#include "world/CWorld.hpp" #include "gx/Gx.hpp" #include "gx/Shader.hpp" #include "model/Model2.hpp" uint32_t CWorld::s_enables; uint32_t CWorld::s_enables2; void CWorld::Initialize() { CWorld::s_enables |= Enables::Enable_1 | Enables::Enable_2 | Enables::Enable_10 | Enables::Enable_Culling | Enables::Enable_Shadow | Enables::Enable_100 | Enables::Enable_200 | Enables::Enable_800 | Enables::Enable_4000 | Enables::Enable_DetailDoodads | Enables::Enable_1000000 | Enables::Enable_Particulates | Enables::Enable_LowDetail; // TODO if (GxCaps().m_pixelShaderTarget > GxShPS_none) { CWorld::s_enables |= Enables::Enable_PixelShader; } if (GxCaps().m_vertexShaderTarget > GxShVS_none) { CWorld::s_enables2 |= Enables2::Enable_VertexShader; } // TODO uint32_t m2Flags = M2GetCacheFlags(); CShaderEffect::InitShaderSystem( (m2Flags & 0x8) != 0, (CWorld::s_enables2 & Enables2::Enable_HwPcf) != 0 ); // TODO }