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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-05 22:35:06 +01:00
Transform tagging for moon/giants chamber/lost woods particles, fixed missing nfd init
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@ -1,6 +1,7 @@
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#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_En_Hanabi/z_en_hanabi.h"
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#include "overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.h"
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extern EffectSsInfo sEffectSsInfo;
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@ -174,3 +175,210 @@ void EnHanabi_Draw(Actor* thisx, PlayState* play) {
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func_80B22FA8_patched(thisx, this->unk_148, play);
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Matrix_Pop();
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}
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Vec3f kankyo_prev_pos_base[DEMOKANKYO_EFFECT_COUNT] = {0};
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// @recomp Patched to draw the lost woods particles outside the 4:3 region and tag their transforms.
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void DemoKakyo_DrawLostWoodsSparkle(Actor* thisx, PlayState* play2) {
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PlayState* play = play2;
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DemoKankyo* this = (DemoKankyo*)thisx;
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s16 i;
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f32 scaleAlpha;
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Vec3f worldPos;
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Vec3f screenPos;
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// if not underwater
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if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_UNDERWATER)) {
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OPEN_DISPS(play->state.gfxCtx);
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POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_20);
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gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(gSun1Tex));
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gSPDisplayList(POLY_XLU_DISP++, gSunSparkleMaterialDL);
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for (i = 0; i < play->envCtx.precipitation[PRECIP_SNOW_MAX]; i++) {
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worldPos.x = this->effects[i].posBase.x + this->effects[i].posOffset.x;
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worldPos.y = this->effects[i].posBase.y + this->effects[i].posOffset.y;
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worldPos.z = this->effects[i].posBase.z + this->effects[i].posOffset.z;
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// @recomp Render the particle regardless of its position on screen.
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// Play_GetScreenPos(play, &worldPos, &screenPos);
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// // checking if particle is on screen
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// if ((screenPos.x >= 0.0f) && (screenPos.x < SCREEN_WIDTH) && (screenPos.y >= 0.0f) &&
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// (screenPos.y < SCREEN_HEIGHT)) {
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if (true) {
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Matrix_Translate(worldPos.x, worldPos.y, worldPos.z, MTXMODE_NEW);
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scaleAlpha = this->effects[i].alpha / 50.0f;
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if (scaleAlpha > 1.0f) {
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scaleAlpha = 1.0f;
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}
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Matrix_Scale(this->effects[i].scale * scaleAlpha, this->effects[i].scale * scaleAlpha,
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this->effects[i].scale * scaleAlpha, MTXMODE_APPLY);
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// adjust transparency of this particle
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if (i < 32) {
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// Skyfish particles
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if (this->effects[i].state != DEMO_KANKYO_STATE_SKYFISH) {
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// still initializing
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if (this->effects[i].alpha > 0) { // NOT DECR
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this->effects[i].alpha--;
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}
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} else if (this->effects[i].alpha < 100) {
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this->effects[i].alpha++;
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}
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} else if (this->effects[i].state != DEMO_KANKYO_STATE_SKYFISH) {
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if ((this->effects[i].alphaClock & 31) < 16) {
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if (this->effects[i].alpha < 235) {
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this->effects[i].alpha += 20;
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}
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} else if (this->effects[i].alpha > 20) {
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this->effects[i].alpha -= 20;
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}
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} else if ((this->effects[i].alphaClock & 15) < 8) {
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if (this->effects[i].alpha < 255) {
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this->effects[i].alpha += 100;
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}
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} else if (this->effects[i].alpha > 10) {
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this->effects[i].alpha -= 10;
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}
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gDPPipeSync(POLY_XLU_DISP++);
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switch (i & 1) {
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case 0: // gold particles
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 155, this->effects[i].alpha);
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gDPSetEnvColor(POLY_XLU_DISP++, 250, 180, 0, this->effects[i].alpha);
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break;
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case 1: // silver particles
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, this->effects[i].alpha);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, this->effects[i].alpha);
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break;
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}
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Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
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Matrix_RotateZF(DEG_TO_RAD(play->state.frames * 20.0f), MTXMODE_APPLY);
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// @recomp Tag the particle's matrix. Skip if the particle's base position changed.
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if (this->effects[i].state == DEMO_KANKYO_STATE_SKYFISH || (
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kankyo_prev_pos_base[i].x == this->effects[i].posBase.x &&
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kankyo_prev_pos_base[i].y == this->effects[i].posBase.y &&
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kankyo_prev_pos_base[i].z == this->effects[i].posBase.z)) {
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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else {
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gEXMatrixGroupDecomposedSkipAll(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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}
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gSunSparkleModelDL);
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// @recomp Pop the matrix tag and record the particle's current base position.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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kankyo_prev_pos_base[i] = this->effects[i].posBase;
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}
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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extern Gfx gLightOrbMaterial1DL[];
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extern Gfx gBubbleDL[];
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extern Gfx gLightOrbModelDL[];
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// @recomp Patched to draw the lost woods particles outside the 4:3 region and tag their transforms.
