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A native port built on the Petari decompilation (previous commit): an HLE platform layer (OS, DVD, GX, audio, input, NAND) under the game's own code, an OpenXR presentation (a diorama around the player, a giant screen, the HUD and settings as compositor layers, SpaceWarp, dynamic resolution), Touch Plus controls, the tools that convert your own game files (tools/cook, which also takes the few pieces of data the game's executable holds from your sys/main.dol), and the port's changes to the decompilation (`git diff petari-base -- decomp`). README.md explains installing and building, docs/TECHNICAL.md how it works. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
39 lines
1020 B
C++
39 lines
1020 B
C++
#pragma once
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#include "Game/LiveActor/ShadowController.hpp"
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#include "Game/LiveActor/ShadowDrawer.hpp"
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#include "Game/Util/Color.hpp"
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class ShadowVolumeDrawInit : public NameObj {
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public:
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ShadowVolumeDrawInit();
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virtual ~ShadowVolumeDrawInit();
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};
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class ShadowVolumeDrawer : public ShadowDrawer {
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public:
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ShadowVolumeDrawer(const char*);
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virtual ~ShadowVolumeDrawer() {
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}
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virtual void draw() const override;
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virtual void loadModelDrawMtx() const;
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virtual void drawShape() const;
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virtual bool isDraw() const;
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void setStartDrawShepeOffset(f32);
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void setEndDrawShepeOffset(f32);
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void onCutDropShadow();
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void offCutDropShadow();
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void calcBaseDropPosition(TVec3f*) const;
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void calcBaseDropPosition(TVec3f*, const ShadowController*) const;
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f32 calcBaseDropLength() const;
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f32 calcBaseDropLength(const ShadowController*) const;
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/* 0x10 */ f32 mStartDrawShapeOffset;
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/* 0x14 */ f32 mEndDrawShapeOffset;
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/* 0x18 */ bool mIsCutDropShadow;
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};
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