Tag sky and camera matrices for interpolation and tag terrain matrices to skip interpolation

This commit is contained in:
Mr-Wiseguy 2024-02-04 23:12:34 -05:00
parent 958808acb0
commit 12e107b872
4 changed files with 133 additions and 0 deletions

View File

@ -0,0 +1,27 @@
#include "patches.h"
#include "transform_ids.h"
s32 View_ApplyPerspective(View* view);
s32 View_ApplyOrtho(View* view);
/**
* Apply view to POLY_OPA_DISP, POLY_XLU_DISP (and OVERLAY_DISP if ortho)
*/
void View_Apply(View* view, s32 mask) {
mask = (view->flags & mask) | (mask >> 4);
if (mask & VIEW_PROJECTION_ORTHO) {
View_ApplyOrtho(view);
} else {
View_ApplyPerspective(view);
}
// @recomp Tag the camera matrices
GraphicsContext* gfxCtx = view->gfxCtx;
OPEN_DISPS(gfxCtx);
gEXMatrixGroup(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
gEXMatrixGroup(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
CLOSE_DISPS(gfxCtx);
}

View File

@ -0,0 +1,59 @@
#include "patches.h"
#include "transform_ids.h"
extern Mtx* sSkyboxDrawMatrix;
void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z) {
// @recomp skip drawing skyboxes with null textures as they hurt performance due to the accidental framebuffer effects they incur.
if (skyboxCtx->staticSegments[0] == NULL || skyboxCtx->staticSegments[1] == NULL) {
return;
}
OPEN_DISPS(gfxCtx);
Gfx_SetupDL40_Opa(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0B, skyboxCtx->paletteStaticSegment);
gSPTexture(POLY_OPA_DISP++, 0x8000, 0x8000, 0, G_TX_RENDERTILE, G_ON);
sSkyboxDrawMatrix = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
Matrix_Translate(x, y, z, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
Matrix_RotateXFApply(skyboxCtx->rot.x);
Matrix_RotateYF(skyboxCtx->rot.y, MTXMODE_APPLY);
Matrix_RotateZF(skyboxCtx->rot.z, MTXMODE_APPLY);
Matrix_ToMtx(sSkyboxDrawMatrix);
gSPMatrix(POLY_OPA_DISP++, sSkyboxDrawMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the skybox's matrix.
gEXMatrixGroup(POLY_OPA_DISP++, SKYBOX_TRANSFORM_ID_START, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
gDPSetColorDither(POLY_OPA_DISP++, G_CD_MAGICSQ);
gDPSetTextureFilter(POLY_OPA_DISP++, G_TF_BILERP);
gDPLoadTLUT_pal256(POLY_OPA_DISP++, skyboxCtx->paletteStaticSegment);
gDPSetTextureLUT(POLY_OPA_DISP++, G_TT_RGBA16);
gDPSetTextureConvert(POLY_OPA_DISP++, G_TC_FILT);
gDPSetCombineLERP(POLY_OPA_DISP++, TEXEL1, TEXEL0, PRIMITIVE_ALPHA, TEXEL0, TEXEL1, TEXEL0, PRIMITIVE, TEXEL0,
PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, skyboxCtx->prim.r, skyboxCtx->prim.g, skyboxCtx->prim.b, blend);
gDPSetEnvColor(POLY_OPA_DISP++, skyboxCtx->env.r, skyboxCtx->env.g, skyboxCtx->env.b, 0);
gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[0]);
gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[2]);
gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[4]);
gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[6]);
gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[8]);
if (skyboxId == SKYBOX_CUTSCENE_MAP) {
gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[10]);
}
gDPPipeSync(POLY_OPA_DISP++);
// @recomp Pop the skybox's matrix tag.
gEXPopMatrixGroup(POLY_OPA_DISP++);
CLOSE_DISPS(gfxCtx);
}

View File

@ -0,0 +1,41 @@
#include "patches.h"
#include "transform_ids.h"
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
extern RoomDrawHandler sRoomDrawHandlers[];
void Room_Draw(PlayState* play, Room* room, u32 flags) {
if (room->segment != NULL) {
gSegments[3] = OS_K0_TO_PHYSICAL(room->segment);
OPEN_DISPS(play->state.gfxCtx);
// @recomp Tag the room's matrices if applicable.
// Tag terrain as being ignored for interpolation, which prevents interpolation glitches where some pieces of terrain swap places when one comes into view.
if (flags & ROOM_DRAW_OPA) {
gEXMatrixGroup(POLY_OPA_DISP++, G_EX_ID_IGNORE, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
}
if (flags & ROOM_DRAW_XLU) {
gEXMatrixGroup(POLY_XLU_DISP++, G_EX_ID_IGNORE, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
}
CLOSE_DISPS(play->state.gfxCtx);
sRoomDrawHandlers[room->roomShape->base.type](play, room, flags);
OPEN_DISPS(play->state.gfxCtx);
// @recomp Pop the room's matrix tags if applicable.
if (flags & ROOM_DRAW_OPA) {
gEXPopMatrixGroup(POLY_OPA_DISP++);
}
if (flags & ROOM_DRAW_XLU) {
gEXPopMatrixGroup(POLY_XLU_DISP++);
}
CLOSE_DISPS(play->state.gfxCtx);
}
return;
}

View File

@ -1,6 +1,12 @@
#ifndef __TRANSFORM_IDS_H__
#define __TRANSFORM_IDS_H__
#define CAMERA_TRANSFORM_ID_START 0x10U
#define SKYBOX_TRANSFORM_ID_START 0x100U
#define TERRAIN_TRANSFORM_ID_START 0x200U
#define ACTOR_TRANSFORM_LIMB_COUNT 128
#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
#define ACTOR_TRANSFORM_ID_START 0x1000000U