mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-22 17:32:19 -05:00
Improved Collision Viewer (#435)
* Add fishing pole as sword in save editor Adds fishing pole as a sword to the save editor under current equipment. * Improve Collision Viewer Made all the values of the collision viewer persistent. Switched all color pickers to the EnhancementColor picker. Added a checkbox to enable/disable collision viewer. * Update SohImGuiImpl.cpp Probably fixed linux build error * Update colViewer.cpp Hopefully fixed it this time. Lets wait for jenkins. * Fixed colors Some color values were wrong * Update SohImGuiImpl.cpp & SohImGuiImpl.h
This commit is contained in:
parent
bf0935a5a2
commit
3d24f3f595
@ -93,7 +93,7 @@ namespace SohImGui {
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"gCCHeartsPrim","gDDCCHeartsPrim",
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"gCCABtnPrim","gCCBBtnPrim","gCCCBtnPrim","gCCStartBtnPrim",
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"gCCMagicBorderPrim","gCCMagicPrim","gCCMagicUsePrim",
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"gCCMinimapPrim","gCCRupeePrim","gCCKeysPrim"
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"gCCMinimapPrim","gCCRupeePrim","gCCKeysPrim"
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};
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const char* filters[3] = {
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@ -556,6 +556,20 @@ namespace SohImGui {
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}
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}
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void EnhancementCombo(const std::string& name, const char* cvarName, const std::vector<std::string>& items, int defaultValue) {
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if (ImGui::BeginCombo(name.c_str(), items[static_cast<int>(CVar_GetS32(cvarName, defaultValue))].c_str())) {
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for (int settingIndex = 0; settingIndex < (int) items.size(); settingIndex++) {
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if (ImGui::Selectable(items[settingIndex].c_str())) {
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CVar_SetS32(cvarName, settingIndex);
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needs_save = true;
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}
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}
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ImGui::EndCombo();
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}
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}
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void RandomizeColor(const char* cvarName, ImVec4* colors) {
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std::string Cvar_Red = cvarName;
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Cvar_Red += "R";
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@ -72,6 +72,7 @@ namespace SohImGui {
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void EnhancementSliderFloat(const char* text, const char* id, const char* cvarName, float min, float max, const char* format, float defaultValue, bool isPercentage);
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void EnhancementCombobox(const char* name, const char* ComboArray[], size_t arraySize, uint8_t FirstTimeValue);
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void EnhancementColor(const char* text, const char* cvarName, ImVec4 ColorRGBA, ImVec4 default_colors, bool allow_rainbow = true, bool has_alpha=false, bool TitleSameLine=false);
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void EnhancementCombo(const std::string& name, const char* cvarName, const std::vector<std::string>& items, int defaultValue = 0);
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void DrawMainMenuAndCalculateGameSize(void);
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@ -6,6 +6,7 @@
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#include <vector>
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#include <string>
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#include <cmath>
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#include <Cvar.h>
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extern "C" {
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#include <z64.h>
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@ -15,40 +16,27 @@ extern "C" {
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extern GlobalContext* gGlobalCtx;
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}
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enum class ColRenderSetting {
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Disabled,
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Solid,
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Transparent,
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NumSettings
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};
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enum class ColRenderSetting { Disabled, Solid, Transparent };
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std::string ColRenderSettingNames[] = {
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std::vector<std::string> ColRenderSettingNames = {
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"Disabled",
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"Solid",
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"Transparent",
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};
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static ColRenderSetting showSceneColSetting = ColRenderSetting::Disabled;
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static ColRenderSetting showBgActorSetting = ColRenderSetting::Disabled;
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static ColRenderSetting showColCheckSetting = ColRenderSetting::Disabled;
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static ColRenderSetting showWaterboxSetting = ColRenderSetting::Disabled;
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ImVec4 scene_col;
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ImVec4 hookshot_col;
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ImVec4 entrance_col;
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ImVec4 specialSurface_col;
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ImVec4 interactable_col;
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ImVec4 slope_col;
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ImVec4 void_col;
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static uint32_t sceneColor = 0xFFFFFFFF;
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static uint32_t hookshotColor = 0x8080FFFF;
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static uint32_t entranceColor = 0x00FF00FF;
