Types
background-work: basicsource
Fields
type: type
tfrag-tree-count: int32
tfrag-trees: drawable-tree-tfrag
tfrag-levels: level
tfrag-trans-tree-count: int32
tfrag-trans-trees: drawable-tree-tfrag-trans
tfrag-trans-levels: level
tfrag-water-tree-count: int32
tfrag-water-trees: drawable-tree-tfrag-water
tfrag-water-levels: level
shrub-tree-count: int32
shrub-trees: drawable-tree-instance-shrub
shrub-levels: level
tie-tree-count: int32
tie-trees: drawable-tree-instance-tie
tie-levels: level
tie-generic: basic
tie-generic-trans: basic
wait-to-vu0: uint32
Functions
add-pc-port-background-data(dma-buf: dma-buffer) => pointersource
PC Port added
add-pc-tfrag3-data(dma-buf: dma-buffer, lev: level) => pointersource
Add PC-port specific tfrag data
background-upload-vu0() => nonesource
finish-background() => nonesource
Main function for drawing the background (wind, shrub, tie, tfrag)
init-background() => nonesource
Clear the tree list in background-work.
set-background-regs!(arg0: level) => nonesource
Set up registers for background drawing.
These are the ones actually used by the background renderers.
set-shrub-quard-planes!(arg0: level) => nonesource
Update guard planes for shrub. The use-camera-other stuff can be used to effectively 'move' a level,
so the camera guard planes need to be set accordingly.
set-tie-quard-planes!(arg0: level) => nonesource
Update guard planes for tie. The use-camera-other stuff can be used to effectively 'move' a level,
so the camera guard planes need to be set accordingly.
upload-vis-bits(arg0: level, arg1: level, arg2: bsp-header) => nonesource
Upload visibility data to the scratchpad.
Variables
const background-vu0-block: vu-functionsource
VISIBLE_LIST_SCRATCHPAD: unknownsource
Types
instance: drawablesource
prototype-array-shrub-info: basicsource
Fields
type: type
prototype-inline-array-shrub: prototype-inline-array-shrub
wind-vectors: uint32
wind-count: int32
prototype-array-tie: arraysource
Fields
type: type
length: int32
allocated-length: int32
content-type: type
data: uint8
array-data: prototype-bucket-tie
Methods
login: unknown
prototype-bucket: basicsource
prototype-bucket-shrub: prototype-bucketsource
Fields
type: type
name: string
flags: prototype-flags
texture-masks-index: uint16
in-level: uint16
utextures: uint16
geometry: drawable
dists: vector
rdists: vector
near-plane: meters
near-stiff: meters
mid-plane: meters
far-plane: meters
rlength-near: float
rlength-stiff: float
rlength-mid: float
stiffness: float
next: uint32
count: uint16
mod-count: uint16
last: dma-packet
next-clear: uint128
count-clear: uint64
count-clear-qword: uint128
last-clear: uint128
prototype-bucket-tie: prototype-bucketsource
Fields
type: type
name: string
flags: prototype-flags
texture-masks-index: uint16
in-level: uint16
utextures: uint16
geometry: drawable
dists: vector
rdists: vector
near-plane: meters
near-stiff: meters
mid-plane: meters
far-plane: meters
rlength-near: float
rlength-stiff: float
rlength-mid: float
stiffness: float
next: uint32
count: uint16
frag-count: uint8
index-start: uint8
base-qw: uint16
tie-rvanish: float
tie-vanish-far: float
envmap-rfade: float
envmap-fade-far: float
envmap-shader: adgif-shader
tint-color: uint32
collide-hash-fragment-array: collide-hash-fragment-array
tie-colors: time-of-day-palette
data: uint32
color-index-qwc: uint32
scissor-frag-count: uint8
near-frag-count: uint8
mid-frag-count: uint8
far-frag-count: uint8
scissor-index-start: uint8
near-index-start: uint8
mid-index-start: uint8
far-index-start: uint8
scissor-base-qw: uint16
near-base-qw: uint16
mid-base-qw: uint16
far-base-qw: uint16
tie-next: uint32
tie-scissor-next: uint32
