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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-25 14:16:58 +01:00
Patched lens/telescope effect to not stretch in widescreen, fixed incorrect trigger icons in UI.
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@ -1,5 +1,6 @@
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#include "patches.h"
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#include "graphics.h"
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#include "sys_cfb.h"
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extern TransitionOverlay gTransitionOverlayTable[];
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extern Gfx sTransWipe3DL[];
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@ -110,3 +111,78 @@ void Play_DrawMotionBlur(PlayState* this) {
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CLOSE_DISPS(gfxCtx);
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}
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}
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// @recomp Patched to increase the scale based on the aspect ratio.
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void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
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// @recomp Calculate the increase in aspect ratio.
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f32 original_aspect_ratio = (float)SCREEN_WIDTH / SCREEN_HEIGHT;
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f32 aspect_ratio_scale = recomp_get_aspect_ratio(original_aspect_ratio) / original_aspect_ratio;
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// @recomp Increase the circle's scale based on the aspect ratio scale. Also increase the base scaling
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// from 0.003f to 0.004f to account for overscan removal.
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TransitionCircle_LoadAndSetTexture(gfxP, gCircleTex, 4, 0, 6, 6,
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((LENS_MASK_ACTIVE_SIZE - lensMaskSize) * 0.004f * aspect_ratio_scale) + 1.0f);
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}
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// @recomp Patched to prevent the telescope and lens effects from getting stretched wide.
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void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt,
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f32 arg6) {
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Gfx* gfx = *gfxp;
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s32 xh = gCfbWidth;
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s32 yh = gCfbHeight;
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s32 width = 1 << masks;
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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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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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gDPSetTileSize(gfx++, G_TX_RENDERTILE, ((SCREEN_WIDTH / 2) - width) << 2, ((SCREEN_HEIGHT / 2) - height) << 2,
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((SCREEN_WIDTH / 2) + (width - 1)) << 2, ((SCREEN_HEIGHT / 2) + (height - 1)) << 2);
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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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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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// @recomp Calculate a new width for the rect to cover the entire widescreen contents.
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// Add a little extra to prevent RT64 misalignment adjustment from making the rect smaller than the screen.
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const u32 rt64_margin = 16;
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s32 full_width = (s32)(recomp_get_aspect_ratio((float)xh / yh) * yh + rt64_margin);
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// @recomp Adjust the S-coordinate to account for the extra screen size on the left edge.
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s32 extra_pixels = (full_width - SCREEN_WIDTH) / 2;
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f32 extra_texcoords = (float)extra_pixels * dsdx / (1 << 10);
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s -= (s32)extra_texcoords;
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// @recomp Patch the original rectangle to use the center as the origin to avoid getting stretched wide.
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gEXSetScissorAlign(gfx++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_RIGHT, 0, 0, -gCfbWidth, 0, 0, 0, gCfbWidth, gCfbHeight);
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gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, gCfbWidth, gCfbHeight);
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gEXTextureRectangle(gfx++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT,
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-rt64_margin / 2 * 4, 0,
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full_width * 4, yh * 4,
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G_TX_RENDERTILE, (s32)(s * (1 << 5)), (s32)(t * (1 << 5)), dsdx, dtdy);
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// @recomp Reset scissor.
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gEXSetScissorAlign(gfx++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0, 0, 0, gCfbWidth, gCfbHeight);
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gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, gCfbWidth, gCfbHeight);
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gDPPipeSync(gfx++);
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*gfxp = gfx;
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}
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@ -620,9 +620,9 @@ std::string controller_axis_to_string(int axis) {
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case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY:
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return positive ? "\u21C3" : "\u21BF";
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case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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return positive ? "\u219A" : "\u21DC";
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return positive ? "\u2196" : "\u21DC";
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case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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return positive ? "\u219B" : "\u21DD";
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return positive ? "\u2197" : "\u21DD";
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default:
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return "Axis " + std::to_string(actual_axis) + (positive ? '+' : '-');
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}
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@ -60,7 +60,7 @@ extern "C" void recomp_get_aspect_ratio(uint8_t* rdram, recomp_context* ctx) {
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_return(ctx, original);
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return;
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case RT64::UserConfiguration::AspectRatio::Expand:
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_return(ctx, static_cast<float>(width) / height);
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_return(ctx, std::max(static_cast<float>(width) / height, original));
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return;
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}
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}
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