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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-26 06:34:20 +01:00
Update RT64 and transform tagging for tile scroll interpolation
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parent
e13a46ec6b
commit
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@ -1 +1 @@
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Subproject commit a30d461b0d7d92fcc20cb04895587ee32b9d0b2e
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Subproject commit ad88e63572251bc18daa5d5055a80c4c5f42c630
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@ -83,7 +83,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
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Gfx* push_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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if (actor != NULL) {
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u32 cur_transform_id = actor_transform_id(actor);
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gEXMatrixGroupDecomposed(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gEXMatrixGroupDecomposed(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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}
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return dlist;
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}
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@ -92,7 +92,7 @@ Gfx* push_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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Gfx* push_post_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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if (actor != NULL) {
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u32 cur_transform_id = actor_transform_id(actor);
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gEXMatrixGroupDecomposed(dlist++, cur_transform_id + limb_index + ACTOR_TRANSFORM_LIMB_COUNT, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gEXMatrixGroupDecomposed(dlist++, cur_transform_id + limb_index + ACTOR_TRANSFORM_LIMB_COUNT, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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}
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return dlist;
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}
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@ -101,7 +101,7 @@ Gfx* push_post_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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Gfx* push_skin_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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if (actor != NULL) {
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u32 cur_transform_id = actor_transform_id(actor);
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gEXMatrixGroupDecomposed(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gEXMatrixGroupDecomposed(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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}
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return dlist;
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}
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@ -1159,7 +1159,7 @@ void tag_actor_displaylists(Actor* actor, PlayState* play, Gfx* opa_start, Gfx*
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if (opa_matrices == 1) {
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// Fill in the slot that was reserved for a transform id.
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gEXMatrixGroupDecomposed(opa_start, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gEXMatrixGroupDecomposed(opa_start, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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// Pop the matrix group.
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gEXPopMatrixGroup(POLY_OPA_DISP++);
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@ -1167,7 +1167,7 @@ void tag_actor_displaylists(Actor* actor, PlayState* play, Gfx* opa_start, Gfx*
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if (xlu_matrices == 1) {
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// Fill in the slot that was reserved for a transform id.
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gEXMatrixGroupDecomposed(xlu_start, cur_transform_id + 1, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gEXMatrixGroupDecomposed(xlu_start, cur_transform_id + 1, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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// Pop the matrix groups.
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gEXPopMatrixGroup(POLY_XLU_DISP++);
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@ -1268,8 +1268,8 @@ void EffectSS_DrawParticle(PlayState* play, s32 index) {
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OPEN_DISPS(play->state.gfxCtx);
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gEXMatrixGroupDecomposed(POLY_OPA_DISP++, PARTICLE_TRANSFORM_ID_START + index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gEXMatrixGroupDecomposed(POLY_XLU_DISP++, PARTICLE_TRANSFORM_ID_START + index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gEXMatrixGroupDecomposed(POLY_OPA_DISP++, PARTICLE_TRANSFORM_ID_START + index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gEXMatrixGroupDecomposed(POLY_XLU_DISP++, PARTICLE_TRANSFORM_ID_START + index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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if (entry->draw != NULL) {
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entry->draw(play, index, entry);
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@ -1,5 +1,20 @@
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#include "patches.h"
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#include "transform_ids.h"
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#include "z64cutscene.h"
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static bool interpolate_camera = true;
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s32 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status) {
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s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
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if (status == CAM_STATUS_ACTIVE) {
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this->activeCamId = camIdx;
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}
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recomp_printf("Changed play camera status %d %d\n", camId, status);
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return Camera_ChangeStatus(this->cameraPtrs[camIdx], status);
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}
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s32 View_ApplyPerspective(View* view);
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s32 View_ApplyOrtho(View* view);
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@ -20,11 +35,23 @@ void View_Apply(View* view, s32 mask) {
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GraphicsContext* gfxCtx = view->gfxCtx;
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OPEN_DISPS(gfxCtx);
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// Simple interpolation works much better for cameras because they orbit around a focus and
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if (interpolate_camera) {
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// Simple interpolation works much better for cameras because they orbit around a focus.