tie-near-next: uint32
tie-mid-next: uint32
tie-far-next: uint32
trans-next: uint32
trans-scissor-next: uint32
trans-near-next: uint32
trans-mid-next: uint32
trans-far-next: uint32
water-next: uint32
water-scissor-next: uint32
water-near-next: uint32
water-mid-next: uint32
water-far-next: uint32
envmap-next: uint32
envmap-scissor-next: uint32
envmap-near-next: uint32
envmap-mid-next: uint32
envmap-far-next: uint32
generic-next: uint32
generic-near-next: uint32
generic-mid-next: uint32
generic-far-next: uint32
vanish-next: uint32
tie-count: uint16
tie-scissor-count: uint16
tie-near-count: uint16
tie-mid-count: uint16
tie-far-count: uint16
trans-count: uint16
trans-scissor-count: uint16
trans-near-count: uint16
trans-mid-count: uint16
trans-far-count: uint16
water-count: uint16
water-scissor-count: uint16
water-near-count: uint16
water-mid-count: uint16
water-far-count: uint16
envmap-count: uint16
envmap-scissor-count: uint16
envmap-near-count: uint16
envmap-mid-count: uint16
envmap-far-count: uint16
generic-count: uint16
generic-near-count: uint16
generic-mid-count: uint16
generic-far-count: uint16
vanish-count: uint16
next-clear: uint128
count-clear: uint64
tie-geom: prototype-tie
prototype-inline-array-shrub: drawablesource
proxy-prototype-array-tie: basicsource
Fields
type: type
prototype-array-tie: prototype-array-tie
wind-vectors: uint32
wind-count: uint16
prototype-max-qwc: uint16
Types
dma-area: structuresource
Fields
instance-shrub-dma: instance-shrub-dma
draw-node-dma: draw-node-dma
tfrag-dma: tfrag-dma
instance-tie-dma: instance-tie-dma
prototype-tie-dma: prototype-tie-dma
wind-dma: wind-dma
time-of-day-dma: time-of-day-dma
decomp-work: decomp-work
ocean-vertex: ocean-vertex
foreground-area: structuresource
Fields
generic-work: generic-work
foreground-work: foreground-work
joint-work: joint-work
bone-mem: bone-memory
shadow-work: shadow-work
region-prim-area: structuresource
Fields
region-prim-list: region-prim-list
pos: vector
unknown-vector-uiyb1: vector
ray: vector
unknown-vector-t3edh: vector
region-enter-count: int32
region-enter-list: region-prim-area
region-enter-prim-list: drawable-region-sphere
region-exit-count: int32
region-exit-list: region-prim-area
region-exit-prim-list: drawable-region-sphere
region-inside-count: int32
region-inside-list: region-prim-area
region-inside-prim-list: drawable-region-sphere
region-start-count: int32
region-start-list: region-prim-area
region-start-prim-list: drawable-region-sphere
Methods
track-entered-region!(obj: region-prim-area, region-sphere: drawable-region-sphere) => nonesource
Enumerates through the objects region-enter-list
, if we find the provided region
, do nothing and exit
otherwise, add the drawable-region-sphere to region-enter-prim-list
and increment region-enter-count
track-exited-region!(obj: region-prim-area, arg0: drawable-region-sphere) => nonesource
Enumerates through the objects region-exit-list
, if we find the provided region
, do nothing and exit
otherwise, add the drawable-region-sphere to region-exit-prim-list
and increment region-exit-count
track-inside-region!(obj: region-prim-area, arg0: drawable-region-sphere) => nonesource
Enumerates through the objects region-inside-list
, if we find the provided region
, do nothing and exit
otherwise, add the drawable-region-sphere to region-inside-prim-list
and increment region-inside-count
track-start-region!(obj: region-prim-area, arg0: drawable-region-sphere) => nonesource
Enumerates through the objects region-start-list
, if we find the provided region
, do nothing and exit
otherwise, add the drawable-region-sphere to region-start-prim-list
and increment region-start-count