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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-25 22:24:20 +01:00
Fixed telescope effect breaking when the scale is 0
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85936fcfa6
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@ -144,8 +144,9 @@ void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt,
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s32 height = 1 << maskt;
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f32 s;
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f32 t;
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s32 dtdy;
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s32 dsdx;
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// @recomp Use floats for dtdy and dsdx.
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f32 dtdy;
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f32 dsdx;
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gDPLoadTextureBlock_4b(gfx++, texture, fmt, width, height, 0, G_TX_MIRROR | G_TX_CLAMP, G_TX_MIRROR | G_TX_CLAMP,
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masks, maskt, G_TX_NOLOD, G_TX_NOLOD);
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@ -154,22 +155,23 @@ void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt,
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s = ((1.0f - (1.0f / arg6)) * (SCREEN_WIDTH / 2)) + 70.0f;
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t = ((1.0f - (1.0f / arg6)) * (SCREEN_HEIGHT / 2)) + 50.0f;
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if (s < -1023.0f) {
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s = -1023.0f;
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}
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if (t < -1023.0f) {
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t = -1023.0f;
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}
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// @recomp Uncap the s and t calculations as they go into a matrix now instead of being used as texture coordinates.
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// if (s < -1023.0f) {
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// s = -1023.0f;
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// }
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// if (t < -1023.0f) {
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// t = -1023.0f;
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// }
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if ((s <= -1023.0f) || (t <= -1023.0f)) {
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dsdx = 0;
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dtdy = 0;
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} else {
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// if ((s <= -1023.0f) || (t <= -1023.0f)) {
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// dsdx = 0;
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// dtdy = 0;
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// } else {
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dsdx = ((SCREEN_WIDTH - (2.0f * s)) / gScreenWidth) * (1 << 10);
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dtdy = ((SCREEN_HEIGHT - (2.0f * t)) / gScreenHeight) * (1 << 10);
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}
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// }
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// Push the old RDP/RSP params.
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// @recomp Push the old RDP/RSP params.
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gEXPushProjectionMatrix(gfx++);
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gEXPushGeometryMode(gfx++);
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gEXMatrixGroupSimple(gfx++, CIRCLE_OVERLAY_TRANSFORM_PROJECTION_ID, G_EX_PUSH, G_MTX_PROJECTION,
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@ -177,64 +179,68 @@ void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt,
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gEXMatrixGroupSimple(gfx++, CIRCLE_OVERLAY_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_ORDER_LINEAR, G_EX_EDIT_NONE);
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// Allocate a matrix and vertices in the displaylist because there's no handle to the GfxContext here.
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// @recomp Allocate a matrix and vertices in the displaylist because there's no handle to the GfxContext here.
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Mtx* ortho_matrix = (Mtx*)(gfx + 1);
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Mtx* model_matrix = ortho_matrix + 1;
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Gfx* after_matrix = (Gfx*)(model_matrix + 4);
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gSPBranchList(gfx++, after_matrix);
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gfx = after_matrix;
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// Set up an ortho projection matrix.
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// @recomp Set up an ortho projection matrix.
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guOrtho(ortho_matrix, -SCREEN_WIDTH / 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, -SCREEN_HEIGHT / 2, -1.0f, 1.0f, 1.0f);
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gSPMatrix(gfx++, ortho_matrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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// Set up a scale model matrix, using the original texcoord scaling to calculate the matrix's scale.
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guScale(model_matrix, 1024.0f / dsdx, 1024.0f / dtdy, 1.0f);
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gSPMatrix(gfx++, model_matrix, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// Enable texturing and set geometry mode.
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// @recomp Set up a scale model matrix, using the original texcoord scaling to calculate the matrix's scale.
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float scale_x = 1024.0f / MAX((float)dsdx, 0.1f);
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float scale_y = 1024.0f / MAX((float)dtdy, 0.1f);
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if (arg6 == 0) {
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scale_x = 0.0f;
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scale_y = 0.0f;
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}
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guScale(model_matrix, scale_x, scale_y, 1.0f);
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// @recomp Enable texturing and set geometry mode.
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gSPTexture(gfx++, 0x8000 * width / 64, 0x8000 * height / 64, 0, G_TX_RENDERTILE, G_ON);
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gSPLoadGeometryMode(gfx++, 0);
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// @recomp Static variable to hold the lens overlay vertices.
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static Vtx overlay_verts[] = {
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// The quad that holds the lens itself.
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{{{ -64, -64, 0}, 0, { 0, 0}, {0, 0, 0, 255}}},
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{{{ 64, -64, 0}, 0, {512 << 5, 0}, {0, 0, 0, 255}}},
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{{{ -64, 64, 0}, 0, { 0, 512 << 5}, {0, 0, 0, 255}}},
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{{{ 64, 64, 0}, 0, {512 << 5, 512 << 5}, {0, 0, 0, 255}}},
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// The top verts of the quad above the lens.
