Files
bigmak94andClaude Opus 5.5 4b395efe5c Add the Petari decompilation (SMGCommunity/Petari@0a5c660)
The sources of Petari (https://github.com/SMGCommunity/Petari), the
Super Mario Galaxy decompilation by the SMGCommunity, at commit
0a5c6608dc3b4c44a9aa68c2535d1793dc565f02, unchanged but for LF line
endings: LICENSE (as LICENSE-Petari.txt; CC0 1.0), include/, libs/ and
src/.  Left out: the game data Petari keeps from the original
executable, the error message archive (include/Game/System/
ErrorArchive.hpp) and two tables (src/Game/System/GalaxyID.bcsv and
StoryEvent.bcsv); GalaxyQuest's converter takes them from the player's
own disc.  The port's changes follow in the next commit, so
`git diff petari-base -- decomp` shows them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 01:59:38 +02:00

51 lines
1.4 KiB
C++

#pragma once
#include <JSystem/J2DGraph/J2DOrthoGraph.hpp>
#include <JSystem/JGeometry/TVec.hpp>
#include <revolution/gx.h>
class J3DModelData;
class J3DModel;
class J3DMaterial;
class JUTTexture;
class J2DOrthoGraphSimple : public J2DOrthoGraph {
public:
J2DOrthoGraphSimple();
virtual ~J2DOrthoGraphSimple() {
}
virtual void setPort();
};
namespace MR {
void drawInit();
void reinitGX();
void resetTextureCacheSize();
void loadViewMtxFor2DModel();
void drawInitFor2DModel();
void setDefaultViewportAndScissor();
void loadProjectionMtxFor2D();
void setupDrawForNW4RLayout(f32, bool);
void clearZBuffer();
void clearAlphaBuffer(u8);
void clearAlphaBuffer(u8, const TVec2f&, const TVec2f&);
void fillScreenSetup(const GXColor&);
void fillScreenArea(const TVec2s&, const TVec2s&);
void fillScreen(const GXColor&);
void setupShadowVolumeDraw();
void drawSimpleModel(J3DModelData*);
void fillSilhouetteColor();
const JUTTexture* getMarioShadowTex();
const JUTTexture* getMarioShadowTexForLoad();
const TVec3f& getMarioShadowVec();
void setMarioShadowTex(const JUTTexture*);
void setMarioShadowVec(const TVec3f&);
void loadTexProjectionMtx(u32);
void nonFilteredCapture(JUTTexture*, s16, s16);
void simpleDraw(J3DModel*, J3DMaterial*);
void activateGameSceneDraw3D();
void deactivateGameSceneDraw3D();
}; // namespace MR