src/core1: renamed files
umbenannt: src/core1/code_1E6E0.c -> src/core1/crccalc.c umbenannt: src/core1/code_15770.c -> src/core1/depthbuffer.c
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70
src/core1/depthbuffer.c
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70
src/core1/depthbuffer.c
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#include <ultra64.h>
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#include "core1/core1.h"
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#include "functions.h"
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#include "variables.h"
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struct {
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void *data;
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int unk4;
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} sDepthBuffer;
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void func_80253190(Gfx **gfx) {
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func_80253208(gfx, 0, 0, gFramebufferWidth, gFramebufferHeight, gFramebuffers[getActiveFramebuffer()]);
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}
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void func_80253208(Gfx **gfx, s32 x, s32 y, s32 w, s32 h, void *color_buffer){
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if( sDepthBuffer.data != NULL && (getGameMode() != GAME_MODE_4_PAUSED || func_80335134())){
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//draw z_buffer
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gDPPipeSync((*gfx)++);
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gDPSetColorImage((*gfx)++, G_IM_FMT_RGBA, G_IM_SIZ_16b, gFramebufferWidth, OS_K0_TO_PHYSICAL(sDepthBuffer.data));
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gDPSetCycleType((*gfx)++, G_CYC_FILL);
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gDPSetRenderMode((*gfx)++, G_RM_NOOP, G_RM_NOOP2);
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gDPSetFillColor((*gfx)++, 0xFFFCFFFC);
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gDPScisFillRectangle((*gfx)++, x, y, x + w - 1, y + h - 1);
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//draw color_buffer
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gDPPipeSync((*gfx)++);
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gDPSetColorImage((*gfx)++, G_IM_FMT_RGBA, G_IM_SIZ_16b, gFramebufferWidth, OS_K0_TO_PHYSICAL(color_buffer));
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}
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}
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int func_80253400(void){
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return sDepthBuffer.unk4;
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}
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bool depthBuffer_isPointerSet(void) {
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return sDepthBuffer.data != NULL;
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}
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void depthBuffer_stub(void) {}
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void func_80253428(int arg0) {
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u16 *var_v0;
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int new_var;
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if (arg0) {
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var_v0 = (sDepthBuffer.data = &D_8000E800);
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while (((s32) sDepthBuffer.data) % 0x40) {
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var_v0 = (sDepthBuffer.data = var_v0 + 1);
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}
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do { } while ((&D_8000E800 && 1) * 0); //remove this
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}else{
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sDepthBuffer.data = NULL;
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}
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sDepthBuffer.unk4 = FALSE;
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}
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void func_802534A8(int arg0) {
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sDepthBuffer.unk4 = (sDepthBuffer.data != NULL && arg0);
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}
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void zBuffer_set(Gfx **gfx) {
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if (sDepthBuffer.data && getGameMode() != GAME_MODE_4_PAUSED) {
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gDPPipeSync((*gfx)++);
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gDPSetDepthImage((*gfx)++, sDepthBuffer.data);
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}
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}
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void *zBuffer_get(void) {
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return sDepthBuffer.data;
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}
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