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{{{ -64, -1000, 0}, 0, { 0, 0}, {0, 0, 0, 255}}},
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{{{ 64, -1000, 0}, 0, {512 << 5, 0}, {0, 0, 0, 255}}},
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// The bottom verts of the quad below the lens.
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{{{ -64, 1000, 0}, 0, { 0, 512 << 5}, {0, 0, 0, 255}}},
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{{{ 64, 1000, 0}, 0, {512 << 5, 512 << 5}, {0, 0, 0, 255}}},
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// The left verts of the quad to the left of the lens.
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{{{-4000, -1000, 0}, 0, { 0, 0}, {0, 0, 0, 255}}},
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{{{-4000, 1000, 0}, 0, { 0, 512 << 5}, {0, 0, 0, 255}}},
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// The right verts of the quad to the right of the lens.
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{{{ 4000, -1000, 0}, 0, {512 << 5, 0}, {0, 0, 0, 255}}},
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{{{ 4000, 1000, 0}, 0, {512 << 5, 512 << 5}, {0, 0, 0, 255}}},
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{{{ -64, -64, 0}, 0, { 0, 0}, {0, 0, 0, 255}}},
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{{{ 64, -64, 0}, 0, {512 << 5, 0}, {0, 0, 0, 255}}},
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{{{ -64, 64, 0}, 0, { 0, 512 << 5}, {0, 0, 0, 255}}},
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{{{ 64, 64, 0}, 0, {512 << 5, 512 << 5}, {0, 0, 0, 255}}},
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// The verts of the quad around the lens overlay to fill in the rest of the screen.
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{{{-32000, -8000, 0}, 0, { 0, 0}, {0, 0, 0, 255}}},
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{{{ 32000, -8000, 0}, 0, {512 << 5, 0}, {0, 0, 0, 255}}},
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{{{-32000, 8000, 0}, 0, { 0, 512 << 5}, {0, 0, 0, 255}}},
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{{{ 32000, 8000, 0}, 0, {512 << 5, 512 << 5}, {0, 0, 0, 255}}},
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};
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// 8 4 5 10
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// 4 5
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// 0 1
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// 2 3
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// 9 6 7 11
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// 6 7
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// Load the verts.
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gSPVertex(gfx++, overlay_verts, ARRAY_COUNT(overlay_verts), 0);
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// Draw the quad containing the lens overlay.
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// @recomp Load the verts.
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gSPMatrix(gfx++, model_matrix, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPVertex(gfx++, &overlay_verts[0], 4, 0);
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gSPMatrix(gfx++, &gIdentityMtx, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPVertex(gfx++, &overlay_verts[4], 4, 4);
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// @recomp Draw the quad containing the lens overlay.
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gSP2Triangles(gfx++, 0, 1, 3, 0x0, 0, 3, 2, 0x0);
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// Draw the quad above the lens overlay.
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// @recomp Draw the quad above the lens overlay.
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gSP2Triangles(gfx++, 4, 5, 1, 0x0, 4, 1, 0, 0x0);
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// Draw the quad below the lens overlay.
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// @recomp Draw the quad below the lens overlay.
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gSP2Triangles(gfx++, 2, 3, 7, 0x0, 2, 7, 6, 0x0);
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// Draw the quad to the left of the lens overlay.
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gSP2Triangles(gfx++, 8, 4, 6, 0x0, 8, 6, 9, 0x0);
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// Draw the quad to the right of the lens overlay.
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gSP2Triangles(gfx++, 5, 10, 11, 0x0, 5, 11, 7, 0x0);
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// @recomp Draw the quad to the left of the lens overlay.
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gSP2Triangles(gfx++, 4, 0, 2, 0x0, 4, 2, 6, 0x0);
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// @recomp Draw the quad to the right of the lens overlay.
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gSP2Triangles(gfx++, 1, 5, 7, 0x0, 1, 7, 3, 0x0);
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// Restore the old RDP/RSP params.
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// @recomp Restore the old RDP/RSP params.
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gEXPopProjectionMatrix(gfx++);
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gEXPopGeometryMode(gfx++);
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gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
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@ -482,12 +482,10 @@ void EffStk_Draw(Actor* thisx, PlayState* play) {
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Matrix_Translate(0.0f, 0.0f, this->unk148, MTXMODE_APPLY);
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Mtx* mtx = Matrix_NewMtx(play->state.gfxCtx);
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recomp_printf("EffStk_Draw matrix: %08X\n", (u32)mtx);
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// @recomp Tag the transform. Do not allow edits as this will get edited by the billboard detection and we'll want to skip position during a camera cut too.
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if (camera_was_skipped()) {
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gEXMatrixGroupDecomposedSkipPosRot(POLY_XLU_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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recomp_printf(" Skipped EffStk_Draw matrix\n");
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}
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else {
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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