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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-17 19:39:14 +01:00
Skip rotation interpolation on the ground in the intro cutscene
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@ -53,7 +53,6 @@ void edit_billboard_groups(PlayState* play) {
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gEXEditGroupByAddress(POLY_XLU_DISP++, tracked_billboard_matrices[i], G_EX_INTERPOLATE_DECOMPOSE, G_MTX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE,
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G_EX_ORDER_LINEAR);
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recomp_printf("Skipped matrix %08X\n", (u32)tracked_billboard_matrices[i]);
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}
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}
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@ -17,6 +17,9 @@
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#define gEXMatrixGroupDecomposedNormal(cmd, id, push, proj, edit) \
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gEXMatrixGroupDecomposed(cmd, id, push, proj, 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, edit)
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#define gEXMatrixGroupDecomposedSkipRot(cmd, id, push, proj, edit) \
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gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
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#define gEXMatrixGroupDecomposedSkipPosRot(cmd, id, push, proj, edit) \
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gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
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@ -1,5 +1,6 @@
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#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_Dm_Opstage/z_dm_opstage.h"
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static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
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@ -39,3 +40,60 @@ void Room_Draw(PlayState* play, Room* room, u32 flags) {
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return;
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}
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extern Gfx gKeikokuDemoFloorDL[];
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extern Gfx gKeikokuDemoFloorEmptyDL[];
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extern Gfx gKeikokuDemoTallTreeWithRootBaseDL[];
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extern Gfx gKeikokuDemoTallTreeWithRootBaseEmptyDL[];
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extern Gfx gKeikokuDemoTallTreeCutDL[];
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extern Gfx gKeikokuDemoTallTreeCutEmptyDL[];
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extern Gfx gKeikokuDemoTallTreeStraightDL[];
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extern Gfx gKeikokuDemoTallTreeStraightEmptyDL[];
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// @recomp Tag the ground in the intro cutscene to not interpolate rotation.
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void DmOpstage_Draw(Actor* thisx, PlayState* play) {
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DmOpstage* this = (DmOpstage*)thisx;
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if (DMOPSTAGE_GET_TYPE(&this->dyna.actor) > DMOPSTAGE_TYPE_GROUND) {
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// Assumption: worldPos is being manipulated by cutscene
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Matrix_Translate(this->dyna.actor.world.pos.x + this->drawOffset.x,
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this->dyna.actor.world.pos.y + this->drawOffset.y,
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this->dyna.actor.world.pos.z + this->drawOffset.z, MTXMODE_NEW);
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Matrix_RotateYS(this->dyna.actor.world.rot.y, MTXMODE_APPLY);
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Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
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}
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switch (DMOPSTAGE_GET_TYPE(&this->dyna.actor)) {
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case DMOPSTAGE_TYPE_GROUND:
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OPEN_DISPS(play->state.gfxCtx);
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// @recomp Tag the ground to skip rotation.
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gEXMatrixGroupDecomposedSkipRot(POLY_OPA_DISP++, actor_transform_id(thisx) + 0, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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Gfx_DrawDListOpa(play, gKeikokuDemoFloorDL);
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Gfx_DrawDListXlu(play, gKeikokuDemoFloorEmptyDL);
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// @recomp Pop the tag.
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gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
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CLOSE_DISPS(play->state.gfxCtx);
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break;
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case DMOPSTAGE_TYPE_ROOT_TREE:
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Gfx_DrawDListOpa(play, gKeikokuDemoTallTreeWithRootBaseDL);
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Gfx_DrawDListXlu(play, gKeikokuDemoTallTreeWithRootBaseEmptyDL);
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break;
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case DMOPSTAGE_TYPE_CUT_TREE:
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Gfx_DrawDListOpa(play, gKeikokuDemoTallTreeCutDL);
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Gfx_DrawDListXlu(play, gKeikokuDemoTallTreeCutEmptyDL);
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break;
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case DMOPSTAGE_TYPE_STRAIGHT_TREE:
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Gfx_DrawDListOpa(play, gKeikokuDemoTallTreeStraightDL);
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Gfx_DrawDListXlu(play, gKeikokuDemoTallTreeStraightEmptyDL);
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break;
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default:
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break;
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}
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}
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