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gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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}
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else {
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// Skip interpolation for this frame.
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gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION,
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G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION,
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G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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recomp_printf("Skipped camera interpolation\n");
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}
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interpolate_camera = true;
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CLOSE_DISPS(gfxCtx);
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}
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@ -36,7 +36,7 @@ void EnTest7_Draw(Actor* thisx, PlayState* play) {
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// @recomp Push the matrix group for the song of soaring's wings.
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gEXMatrixGroupDecomposed(POLY_OPA_DISP++, SOARING_WINGS_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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func_8018450C(play, &this->skeletonInfo, mtx, func_80AF31D0_relocated, NULL, &this->actor);
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@ -48,7 +48,7 @@ void EnTest7_Draw(Actor* thisx, PlayState* play) {
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if (this->flags & OWL_WARP_FLAGS_DRAW_WIND_CAPSULE) {
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// @recomp Push the matrix group for the song of soaring's capsule.
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gEXMatrixGroupDecomposed(POLY_XLU_DISP++, SOARING_CAPSULE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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Matrix_Push();
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Matrix_Translate(0.0f, 4000.0f, 0.0f, MTXMODE_APPLY);
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@ -51,7 +51,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
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// @recomp Tag the matrices for the hookshot tip and chain.
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u32 cur_transform_id = actor_transform_id(thisx);
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gEXMatrixGroupSimple(POLY_OPA_DISP++, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_link_child_DL_01D960);
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@ -126,7 +126,7 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
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gSPBranchList(enddl_command, bowstring_end_hook_dl);
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// Write the transform tag command. Use simple interpolation to avoid issues from decomposition failure due to a scale of zero.
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gEXMatrixGroupSimple(&bowstring_start_hook_dl[1], BOWSTRING_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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// Write the pop group command.
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gEXPopMatrixGroup(&bowstring_end_hook_dl[0]);
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}
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@ -7,6 +7,10 @@
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#include "global.h"
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#include "rt64_extended_gbi.h"
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#define gEXMatrixGroupInterpolateOnlyTiles(cmd, push, proj) \
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gEXMatrixGroup(cmd, G_EX_ID_IGNORE, G_EX_INTERPOLATE_SIMPLE, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR)
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int recomp_printf(const char* fmt, ...);
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static inline void* actor_relocate(Actor* actor, void* addr) {
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@ -30,7 +30,7 @@ void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId
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// @recomp Tag the skybox's matrix.
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gEXMatrixGroupDecomposed(POLY_OPA_DISP++, SKYBOX_TRANSFORM_ID_START, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gDPSetColorDither(POLY_OPA_DISP++, G_CD_MAGICSQ);
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gDPSetTextureFilter(POLY_OPA_DISP++, G_TF_BILERP);
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@ -14,10 +14,10 @@ void Room_Draw(PlayState* play, Room* room, u32 flags) {
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// @recomp Tag the room's matrices if applicable.
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// Tag terrain as being ignored for interpolation, which prevents interpolation glitches where some pieces of terrain swap places when one comes into view.
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if (flags & ROOM_DRAW_OPA) {
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gEXMatrixGroupNoInterpolate(POLY_OPA_DISP++, G_EX_PUSH, G_MTX_MODELVIEW);
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gEXMatrixGroupInterpolateOnlyTiles(POLY_OPA_DISP++, G_EX_PUSH, G_MTX_MODELVIEW);
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}
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if (flags & ROOM_DRAW_XLU) {
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gEXMatrixGroupNoInterpolate(POLY_XLU_DISP++, G_EX_PUSH, G_MTX_MODELVIEW);
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gEXMatrixGroupInterpolateOnlyTiles(POLY_XLU_DISP++, G_EX_PUSH, G_MTX_MODELVIEW);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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