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static uint32_t specialSurfaceColor = 0xC0FFC0FF;
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static uint32_t interactableColor = 0xC000C0FF;
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static uint32_t slopeColor = 0xFFFF80FF;
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static uint32_t voidColor = 0xFF0000FF;
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ImVec4 oc_col;
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ImVec4 ac_col;
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ImVec4 at_col;
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static uint32_t ocColor = 0xFFFFFFFF;
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static uint32_t acColor = 0x0000FFFF;
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static uint32_t atColor = 0xFF0000FF;
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static uint32_t waterboxColor = 0x0000FFFF;
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static bool applyAsDecal = false;
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static bool isShaded = false;
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ImVec4 waterbox_col;
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static std::vector<Gfx> opaDl;
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static std::vector<Gfx> xluDl;
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@ -62,35 +50,6 @@ static std::vector<Vtx> cylinderVtx;
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static std::vector<Gfx> sphereGfx;
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static std::vector<Vtx> sphereVtx;
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// Create a dropdown menu to set a ColRenderSetting
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void DrawColRenderSetting(const std::string& name, ColRenderSetting& setting) {
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if (ImGui::BeginCombo(name.c_str(), ColRenderSettingNames[static_cast<int>(setting)].c_str())) {
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for (int32_t settingIndex = 0; settingIndex < static_cast<int>(ColRenderSetting::NumSettings); settingIndex++) {
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if (ImGui::Selectable(ColRenderSettingNames[settingIndex].c_str())) {
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setting = static_cast<ColRenderSetting>(settingIndex);
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}
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}
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ImGui::EndCombo();
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}
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}
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// Draw a color picker box
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void DrawColorPicker(const std::string& name, uint32_t& color) {
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float colorAsFloat[4];
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colorAsFloat[0] = ((color >> 24) & 0xFF) / 255.0f;
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colorAsFloat[1] = ((color >> 16) & 0xFF) / 255.0f;
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colorAsFloat[2] = ((color >> 8) & 0xFF) / 255.0f;
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colorAsFloat[3] = (color & 0xFF) / 255.0f;
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if (ImGui::ColorEdit4(name.c_str(), colorAsFloat, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel)) {
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color = static_cast<uint8_t>(colorAsFloat[3] * 255) |
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static_cast<uint8_t>(colorAsFloat[2] * 255) << 8 |
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static_cast<uint8_t>(colorAsFloat[1] * 255) << 16 |
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static_cast<uint8_t>(colorAsFloat[0] * 255) << 24;
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}
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ImGui::SameLine();
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ImGui::Text(name.c_str());
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}
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// Draws the ImGui window for the collision viewer
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void DrawColViewerWindow(bool& open) {
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if (!open) {
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@ -102,16 +61,17 @@ void DrawColViewerWindow(bool& open) {
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ImGui::End();
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return;
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}
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SohImGui::EnhancementCheckbox("Enabled", "gColViewerEnabled");
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DrawColRenderSetting("Scene", showSceneColSetting);
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DrawColRenderSetting("Bg Actors", showBgActorSetting);
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DrawColRenderSetting("Col Check", showColCheckSetting);
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DrawColRenderSetting("Waterbox", showWaterboxSetting);
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SohImGui::EnhancementCombo("Scene", "gColViewerScene", ColRenderSettingNames);
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SohImGui::EnhancementCombo("Bg Actors", "gColViewerBgActors", ColRenderSettingNames);
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SohImGui::EnhancementCombo("Col Check", "gColViewerColCheck", ColRenderSettingNames);
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SohImGui::EnhancementCombo("Waterbox", "gColViewerWaterbox", ColRenderSettingNames);
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ImGui::Checkbox("Apply as decal", &applyAsDecal);
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SohImGui::EnhancementCheckbox("Apply as decal", "gColViewerDecal");
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InsertHelpHoverText("Applies the collision as a decal display. This can be useful if there is z-fighting occuring "
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"with the scene geometry, but can cause other artifacts.");
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ImGui::Checkbox("Shaded", &isShaded);
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SohImGui::EnhancementCheckbox("Shaded", "gColViewerShaded");
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InsertHelpHoverText("Applies the scene's shading to the collision display.");
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// This has to be duplicated in both code paths due to the nature of ImGui::IsItemHovered()