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void DemoKankyo_DrawMoonAndGiant(Actor* thisx, PlayState* play2) {
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PlayState* play = play2;
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DemoKankyo* this = (DemoKankyo*)thisx;
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s16 i;
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f32 alphaScale;
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if (this->isSafeToDrawGiants != false) {
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Vec3f worldPos;
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Vec3f screenPos;
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s32 pad;
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GraphicsContext* gfxCtx = play->state.gfxCtx;
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OPEN_DISPS(gfxCtx);
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Gfx_SetupDL25_Xlu(gfxCtx);
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for (i = 0; i < play->envCtx.precipitation[PRECIP_SNOW_MAX]; i++) {
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worldPos.x = this->effects[i].posBase.x + this->effects[i].posOffset.x;
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worldPos.y = this->effects[i].posBase.y + this->effects[i].posOffset.y;
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worldPos.z = this->effects[i].posBase.z + this->effects[i].posOffset.z;
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// @recomp Render the particle regardless of its position on screen.
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// Play_GetScreenPos(play, &worldPos, &screenPos);
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// checking if effect is on screen
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// if ((screenPos.x >= 0.0f) && (screenPos.x < SCREEN_WIDTH) && (screenPos.y >= 0.0f) &&
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// (screenPos.y < SCREEN_HEIGHT)) {
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if (true) {
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Matrix_Translate(worldPos.x, worldPos.y, worldPos.z, MTXMODE_NEW);
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alphaScale = this->effects[i].alpha / 50.0f;
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if (alphaScale > 1.0f) {
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alphaScale = 1.0f;
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}
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Matrix_Scale(this->effects[i].scale * alphaScale, this->effects[i].scale * alphaScale,
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this->effects[i].scale * alphaScale, MTXMODE_APPLY);
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alphaScale = Math_Vec3f_DistXYZ(&worldPos, &play->view.eye) / 300.0f;
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alphaScale = CLAMP(1.0f - alphaScale, 0.0f, 1.0f);
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if (this->actor.params == DEMO_KANKYO_TYPE_GIANTS) {
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this->effects[i].alpha = 255.0f * alphaScale;
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} else {
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this->effects[i].alpha = 160.0f * alphaScale;
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}
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gDPPipeSync(POLY_XLU_DISP++);
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switch (i & 1) { // half/half slightly different shades of yellow/tan
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case 0:
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 230, 230, 220, this->effects[i].alpha);
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gDPSetEnvColor(POLY_XLU_DISP++, 230, 230, 30, this->effects[i].alpha);
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break;
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case 1:
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 200, 190, this->effects[i].alpha);
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gDPSetEnvColor(POLY_XLU_DISP++, 200, 200, 30, this->effects[i].alpha);
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break;
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}
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gSPDisplayList(POLY_XLU_DISP++, gLightOrbMaterial1DL);
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Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
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Matrix_RotateZF(DEG_TO_RAD(play->state.frames * 20.0f), MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Tag the particle's matrix. Skip if the particle's base position changed.
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// Allow the Y base position to change if this is a moon particle.
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if (kankyo_prev_pos_base[i].x == this->effects[i].posBase.x &&
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(kankyo_prev_pos_base[i].y == this->effects[i].posBase.y || this->actor.params == DEMO_KANKYO_TYPE_MOON) &&
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kankyo_prev_pos_base[i].z == this->effects[i].posBase.z) {
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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else {
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gEXMatrixGroupDecomposedSkipAll(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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}
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if (this->actor.params == DEMO_KANKYO_TYPE_GIANTS) {
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gSPDisplayList(POLY_XLU_DISP++, gBubbleDL);
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} else {
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gSPDisplayList(POLY_XLU_DISP++, gLightOrbModelDL);
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}
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// @recomp Pop the matrix tag and record the particle's current base position.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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kankyo_prev_pos_base[i] = this->effects[i].posBase;
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}
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}
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CLOSE_DISPS(gfxCtx);
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}
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}
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@ -951,7 +951,6 @@ void func_800A6A40(EnItem00* this, PlayState* play) {
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// @recomp Use custom flag 1 to check if this actor has been in this state before.
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if (!actor_get_custom_flag_1(&this->actor)) {
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recomp_printf("First frame picked up\n");
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// It hasn't, so skip interpolation this frame and set custom flag 1.
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actor_set_interpolation_skipped(&this->actor);
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actor_set_custom_flag_1(&this->actor);
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@ -7,6 +7,8 @@
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#include <numeric>
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#include <stdexcept>
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#include "nfd.h"
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#include "../../ultramodern/ultra64.h"
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#include "../../ultramodern/ultramodern.hpp"
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#define SDL_MAIN_HANDLED
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@ -219,6 +221,9 @@ int main(int argc, char** argv) {
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// Set up console output to accept UTF-8 on windows
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SetConsoleOutputCP(CP_UTF8);
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// Initialize native file dialogs.
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NFD_Init();
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// Change to a font that supports Japanese characters
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CONSOLE_FONT_INFOEX cfi;
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cfi.cbSize = sizeof cfi;
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@ -260,6 +265,8 @@ int main(int argc, char** argv) {
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};
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recomp::start({}, audio_callbacks, input_callbacks, gfx_callbacks);
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NFD_Quit();
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return EXIT_SUCCESS;
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}
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@ -16,8 +16,6 @@ void select_rom() {
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nfdresult_t result = NFD_OpenDialogN(&native_path, nullptr, 0, nullptr);
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if (result == NFD_OKAY) {
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printf("Path: %ls\n", native_path);
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std::filesystem::path path{native_path};
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NFD_FreePathN(native_path);
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