mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-25 22:24:20 +01:00
Rewrite star drawing code to use tris and matrices instead of rects for better interpolation
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0784db4988
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@ -1 +1 @@
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Subproject commit 93a670e425ca20df7a84c7f69d3e99ca3796d2b9
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Subproject commit 33b5686c649bb501884d114192924233957c9a49
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@ -181,16 +181,16 @@ void View_Apply(View* view, s32 mask) {
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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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gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID, 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_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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gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID, 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_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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gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID, 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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gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID, 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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}
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@ -6,6 +6,7 @@
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#define osSendMesg osSendMesg_recomp
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#define sinf __sinf_recomp
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#define cosf __cosf_recomp
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#define gRandFloat sRandFloat
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#include "global.h"
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#include "rt64_extended_gbi.h"
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@ -44,4 +45,6 @@ typedef enum {
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void draw_dpad(PlayState* play);
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void draw_dpad_icons(PlayState* play);
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void View_ApplyInterpolate(View* view, s32 mask, bool reset_interpolation_state);
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#endif
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@ -1,5 +1,7 @@
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#include "patches.h"
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#include "graphics.h"
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#include "transform_ids.h"
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#include "libc64/qrand.h"
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extern Mtx* sSkyboxDrawMatrix;
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@ -59,3 +61,200 @@ void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId
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CLOSE_DISPS(gfxCtx);
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}
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// @recomp Draw stars with billboarding to allow for interpolation instead of rects.
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void Environment_DrawSkyboxStarBillboard(GraphicsContext* gfxCtx, MtxF* billboard_mtx, Gfx** gfxp, f32 x, f32 y, f32 z, s32 width, s32 height) {
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static Vtx star_verts[] = {
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{{{ -1, -1, 0 }, 0, { 0, 0 }, { 0, 0, 0, 0xFF }}},
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{{{ 1, -1, 0 }, 0, { 0, 0 }, { 0, 0, 0, 0xFF }}},
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{{{ -1, 1, 0 }, 0, { 0, 0 }, { 0, 0, 0, 0xFF }}},
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{{{ 1, 1, 0 }, 0, { 0, 0 }, { 0, 0, 0, 0xFF }}}
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};
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Gfx* gfx = *gfxp;
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MtxF scale_matrix;
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MtxF mv_matrix;
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Mtx* m = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
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// Scales down the stars to roughly match what their original rect size was.
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SkinMatrix_SetScale(&scale_matrix, width * 25.0f / 4.0f, height * 25.0f / 4.0f, 1.0f);
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SkinMatrix_MtxFMtxFMult(billboard_mtx, &scale_matrix, &mv_matrix);
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mv_matrix.mf[3][0] = x;
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mv_matrix.mf[3][1] = y;
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mv_matrix.mf[3][2] = z;
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MtxConv_F2L(m, &mv_matrix);
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gSPMatrix(gfx++, m, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_PUSH);
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gSPVertex(gfx++, star_verts, ARRAY_COUNT(star_verts), 0);
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gSP2Triangles(gfx++, 0, 1, 2, 0x0, 1, 3, 2, 0x0);
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gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
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*gfxp = gfx;
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}
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extern f32 D_801F4F28;
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extern s32 sEnvSkyboxNumStars;
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s32 Environment_IsSceneUpsideDown(PlayState* play);
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void Environment_DrawSkyboxStar(Gfx** gfxp, f32 x, f32 y, s32 width, s32 height);
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void View_ViewportToVp(Vp* dest, Viewport* src);
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f32 view_aspect_ratio(View* view) {
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f32 width = view->viewport.rightX - view->viewport.leftX;
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f32 height = view->viewport.bottomY - view->viewport.topY;
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f32 aspect = width / height;
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return aspect;
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}
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// @recomp Patched to set up the RSP for drawing stars with ortho rects and tag star transforms.