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@ -119,17 +79,20 @@ void DrawColViewerWindow(bool& open) {
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if (ImGui::TreeNode("Colors")) {
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InsertHelpHoverText(colorHelpText);
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DrawColorPicker("Normal", sceneColor);
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DrawColorPicker("Hookshot", hookshotColor);
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DrawColorPicker("Entrance", entranceColor);
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DrawColorPicker("Special Surface (Grass/Sand/Etc)", specialSurfaceColor);
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DrawColorPicker("Interactable (Vines/Crawlspace/Etc)", interactableColor);
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DrawColorPicker("Slope", slopeColor);
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DrawColorPicker("Void", voidColor);
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DrawColorPicker("OC", ocColor);
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DrawColorPicker("AC", acColor);
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DrawColorPicker("AT", atColor);
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DrawColorPicker("Waterbox", waterboxColor);
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SohImGui::EnhancementColor("Normal", "gColViewerColorNormal", scene_col, ImVec4(255, 255, 255, 255), false);
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SohImGui::EnhancementColor("Hookshot", "gColViewerColorHookshot", hookshot_col, ImVec4(128, 128, 255, 255),
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false);
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SohImGui::EnhancementColor("Entrance", "gColViewerColorEntrance", entrance_col, ImVec4(0, 255, 0, 255), false);
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SohImGui::EnhancementColor("Special Surface (Grass/Sand/Etc)", "gColViewerColorSpecialSurface",
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specialSurface_col, ImVec4(192, 255, 192, 255), false);
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SohImGui::EnhancementColor("Interactable (Vines/Crawlspace/Etc)", "gColViewerColorInteractable",
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interactable_col, ImVec4(192, 0, 192, 255), false);
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SohImGui::EnhancementColor("Slope", "gColViewerColorSlope", slope_col, ImVec4(255, 255, 128, 255), false);
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SohImGui::EnhancementColor("Void", "gColViewerColorVoid", void_col, ImVec4(255, 0, 0, 255), false);
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SohImGui::EnhancementColor("OC", "gColViewerColorOC", oc_col, ImVec4(255, 255, 255, 255), false);
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SohImGui::EnhancementColor("AC", "gColViewerColorAC", ac_col, ImVec4(0, 0, 255, 255), false);
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SohImGui::EnhancementColor("AT", "gColViewerColorAT", at_col, ImVec4(255, 0, 0, 255), false);
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SohImGui::EnhancementColor("Waterbox", "gColViewerColorWaterbox", waterbox_col, ImVec4(0, 0, 255, 255), false);
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ImGui::TreePop();
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} else {
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@ -161,13 +124,12 @@ void CalcTriNorm(const Vec3f& v1, const Vec3f& v2, const Vec3f& v3, Vec3f& norm)
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.n = {.ob = { x, y, z }, .tc = { qs105(s), qs105(t) }, .n = { nx, ny, nz }, .a = ca } \
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}
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void CreateCylinderData() {
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constexpr int32_t CYL_DIVS = 12;
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cylinderGfx.reserve(5 + CYL_DIVS * 2);
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cylinderVtx.reserve(2 + CYL_DIVS * 2);
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cylinderVtx.push_back(gdSPDefVtxN(0, 0, 0, 0, 0, 0, -127, 0, 0xFF)); // Bottom center vertex
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cylinderVtx.push_back(gdSPDefVtxN(0, 0, 0, 0, 0, 0, -127, 0, 0xFF)); // Bottom center vertex
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cylinderVtx.push_back(gdSPDefVtxN(0, 128, 0, 0, 0, 0, 127, 0, 0xFF)); // Top center vertex
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// Create two rings of vertices
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for (int i = 0; i < CYL_DIVS; ++i) {
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@ -210,9 +172,10 @@ void CreateCylinderData() {
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cylinderGfx.push_back(gsSPEndDisplayList());
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}
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// This subdivides a face into four tris by placing new verticies at the midpoints of the sides (Like a triforce!), then blowing up the
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// verticies so they are on the unit sphere
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void CreateSphereFace(std::vector<std::tuple<size_t, size_t, size_t>>& faces, int32_t v0Index, int32_t v1Index, int32_t v2Index) {
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// This subdivides a face into four tris by placing new verticies at the midpoints of the sides (Like a triforce!), then
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// blowing up the verticies so they are on the unit sphere
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void CreateSphereFace(std::vector<std::tuple<size_t, size_t, size_t>>& faces, int32_t v0Index, int32_t v1Index,
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int32_t v2Index) {
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size_t nextIndex = sphereVtx.size();
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size_t v01Index = nextIndex;
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@ -248,9 +211,9 @@ void CreateSphereFace(std::vector<std::tuple<size_t, size_t, size_t>>& faces, in
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}
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}
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// Creates a sphere following the idea in here: http://blog.andreaskahler.com/2009/06/creating-icosphere-mesh-in-code.html
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// Spcifically, create a icosahedron by realizing that the points can be placed on 3 rectangles that are on each unit plane.
