mirror of
https://github.com/n64decomp/sm64.git
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249 lines
6.7 KiB
C
249 lines
6.7 KiB
C
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#include <ultra64.h>
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#include "sm64.h"
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#include "game/game.h"
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#include "game/geo_misc.h"
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#include "engine/math_util.h"
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#include "debug_box.h"
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/**
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* @file debug_box.inc.c
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* Draws 3D boxes for debugging purposes.
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*
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* How to use:
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*
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* In area.c, add this to the list of includes:
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*
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* #include "enhancements/debug_box.inc.c"
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*
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* Then in render_game() in the same file, add a call to render_debug_boxes():
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*
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* void render_game(void) {
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* if (gCurrentArea != NULL && !gWarpTransition.pauseRendering) {
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* geo_process_root(...);
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*
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* render_debug_boxes(); // add here
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*
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* gSPViewport(...);
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* gDPSetScissor(...);
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* //...
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*
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* Now just call debug_box() whenever you want to draw one!
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*
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* debug_box by default takes two arguments: a center and bounds vec3f.
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* This will draw a box starting from the point (center - bounds) to (center + bounds).
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*
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* Use debug_box_rot to draw a box rotated in the xz-plane.
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*
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* If you want to draw a box by specifying min and max points, use debug_box_pos() instead.
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*/
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/**
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* Internal struct containing box info
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*/
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struct DebugBox {
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Vec3s center;
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Vec3s bounds;
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s16 yaw;
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};
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struct DebugBox *sBoxes[MAX_DEBUG_BOXES];
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s16 sNumBoxes = 0;
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extern Mat4 gMatStack[32]; //XXX: Hack
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/**
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* The debug boxes' transparency
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*/
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#define DBG_BOX_ALPHA 0x7F
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/**
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* The debug boxes' color
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*/
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#define DBG_BOX_COL 0xFF, 0x00, 0x00, DBG_BOX_ALPHA
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/**
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* Sets up the RCP for drawing the boxes
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*/
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static const Gfx dl_debug_box_begin[] = {
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gsDPPipeSync(),
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#if DBG_BOX_ALPHA < 0xFF
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gsDPSetRenderMode(G_RM_ZB_XLU_SURF, G_RM_NOOP2),
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#else
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gsDPSetRenderMode(G_RM_ZB_OPA_SURF, G_RM_NOOP2),
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#endif
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gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
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gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH),
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gsSPTexture(0, 0, 0, 0, G_OFF),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsSPEndDisplayList(),
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};
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/**
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* Actually draws the box
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*/
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static const Gfx dl_debug_draw_box[] = {
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gsSP2Triangles( 0, 1, 2, 0x0, 2, 1, 3, 0x0),
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gsSP2Triangles( 2, 3, 6, 0x0, 6, 3, 7, 0x0),
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gsSP2Triangles( 4, 0, 2, 0x0, 2, 6, 4, 0x0),
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gsSP2Triangles( 1, 5, 3, 0x0, 3, 5, 7, 0x0),
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gsSP2Triangles( 1, 0, 4, 0x0, 1, 4, 5, 0x0),
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gsSP2Triangles( 5, 4, 6, 0x0, 5, 6, 7, 0x0),
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gsSPEndDisplayList(),
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};
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/**
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* Adds a box to the list to be rendered this frame.
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*
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* If there are already MAX_DEBUG_BOXES boxes, does nothing.
