUBEMAP_RES;
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g_Renderer->SetViewport(0, 0, width, width);
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CGraphics::SetDepthRange(DEPTH_WORLD, DEPTH_FAR);
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@@ -790,7 +790,6 @@ void CStateManager::DrawWorld() {
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SetupFogForArea(area);
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g_Renderer->EnablePVS(pvsArr[i], area.x4_selfIdx);
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g_Renderer->SetWorldLightFadeLevel(area.GetPostConstructed()->x1128_worldLightingLevel);
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g_Renderer->UpdateAreaUniforms(area.x4_selfIdx);
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g_Renderer->DrawUnsortedGeometry(area.x4_selfIdx, mask, targetMask);
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}
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