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// Then, subdividing each face.
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// Creates a sphere following the idea in here:
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// http://blog.andreaskahler.com/2009/06/creating-icosphere-mesh-in-code.html Spcifically, create a icosahedron by
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// realizing that the points can be placed on 3 rectangles that are on each unit plane. Then, subdividing each face.
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void CreateSphereData() {
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std::vector<Vec3f> base;
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@ -351,7 +314,7 @@ void InitGfx(std::vector<Gfx>& gfx, ColRenderSetting setting) {
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alpha = 0xFF;
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}
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if (applyAsDecal) {
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if (CVar_GetS32("gColViewerDecal", 0) != 0) {
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rm |= ZMODE_DEC;
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} else if (setting == ColRenderSetting::Transparent) {
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rm |= ZMODE_XLU;
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@ -363,7 +326,7 @@ void InitGfx(std::vector<Gfx>& gfx, ColRenderSetting setting) {
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gfx.push_back(gsDPSetCycleType(G_CYC_1CYCLE));
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gfx.push_back(gsDPSetRenderMode(rm | blc1, rm | blc2));
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if (isShaded) {
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if (CVar_GetS32("gColViewerShaded", 0) != 0) {
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gfx.push_back(gsDPSetCombineMode(G_CC_MODULATERGB_PRIM_ENVA, G_CC_MODULATERGB_PRIM_ENVA));
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gfx.push_back(gsSPLoadGeometryMode(G_CULL_BACK | G_ZBUFFER | G_LIGHTING));
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} else {
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@ -376,10 +339,16 @@ void InitGfx(std::vector<Gfx>& gfx, ColRenderSetting setting) {
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// Draws a dynapoly structure (scenes or Bg Actors)
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void DrawDynapoly(std::vector<Gfx>& dl, CollisionHeader* col, int32_t bgId) {
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uint32_t color = sceneColor;
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uint32_t lastColor = color;
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dl.push_back(gsDPSetPrimColor(0, 0, (color >> 24) & 0xFF, (color >> 16) & 0xFF, (color >> 8) & 0xFF,
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(color >> 0) & 0xFF));
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uint32_t colorR = CVar_GetS32("gColViewerColorNormalR", 255);
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uint32_t colorG = CVar_GetS32("gColViewerColorNormalG", 255);
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uint32_t colorB = CVar_GetS32("gColViewerColorNormalB", 255);
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uint32_t colorA = 255;
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uint32_t lastColorR = colorR;
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uint32_t lastColorG = colorG;
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uint32_t lastColorB = colorB;
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dl.push_back(gsDPSetPrimColor(0, 0, colorR, colorG, colorB, colorA));
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// This keeps track of if we have processed a poly, but not drawn it yet so we can batch them.