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*/
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static void append_debug_box(Vec3f center, Vec3f bounds, s16 yaw)
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{
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if (sNumBoxes >= MAX_DEBUG_BOXES ||
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(sBoxes[sNumBoxes] = mem_pool_alloc(gEffectsMemoryPool, sizeof(struct DebugBox))) == NULL) {
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return;
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}
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vec3f_to_vec3s(sBoxes[sNumBoxes]->center, center);
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vec3f_to_vec3s(sBoxes[sNumBoxes]->bounds, bounds);
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sBoxes[sNumBoxes]->yaw = yaw;
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++sNumBoxes;
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}
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/**
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* Draws a debug box from (center - bounds) to (center + bounds)
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* To draw a rotated box, use debug_box_rot()
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*
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* @see debug_box_rot()
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*/
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void debug_box(Vec3f center, Vec3f bounds)
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{
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append_debug_box(center, bounds, 0);
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}
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/**
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* Draws a debug box from (center - bounds) to (center + bounds), rotating it by `yaw`
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*/
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void debug_box_rot(Vec3f center, Vec3f bounds, s16 yaw)
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{
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append_debug_box(center, bounds, yaw);
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}
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/**
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* Draws a debug box from pMin to pMax
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* To draw a rotated box this way, use debug_box_pos_rot()
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*
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* @see debug_box_pos_rot()
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*/
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void debug_box_pos(Vec3f pMin, Vec3f pMax)
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{
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debug_box_pos_rot(pMin, pMax, 0);
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}
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/**
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* Draws a debug box from pMin to pMax, rotating it in the xz-plane by `yaw`
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*/
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void debug_box_pos_rot(Vec3f pMin, Vec3f pMax, s16 yaw)
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{
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Vec3f center, bounds;
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bounds[0] = pMax[0] - pMin[0] / 2.0f;
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bounds[1] = pMax[1] - pMin[1] / 2.0f;
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bounds[2] = pMax[2] - pMin[2] / 2.0f;
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center[0] = pMin[0] + bounds[0];
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center[1] = pMin[1] + bounds[1];
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center[2] = pMin[2] + bounds[2];
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append_debug_box(center, bounds, yaw);
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}
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static void render_box(struct DebugBox *box)
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{
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Vtx *verts = alloc_display_list(8 * sizeof(Vtx));
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Mtx *translate;
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Mtx *rotate;
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Mtx *translateback;
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s32 x0 = box->center[0],
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y0 = box->center[1],
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z0 = box->center[2];
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s32 xb = box->bounds[0],
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yb = box->bounds[1],
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zb = box->bounds[2];
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if (verts != NULL) {
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if (box->yaw != 0) {
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// Translate to the origin, rotate, then translate back, effectively rotating the box about
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// its center
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translate = alloc_display_list(sizeof(Mtx));
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rotate = alloc_display_list(sizeof(Mtx));
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translateback = alloc_display_list(sizeof(Mtx));
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guTranslate(translate, box->center[0], box->center[1], box->center[2]);
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guRotate(rotate, box->yaw / (float)0x10000 * 360.0f, 0, 1.0f, 0);
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guTranslate(translateback, -box->center[0], -box->center[1], -box->center[2]);
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gSPMatrix(gDisplayListHead++, translate, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_PUSH);
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gSPMatrix(gDisplayListHead++, rotate, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
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gSPMatrix(gDisplayListHead++, translateback, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
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}
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#define DBG_BOX_VTX(i, x, y, z) make_vertex(verts, i, x, y, z, 0, 0, DBG_BOX_COL)
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DBG_BOX_VTX(0, x0 - xb, y0 + yb, z0 - zb);
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DBG_BOX_VTX(1, x0 + xb, y0 + yb, z0 - zb);
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DBG_BOX_VTX(2, x0 - xb, y0 - yb, z0 - zb);
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DBG_BOX_VTX(3, x0 + xb, y0 - yb, z0 - zb);
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DBG_BOX_VTX(4, x0 - xb, y0 + yb, z0 + zb);
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DBG_BOX_VTX(5, x0 + xb, y0 + yb, z0 + zb);
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DBG_BOX_VTX(6, x0 - xb, y0 - yb, z0 + zb);
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DBG_BOX_VTX(7, x0 + xb, y0 - yb, z0 + zb);
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#undef DBG_BOX_VTX
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gSPVertex(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(verts), 8, 0);
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gSPDisplayList(gDisplayListHead++, dl_debug_draw_box);
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if (box->yaw != 0) {
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gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
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}
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}
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}
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void render_debug_boxes()
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{
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s32 i;
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Mtx *mtx;
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if (sNumBoxes == 0) {
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return;
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}
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mtx = alloc_display_list(sizeof(Mtx));
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if (mtx == NULL) {
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for (i = 0; i < sNumBoxes; ++i) {
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mem_pool_free(gEffectsMemoryPool, sBoxes[i]);
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}
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sNumBoxes = 0;
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return;
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}
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//XXX: This is hacky. Ths camera's look-at matrix is stored in gMatStack[1], so this is a simple way
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// of using it without reconstructing the matrix.
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mtxf_to_mtx(mtx, gMatStack[1]);
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gSPMatrix(gDisplayListHead++, mtx, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
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gSPDisplayList(gDisplayListHead++, dl_debug_box_begin);
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for (i = 0; i < sNumBoxes; ++i) {
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render_box(sBoxes[i]);
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mem_pool_free(gEffectsMemoryPool, sBoxes[i]);
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}
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sNumBoxes = 0;
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}
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