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https://github.com/coop-deluxe/sm64coopdx.git
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* CONCEPT: Basic vertex lighting engine Set the geometry mode on your model to G_LIGHTING_ENGINE_EXT, spawn a `bhvAmbientLight`, spawn some `bhvPointLight`s, and then you got yourself a mighty interesting scene. * Fixes * How did I miss this * Make light set home pos
33 lines
No EOL
907 B
C
33 lines
No EOL
907 B
C
#pragma once
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#include <PR/ultratypes.h>
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#include <stdbool.h>
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#define CTX_BEGIN(_ctx) debug_context_begin(_ctx)
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#define CTX_END(_ctx) debug_context_end(_ctx)
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#define CTX_WITHIN(_ctx) debug_context_within(_ctx)
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#define CTX_TIME(_ctx, time) debug_context_set_time(_ctx, time)
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#define CTX_EXTENT(_ctx, _f) { CTX_BEGIN(_ctx); _f(); CTX_END(_ctx); }
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enum DebugContext {
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CTX_NONE,
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CTX_TOTAL,
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CTX_NETWORK,
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CTX_INTERP,
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CTX_GAME_LOOP,
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CTX_SMLUA,
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CTX_AUDIO,
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CTX_RENDER,
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CTX_LEVEL_SCRIPT,
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CTX_HOOK,
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CTX_LIGHTING,
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CTX_MAX,
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// MUST BE KEPT IN SYNC WITH sDebugContextNames
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};
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void debug_context_begin(enum DebugContext ctx);
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void debug_context_end(enum DebugContext ctx);
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void debug_context_reset(void);
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bool debug_context_within(enum DebugContext ctx);
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void debug_context_set_time(enum DebugContext ctx, f64 time);
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f64 debug_context_get_time(enum DebugContext ctx); |