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// This saves several hundred commands in larger scenes
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@ -389,34 +358,49 @@ void DrawDynapoly(std::vector<Gfx>& dl, CollisionHeader* col, int32_t bgId) {
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CollisionPoly* poly = &col->polyList[i];
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if (SurfaceType_IsHookshotSurface(&gGlobalCtx->colCtx, poly, bgId)) {
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color = hookshotColor;
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colorR = CVar_GetS32("gColViewerColorHookshotR", 128);
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colorG = CVar_GetS32("gColViewerColorHookshotG", 128);
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colorB = CVar_GetS32("gColViewerColorHookshotB", 255);
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} else if (func_80041D94(&gGlobalCtx->colCtx, poly, bgId) > 0x01) {
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color = interactableColor;
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colorR = CVar_GetS32("gColViewerColorInteractableR", 192);
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colorG = CVar_GetS32("gColViewerColorInteractableG", 0);
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colorB = CVar_GetS32("gColViewerColorInteractableB", 192);
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} else if (func_80041E80(&gGlobalCtx->colCtx, poly, bgId) == 0x0C) {
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color = voidColor;
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colorR = CVar_GetS32("gColViewerColorVoidR", 255);
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colorG = CVar_GetS32("gColViewerColorVoidG", 0);
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colorB = CVar_GetS32("gColViewerColorVoidB", 0);
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} else if (SurfaceType_GetSceneExitIndex(&gGlobalCtx->colCtx, poly, bgId) ||
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func_80041E80(&gGlobalCtx->colCtx, poly, bgId) == 0x05) {
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color = entranceColor;
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colorR = CVar_GetS32("gColViewerColorEntranceR", 0);
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colorG = CVar_GetS32("gColViewerColorEntranceG", 255);
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colorB = CVar_GetS32("gColViewerColorEntranceB", 0);
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} else if (func_80041D4C(&gGlobalCtx->colCtx, poly, bgId) != 0 ||
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SurfaceType_IsWallDamage(&gGlobalCtx->colCtx, poly, bgId)) {
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color = specialSurfaceColor;
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colorR = CVar_GetS32("gColViewerColorSpecialSurfaceR", 192);
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colorG = CVar_GetS32("gColViewerColorSpecialSurfaceG", 255);
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colorB = CVar_GetS32("gColViewerColorSpecialSurfaceB", 192);
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} else if (SurfaceType_GetSlope(&gGlobalCtx->colCtx, poly, bgId) == 0x01) {
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color = slopeColor;
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colorR = CVar_GetS32("gColViewerColorSlopeR", 255);
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colorG = CVar_GetS32("gColViewerColorSlopeG", 255);
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colorB = CVar_GetS32("gColViewerColorSlopeB", 128);
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} else {
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color = sceneColor;
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colorR = CVar_GetS32("gColViewerColorNormalR", 255);
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colorG = CVar_GetS32("gColViewerColorNormalG", 255);
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colorB = CVar_GetS32("gColViewerColorNormalB", 255);
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}
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if (lastColor != color) {
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if (colorR != lastColorR || colorG != lastColorG || colorB != lastColorB) {
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// Color changed, flush previous poly
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if (previousPoly) {
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dl.push_back(gsSPVertex((uintptr_t)&vtxDl.at(vtxDl.size() - 3), 3, 0));
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dl.push_back(gsSP1Triangle(0, 1, 2, 0));
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previousPoly = false;
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}
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dl.push_back(gsDPSetPrimColor(0, 0, (color >> 24) & 0xFF, (color >> 16) & 0xFF, (color >> 8) & 0xFF,
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(color >> 0) & 0xFF));
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dl.push_back(gsDPSetPrimColor(0, 0, colorR, colorG, colorB, colorA));
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}