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void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
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static const Vec3s D_801DD880[] = {
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{ 0x0384, 0x2328, 0xD508 }, { 0x09C4, 0x2328, 0xDA1C }, { 0x0E74, 0x22D8, 0xDA1C }, { 0x1450, 0x2468, 0xD8F0 },
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{ 0x1C84, 0x28A0, 0xCBA8 }, { 0x1F40, 0x2134, 0xD8F0 }, { 0x1F40, 0x28A0, 0xDAE4 }, { 0xE4A8, 0x4A38, 0x4A38 },
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{ 0xD058, 0x4C2C, 0x3A98 }, { 0xD8F0, 0x36B0, 0x47E0 }, { 0xD954, 0x3264, 0x3E1C }, { 0xD8F0, 0x3070, 0x37DC },
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{ 0xD8F0, 0x1F40, 0x5208 }, { 0xD760, 0x1838, 0x27D8 }, { 0x0000, 0x4E20, 0x4A38 }, { 0x076C, 0x2328, 0xDCD8 },
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};
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static const Color_RGBA8_u32 D_801DD8E0[] = {
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{ 65, 164, 255, 255 }, { 131, 164, 230, 255 }, { 98, 205, 255, 255 }, { 82, 82, 255, 255 },
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{ 123, 164, 164, 255 }, { 98, 205, 255, 255 }, { 98, 164, 230, 255 }, { 255, 90, 0, 255 },
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};
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UNALIGNED static const Color_RGBA8_u32 D_801DD900[] = {
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{ 64, 80, 112, 255 }, { 96, 96, 128, 255 }, { 128, 112, 144, 255 }, { 160, 128, 160, 255 },
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{ 192, 144, 168, 255 }, { 224, 160, 176, 255 }, { 224, 160, 176, 255 }, { 104, 104, 136, 255 },
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{ 136, 120, 152, 255 }, { 168, 136, 168, 255 }, { 200, 152, 184, 255 }, { 232, 168, 184, 255 },
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{ 224, 176, 184, 255 }, { 240, 192, 192, 255 }, { 232, 184, 192, 255 }, { 248, 200, 192, 255 },
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};
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Vec3f pos;
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f32 temp;
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f32 imgY;
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f32 imgX;
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Gfx* gfx;
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s32 phi_v1;
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s32 negateY;
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f32 invScale;
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f32 temp_f20;
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Gfx* gfxTemp;
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f32 scale;
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s32 i;
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u32 randInt;
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u32 imgWidth;
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f32* imgXPtr;
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f32* imgYPtr;
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Vec3f* posPtr;
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s32 pad[2];
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f32(*viewProjectionMtxF)[4];
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// @recomp Get the original and actual aspect ratios.
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f32 original_aspect_ratio = view_aspect_ratio(&play->view);
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f32 recomp_aspect_ratio = recomp_get_aspect_ratio(original_aspect_ratio);
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f32 recomp_aspect_ratio_scale = recomp_aspect_ratio / original_aspect_ratio;
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// @recomp Store the original billboard matrix.
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MtxF billboard_mtx;
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billboard_mtx = play->billboardMtxF;
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gfx = *gfxP;
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negateY = Environment_IsSceneUpsideDown(play);
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Matrix_MtxToMtxF(play->view.viewingPtr, &play->billboardMtxF);
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Matrix_MtxToMtxF(&play->view.projection, &play->viewProjectionMtxF);
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SkinMatrix_MtxFMtxFMult(&play->viewProjectionMtxF, &play->billboardMtxF, &play->viewProjectionMtxF);
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phi_v1 = 0;
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gDPPipeSync(gfx++);
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gDPSetEnvColor(gfx++, 255, 255, 255, 255.0f * D_801F4F28);
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gDPSetCombineLERP(gfx++, PRIMITIVE, 0, ENVIRONMENT, 0, PRIMITIVE, 0, ENVIRONMENT, 0, PRIMITIVE, 0, ENVIRONMENT, 0,
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PRIMITIVE, 0, ENVIRONMENT, 0);
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gDPSetOtherMode(gfx++,
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G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
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G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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G_AC_NONE | G_ZS_PRIM | G_RM_AA_XLU_LINE | G_RM_AA_XLU_LINE2);
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gSPLoadGeometryMode(gfx++, 0);
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randInt = ((u32)gSaveContext.save.saveInfo.playerData.playerName[0] << 0x18) ^
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((u32)gSaveContext.save.saveInfo.playerData.playerName[1] << 0x14) ^
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((u32)gSaveContext.save.saveInfo.playerData.playerName[2] << 0x10) ^
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((u32)gSaveContext.save.saveInfo.playerData.playerName[3] << 0xC) ^
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((u32)gSaveContext.save.saveInfo.playerData.playerName[4] << 8) ^
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((u32)gSaveContext.save.saveInfo.playerData.playerName[5] << 4) ^
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((u32)gSaveContext.save.saveInfo.playerData.playerName[6] << 0) ^
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((u32)gSaveContext.save.saveInfo.playerData.playerName[7] >> 4) ^
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((u32)gSaveContext.save.saveInfo.playerData.playerName[7] << 0x1C);
