#include "patches.h" #include "graphics.h" #include "sys_cfb.h" extern TransitionOverlay gTransitionOverlayTable[]; extern Gfx sTransWipe3DL[]; #define THIS ((TransitionWipe3*)thisx) // @recomp patched to scale the transition based on aspect ratio void TransitionWipe3_Draw(void* thisx, Gfx** gfxP) { Gfx* gfx = *gfxP; Mtx* modelView = &THIS->modelView[THIS->frame]; f32 scale = 14.8f; Gfx* texScroll; // @recomp Modify the scale based on the aspect ratio to make sure the transition circle covers the whole screen float original_aspect_ratio = ((float)SCREEN_WIDTH) / ((float)SCREEN_HEIGHT); scale *= recomp_get_aspect_ratio(original_aspect_ratio) / original_aspect_ratio; THIS->frame ^= 1; gDPPipeSync(gfx++); texScroll = Gfx_BranchTexScroll(&gfx, THIS->scrollX, THIS->scrollY, 16, 64); gSPSegment(gfx++, 0x09, texScroll); gSPSegment(gfx++, 0x08, THIS->curTexture); gDPSetColor(gfx++, G_SETPRIMCOLOR, THIS->color.rgba); gDPSetColor(gfx++, G_SETENVCOLOR, THIS->color.rgba); gSPMatrix(gfx++, &THIS->projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); gSPPerspNormalize(gfx++, THIS->normal); gSPMatrix(gfx++, &THIS->lookAt, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION); if (scale != 1.0f) { guScale(modelView, scale, scale, 1.0f); gSPMatrix(gfx++, modelView, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); } // sTransWipe3DL is an overlay symbol, so its addresses need to be offset to get the actual loaded vram address. // TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions. ptrdiff_t reloc_offset; TransitionOverlay* overlay_entry = &gTransitionOverlayTable[FBDEMO_WIPE3]; reloc_offset = (uintptr_t)Lib_PhysicalToVirtual(overlay_entry->loadInfo.addr) - (uintptr_t)overlay_entry->vramStart; gSPDisplayList(gfx++, (Gfx*)((u8*)sTransWipe3DL + reloc_offset)); gDPPipeSync(gfx++); *gfxP = gfx; } #undef THIS typedef enum { /* 0 */ MOTION_BLUR_OFF, /* 1 */ MOTION_BLUR_SETUP, /* 2 */ MOTION_BLUR_PROCESS } MotionBlurStatus; extern u8 sMotionBlurStatus; extern s32 gFramerateDivisor; // @recomp Motion blur works fine normally, but when running at a higher framerate the effect is much less pronounced // as the previous frames decay quicker due to there being more frames drawn in the same period of time. void Play_DrawMotionBlur(PlayState* this) { GraphicsContext* gfxCtx = this->state.gfxCtx; s32 alpha; Gfx* gfx; Gfx* gfxHead; if (R_MOTION_BLUR_PRIORITY_ENABLED) { alpha = R_MOTION_BLUR_PRIORITY_ALPHA; if (sMotionBlurStatus == MOTION_BLUR_OFF) { sMotionBlurStatus = MOTION_BLUR_SETUP; } } else if (R_MOTION_BLUR_ENABLED) { alpha = R_MOTION_BLUR_ALPHA; if (sMotionBlurStatus == MOTION_BLUR_OFF) { sMotionBlurStatus = MOTION_BLUR_SETUP; } } else { alpha = 0; sMotionBlurStatus = MOTION_BLUR_OFF; } if (sMotionBlurStatus != MOTION_BLUR_OFF) { OPEN_DISPS(gfxCtx); gfxHead = POLY_OPA_DISP; gfx = Graph_GfxPlusOne(gfxHead); gSPDisplayList(OVERLAY_DISP++, gfx); this->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer; this->pauseBgPreRender.fbufSave = this->unk_18E64; // @recomp Scale alpha based on the target framerate so that the blur effect decays at an equivalent rate // to how it does in the original game's framerate. s32 original_alpha = alpha; f32 exponent = 20.0f / recomp_get_target_framerate(gFramerateDivisor); f32 alpha_float = recomp_powf(alpha / 255.0f, exponent); // Clamp to an alpha of 0.9, which ensures that the output color converges to within a reasonable delta // of the target color when using an R8G8B8A8 framebuffer as