Mario Kart 64
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render.inc.c
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1#include <actors.h>
2#include <main.h>
5
14void render_actor_mario_sign(Camera* arg0, UNUSED Mat4 arg1, struct Actor* arg2) {
15 Mat4 mtx;
16 f32 unk;
17 s16 temp = arg2->flags;
18 if (temp & 0x800) {
19 return;
20 }
21
22 unk = is_within_render_distance(arg0->pos, arg2->pos, arg0->rot[1], 0, gCameraZoom[arg0 - camera1], 16000000.0f);
23 if (CVarGetInteger("gNoCulling", 0) == 1) {
24 unk = MAX(unk, 0.0f);
25 }
26 if (!(unk < 0.0f)) {
27
29
30 gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
31 gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
32 mtxf_pos_rotation_xyz(mtx, arg2->pos, arg2->rot);
33 if (render_set_position(mtx, 0) != 0) {
34 gSPDisplayList(gDisplayListHead++, d_course_mario_raceway_dl_sign);
35 }
37
38 }
39}
void FrameInterpolation_RecordMatrixPop(Mat4 *matrix)
Definition FrameInterpolation.cpp:705
void FrameInterpolation_RecordMatrixPush(Mat4 *matrix)
Definition FrameInterpolation.cpp:689
void gSPDisplayList(Gfx *pkt, Gfx *dl)
Definition GBIMiddleware.cpp:11
Camera * camera1
Definition camera.c:29
f32 Mat4[4][4]
Definition common_structs.h:20
#define UNUSED
Definition macros.h:26
#define MAX(a, b)
Definition macros.h:130
Gfx * gDisplayListHead
Definition main.c:136
f32 gCameraZoom[4]
Definition main.c:126
void render_actor_mario_sign(Camera *arg0, UNUSED Mat4 arg1, struct Actor *arg2)
Renders the Mario sign actor. Actor used in Mario Raceway.
Definition render.inc.c:14
s32 render_set_position(Mat4 mtx, s32 arg1)
Definition math_util.c:54
f32 is_within_render_distance(Vec3f cameraPos, Vec3f objectPos, u16 orientationY, f32 minDistance, f32 fov, f32 maxDistance)
Definition math_util.c:1100
void mtxf_pos_rotation_xyz(Mat4 out, Vec3f pos, Vec3s orientation)
Definition math_util.c:450
Mat4 mtx
Definition render_objects.c:4163
Definition actor_types.h:124
Vec3s rot
Definition actor_types.h:131
s16 flags
Definition actor_types.h:126
Vec3f pos
Definition actor_types.h:133
Definition camera.h:27
Vec3s rot
Definition camera.h:34
Vec3f pos
Definition camera.h:28