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//! FAKE:
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if (play->view.viewingPtr && play->view.viewingPtr && play->view.viewingPtr) {}
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for (i = 0; i < sEnvSkyboxNumStars; i++) {
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if (i < 16) {
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pos.x = play->view.eye.x + (s32)D_801DD880[i].x;
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pos.y = play->view.eye.y + (s32)D_801DD880[i].y;
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pos.z = play->view.eye.z + (s32)D_801DD880[i].z;
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imgWidth = 8;
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} else {
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f32 temp_f22;
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f32 temp_f4;
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f32 temp_f2;
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// temp_f4 = Rand_ZeroOne_Variable(&randInt);
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randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
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gRandFloat.i = (randInt >> 9) | 0x3F800000;
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temp = gRandFloat.f;
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temp_f4 = temp - 1.0f;
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// temp_f20 = Rand_ZeroOne_Variable(&randInt);
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randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
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gRandFloat.i = (randInt >> 9) | 0x3F800000;
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temp_f20 = ((gRandFloat.f - 1.0f) + temp_f4) * 0.5f;
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// Rand_Next_Variable(&randInt);
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randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
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// Set random position
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pos.y = play->view.eye.y + (SQ(temp_f20) * SQ(128.0f)) - 1000.0f;
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pos.x = play->view.eye.x + (Math_SinS(randInt) * (1.2f - temp_f20) * SQ(128.0f));
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pos.z = play->view.eye.z + (Math_CosS(randInt) * (1.2f - temp_f20) * SQ(128.0f));
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// temp_f2 = Rand_ZeroOne_Variable(&randInt);
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randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
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gRandFloat.i = ((randInt >> 9) | 0x3F800000);
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temp_f2 = gRandFloat.f - 1.0f;
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// Set random width
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// @recomp Scale down the max star size from 8+2 to 4+2.
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imgWidth = (u32)((SQ(temp_f2) * 4.0f) + 2.0f);
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}
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if (negateY) {
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pos.y = -pos.y;
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}
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if ((i < 15) || ((i == 15) && ((((void)0, gSaveContext.save.day) % 7) == 0))) {
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gDPSetColor(gfx++, G_SETPRIMCOLOR, D_801DD8E0[i % ARRAY_COUNTU(D_801DD8E0)].rgba);
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} else if (((i & 0x3F) == 0) || (i == 16)) {
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gDPSetColor(gfx++, G_SETPRIMCOLOR, D_801DD900[phi_v1 % ARRAY_COUNTU(D_801DD900)].rgba);
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phi_v1++;
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}
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posPtr = &pos;
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imgXPtr = &imgX;
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imgYPtr = &imgY;
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viewProjectionMtxF = play->viewProjectionMtxF.mf;
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if (imgWidth >= 2) {
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// @recomp Tag the star.
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gEXMatrixGroupSimple(gfx++, STAR_TRANSFORM_ID_START + i, 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_ORDER_LINEAR);
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// @recomp Draw the star in 3D with a billboarded matrix.
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Environment_DrawSkyboxStarBillboard(play->state.gfxCtx, &billboard_mtx, &gfx, pos.x, pos.y, pos.z, imgWidth, imgWidth);
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// @recomp Pop the star's transform group.
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gEXPopMatrixGroup(gfx++);
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}
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}
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gDPPipeSync(gfx++);
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*gfxP = gfx;
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}
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@ -1,7 +1,8 @@
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#ifndef __TRANSFORM_IDS_H__
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#define __TRANSFORM_IDS_H__
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#define CAMERA_TRANSFORM_ID_START 0x10U
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#define CAMERA_TRANSFORM_ID 0x10U
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#define STAR_PROJECTION_TRANSFORM_ID 0x11U
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#define SKYBOX_TRANSFORM_ID_START 0x100U
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@ -15,6 +16,8 @@
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#define PAUSE_CURSOR_TRANSFORM_ID_START 0x500U
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#define STAR_TRANSFORM_ID_START 0x1000U
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#define ACTOR_TRANSFORM_LIMB_COUNT 128
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#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
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#define ACTOR_TRANSFORM_ID_START 0x1000000U
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