RT64 currently does. // Not clamping leads to image retention at high framerates. alpha_float = MIN(alpha_float, 0.9f); alpha = (s32)(alpha_float * 255.0f); if (sMotionBlurStatus == MOTION_BLUR_PROCESS) { func_80170AE0(&this->pauseBgPreRender, &gfx, alpha); } else { sMotionBlurStatus = MOTION_BLUR_PROCESS; } PreRender_SaveFramebuffer(&this->pauseBgPreRender, &gfx); gSPEndDisplayList(gfx++); Graph_BranchDlist(gfxHead, gfx); POLY_OPA_DISP = gfx; CLOSE_DISPS(gfxCtx); } } // @recomp Patched to increase the scale based on the aspect ratio. void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) { // @recomp Calculate the increase in aspect ratio. f32 original_aspect_ratio = (float)SCREEN_WIDTH / SCREEN_HEIGHT; f32 aspect_ratio_scale = recomp_get_aspect_ratio(original_aspect_ratio) / original_aspect_ratio; // @recomp Increase the circle's scale based on the aspect ratio scale. Also increase the base scaling // from 0.003f to 0.004f to account for overscan removal. TransitionCircle_LoadAndSetTexture(gfxP, gCircleTex, 4, 0, 6, 6, ((LENS_MASK_ACTIVE_SIZE - lensMaskSize) * 0.004f * aspect_ratio_scale) + 1.0f); } // @recomp Patched to prevent the telescope and lens effects from getting stretched wide. void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt, f32 arg6) { Gfx* gfx = *gfxp; s32 xh = gCfbWidth; s32 yh = gCfbHeight; s32 width = 1 << masks; s32 height = 1 << maskt; f32 s; f32 t; s32 dtdy; s32 dsdx; gDPLoadTextureBlock_4b(gfx++, texture, fmt, width, height, 0, G_TX_MIRROR | G_TX_CLAMP, G_TX_MIRROR | G_TX_CLAMP, masks, maskt, G_TX_NOLOD, G_TX_NOLOD); gDPSetTileSize(gfx++, G_TX_RENDERTILE, ((SCREEN_WIDTH / 2) - width) << 2, ((SCREEN_HEIGHT / 2) - height) << 2, ((SCREEN_WIDTH / 2) + (width - 1)) << 2, ((SCREEN_HEIGHT / 2) + (height - 1)) << 2); s = ((1.0f - (1.0f / arg6)) * (SCREEN_WIDTH / 2)) + 70.0f; t = ((1.0f - (1.0f / arg6)) * (SCREEN_HEIGHT / 2)) + 50.0f; if (s < -1023.0f) { s = -1023.0f; } if (t < -1023.0f) { t = -1023.0f; } if ((s <= -1023.0f) || (t <= -1023.0f)) { dsdx = 0; dtdy = 0; } else { dsdx = ((SCREEN_WIDTH - (2.0f * s)) / gScreenWidth) * (1 << 10); dtdy = ((SCREEN_HEIGHT - (2.0f * t)) / gScreenHeight) * (1 << 10); } // @recomp Calculate a new width for the rect to cover the entire widescreen contents. // Add a little extra to prevent RT64 misalignment adjustment from making the rect smaller than the screen. const u32 rt64_margin = 16; s32 full_width = (s32)(recomp_get_aspect_ratio((float)xh / yh) * yh + rt64_margin); // @recomp Adjust the S-coordinate to account for the extra screen size on the left edge. s32 extra_pixels = (full_width - SCREEN_WIDTH) / 2; f32 extra_texcoords = (float)extra_pixels * dsdx / (1 << 10); s -= (s32)extra_texcoords; // @recomp Patch the original rectangle to use the center as the origin to avoid getting stretched wide. gEXSetScissorAlign(gfx++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_RIGHT, 0, 0, -gCfbWidth, 0, 0, 0, gCfbWidth, gCfbHeight); gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, gCfbWidth, gCfbHeight); gEXTextureRectangle(gfx++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, -rt64_margin / 2 * 4, 0, full_width * 4, yh * 4, G_TX_RENDERTILE, (s32)(s * (1 << 5)), (s32)(t * (1 << 5)), dsdx, dtdy); // @recomp Reset scissor. gEXSetScissorAlign(gfx++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0, 0, 0, gCfbWidth, gCfbHeight); gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, gCfbWidth, gCfbHeight); gDPPipeSync(gfx++); *gfxp = gfx; }