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lastColor = color;
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lastColorR = colorR;
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lastColorG = colorG;
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lastColorB = colorB;
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Vec3s* va = &col->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)];
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Vec3s* vb = &col->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)];
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@ -450,7 +434,9 @@ void DrawDynapoly(std::vector<Gfx>& dl, CollisionHeader* col, int32_t bgId) {
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// Draws the scene
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void DrawSceneCollision() {
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if (showSceneColSetting == ColRenderSetting::Disabled) {
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ColRenderSetting showSceneColSetting = (ColRenderSetting)CVar_GetS32("gColViewerScene", 0);
|
||||
|
||||
if (showSceneColSetting == ColRenderSetting::Disabled || CVar_GetS32("gColViewerEnabled", 0) == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -463,7 +449,8 @@ void DrawSceneCollision() {
|
||||
|
||||
// Draws all Bg Actors
|
||||
void DrawBgActorCollision() {
|
||||
if (showBgActorSetting == ColRenderSetting::Disabled) {
|
||||
ColRenderSetting showBgActorSetting = (ColRenderSetting)CVar_GetS32("gColViewerBgActors", 0);
|
||||
if (showBgActorSetting == ColRenderSetting::Disabled || CVar_GetS32("gColViewerEnabled", 0) == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -489,7 +476,6 @@ void DrawBgActorCollision() {
|
||||
dl.push_back(gsSPPopMatrix(G_MTX_MODELVIEW));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Draws a quad
|
||||
@ -588,7 +574,8 @@ void DrawColCheckList(std::vector<Gfx>& dl, Collider** objects, int32_t count) {
|
||||
|
||||
// Draws all Col Check objects
|
||||
void DrawColCheckCollision() {
|
||||
if (showColCheckSetting == ColRenderSetting::Disabled) {
|
||||
ColRenderSetting showColCheckSetting = (ColRenderSetting)CVar_GetS32("gColViewerColCheck", 0);
|
||||
if (showColCheckSetting == ColRenderSetting::Disabled || CVar_GetS32("gColViewerEnabled", 0) == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -598,16 +585,15 @@ void DrawColCheckCollision() {
|
||||
|
||||
CollisionCheckContext& col = gGlobalCtx->colChkCtx;
|
||||
|
||||
dl.push_back(gsDPSetPrimColor(0, 0, (ocColor >> 24) & 0xFF, (ocColor >> 16) & 0xFF, (ocColor >> 8) & 0xFF,
|
||||
(ocColor >> 0) & 0xFF));
|
||||
dl.push_back(gsDPSetPrimColor(0, 0, CVar_GetS32("gColViewerColorOCR", 255), CVar_GetS32("gColViewerColorOCG", 255),
|
||||
CVar_GetS32("gColViewerColorOCB", 255), 255));
|
||||
DrawColCheckList(dl, col.colOC, col.colOCCount);
|
||||
|
||||
dl.push_back(gsDPSetPrimColor(0, 0, (acColor >> 24) & 0xFF, (acColor >> 16) & 0xFF, (acColor >> 8) & 0xFF,
|
||||
(acColor >> 0) & 0xFF));
|
||||
dl.push_back(gsDPSetPrimColor(0, 0, CVar_GetS32("gColViewerColorACR", 0), CVar_GetS32("gColViewerColorACG", 0),
|
||||
CVar_GetS32("gColViewerColorACB", 255), 255));
|
||||
DrawColCheckList(dl, col.colAC, col.colACCount);
|
||||
dl.push_back(gsDPSetPrimColor(0, 0, CVar_GetS32("gColViewerColorATR", 255), CVar_GetS32("gColViewerColorATG", 0),
|
||||
CVar_GetS32("gColViewerColorATB", 0), 255));
|
||||
|
||||
dl.push_back(gsDPSetPrimColor(0, 0, (atColor >> 24) & 0xFF, (atColor >> 16) & 0xFF, (atColor >> 8) & 0xFF,
|
||||
(atColor >> 0) & 0xFF));
|
||||
DrawColCheckList(dl, col.colAT, col.colATCount);
|
||||
}
|
||||
|
||||
@ -641,15 +627,18 @@ extern "C" f32 zdWaterBoxMinY;
|
||||
|
||||
// Draws all waterboxes
|
||||
void DrawWaterboxList() {
|
||||
if (showWaterboxSetting == ColRenderSetting::Disabled) {
|
||||
ColRenderSetting showWaterboxSetting = (ColRenderSetting)CVar_GetS32("gColViewerWaterbox", 0);
|
||||
if (showWaterboxSetting == ColRenderSetting::Disabled || CVar_GetS32("gColViewerEnabled", 0) == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::vector<Gfx>& dl = (showWaterboxSetting == ColRenderSetting::Transparent) ? xluDl : opaDl;
|
||||
InitGfx(dl, showWaterboxSetting);
|
||||
dl.push_back(gsSPMatrix(&gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH));
|
||||
dl.push_back(gsDPSetPrimColor(0, 0, (waterboxColor >> 24) & 0xFF, (waterboxColor >> 16) & 0xFF,
|
||||
(waterboxColor >> 8) & 0xFF, (waterboxColor >> 0) & 0xFF));
|
||||
|
||||
dl.push_back(gsDPSetPrimColor(0, 0, CVar_GetS32("gColViewerColorWaterboxR", 0),
|
||||
CVar_GetS32("gColViewerColorWaterboxG", 0),
|
||||
CVar_GetS32("gColViewerColorWaterboxB", 255), 255));
|
||||
|
||||
CollisionHeader* col = gGlobalCtx->colCtx.colHeader;
|
||||
for (int32_t waterboxIndex = 0; waterboxIndex < col->numWaterBoxes; waterboxIndex++) {
|
||||
@ -664,8 +653,7 @@ void DrawWaterboxList() {
|
||||
}
|
||||
|
||||
// Resets a vector for the next frame and returns the capacity
|
||||
template<typename T>
|
||||
size_t ResetVector(T& vec) {
|
||||
template <typename T> size_t ResetVector(T& vec) {
|
||||
size_t oldSize = vec.size();
|
||||
vec.clear();
|
||||
// Reserve slightly more space than last frame to account for variance (such as different amounts of bg actors)
|
||||
|
Loading…
Reference in New Issue
Block a user