#include "patches.h" #include "transform_ids.h" #include "overlays/actors/ovl_En_Test7/z_en_test7.h" #include "overlays/actors/ovl_Object_Kankyo/z_object_kankyo.h" #include "z64effect.h" // Decomp renames, TODO update decomp and remove these #define gSoaringWarpCsWindCapsuleTexAnim gameplay_keep_Matanimheader_0815D0 #define gSoaringWarpCsWindCapsuleDL gameplay_keep_DL_080FC8 #define EnTest7_DrawFeathers func_80AF14FC void EnTest7_DrawFeathers(PlayState* play2, OwlWarpFeather* feathers); s32 func_80AF31D0(PlayState* play, SkeletonInfo* skeletonInfo, s32 limbIndex, Gfx** dList, u8* flags, Actor* thisx, Vec3f* scale, Vec3s* rot, Vec3f* pos); extern AnimatedMaterial gSoaringWarpCsWindCapsuleTexAnim; extern Gfx gSoaringWarpCsWindCapsuleDL[]; void EnTest7_Draw(Actor* thisx, PlayState* play) { s32 pad[2]; EnTest7* this = (EnTest7*)thisx; s32 sp40; OPEN_DISPS(play->state.gfxCtx); // Draw wings if (this->flags & OWL_WARP_FLAGS_DRAW_WINGS) { Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, this->skeletonInfo.unk_18->unk_1 * sizeof(Mtx)); if (mtx == NULL) { return; } // func_80AF31D0 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. OverrideKeyframeDrawScaled func_80AF31D0_relocated = (OverrideKeyframeDrawScaled)actor_relocate(thisx, func_80AF31D0); // @recomp Push the matrix group for the song of soaring's wings. gEXMatrixGroupDecomposed(POLY_OPA_DISP++, SOARING_WINGS_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW, 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); func_8018450C(play, &this->skeletonInfo, mtx, func_80AF31D0_relocated, NULL, &this->actor); // @recomp Pop the wings matrix group. gEXPopMatrixGroup(POLY_OPA_DISP++); } // Draw windCapsule encasing that surrounds player after wings if (this->flags & OWL_WARP_FLAGS_DRAW_WIND_CAPSULE) { // @recomp Push the matrix group for the song of soaring's capsule. gEXMatrixGroupDecomposed(POLY_XLU_DISP++, SOARING_CAPSULE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW, 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); Matrix_Push(); Matrix_Translate(0.0f, 4000.0f, 0.0f, MTXMODE_APPLY); Matrix_RotateZYX(0, this->windCapsule.yaw, 0, MTXMODE_APPLY); Matrix_Scale(this->windCapsule.xzScale * 100.0f, this->windCapsule.yScale * 100.0f, this->windCapsule.xzScale * 100.0f, MTXMODE_APPLY); sp40 = this->windCapsule.unk_00; AnimatedMat_DrawStep(play, Lib_SegmentedToVirtual(&gSoaringWarpCsWindCapsuleTexAnim), sp40); Gfx_DrawDListXlu(play, gSoaringWarpCsWindCapsuleDL); // @recomp Pop the capsule matrix group. gEXPopMatrixGroup(POLY_XLU_DISP++); Matrix_Pop(); } EnTest7_DrawFeathers(play, this->feathers); if (this->flags & OWL_WARP_FLAGS_DRAW_LENS_FLARE) { Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, this->actor.world.pos, 70.0f, 5.0f, 0, false); } CLOSE_DISPS(play->state.gfxCtx); } extern f32 D_808DE5B0; extern Gfx gEffDust5Tex[]; extern Gfx gEffDustDL[]; // Use an unused byte in the particle's struct to track whether its interpolation should be skipped this frame. #define particle_skipped(particle) \ ((&(particle).unk_1C)[1]) // @recomp Patched to record when a particle is moved to skip interpolation. void func_808DC454(ObjectKankyo* this, PlayState* play) { s16 i; s32 pad1; f32 phi_f20; f32 spD0; f32 spCC; f32 spC8; f32 spC4; f32 spC0; f32 spBC; f32 temp_f0_4; f32 temp_f22; f32 temp_f24; f32 temp_f28; f32 x = play->view.at.x - play->view.eye.x; f32 y = play->view.at.y - play->view.eye.y; f32 z = play->view.at.z - play->view.eye.z; f32 magnitude = sqrtf(SQ(x) + SQ(y) + SQ(z)); f32 temp_120 = 120.0f; f32 temp_f30; Vec3f sp88; s32 pad; spD0 = x / magnitude; spCC = y / magnitude; spC8 = z / magnitude; for (i = 0; i < play->envCtx.precipitation[PRECIP_SNOW_CUR]; i++) { switch (this->unk_14C[i].unk_1C) { case 0: this->unk_14C[i].unk_00 = play->view.eye.x + (spD0 * 120.0f); this->unk_14C[i].unk_04 = play->view.eye.y + (spCC * 120.0f); this->unk_14C[i].unk_08 = play->view.eye.z + (spC8 * 120.0f); this->unk_14C[i].unk_0C = (Rand_ZeroOne() - 0.5f) * (2.0f * temp_120); temp_f22 = (Camera_GetCamDirPitch(GET_ACTIVE_CAM(play)) * 0.004f) + 60.0f; if (temp_f22 < 20.0f) { temp_f22 = 20.0f; } if (this->unk_114E == 0) { this->unk_14C[i].unk_10 = temp_f22; } else { this->unk_14C[i].unk_10 += temp_f22; if (play->envCtx.precipitation[PRECIP_SNOW_CUR] == ((u32)i + 1)) { this->unk_114E = 0; } } this->unk_14C[i].unk_14 = (Rand_ZeroOne() - 0.5f) * (2.0f * temp_120); if (play->envCtx.precipitation[PRECIP_SOS_MAX] == 0) { this->unk_14C[i].unk_18 = (Rand_ZeroOne() * 3.0f) + 1.0f; } else { this->unk_14C[i].unk_18 = (Rand_ZeroOne() * 3.0f) + 8.0f; } particle_skipped(this->unk_14C[i]) = true; this->unk_14C[i].unk_1C++; break; case 1: temp_f24 = play->view.eye.x + (spD0 * 120.0f); temp_f28 = play->view.eye.y + (spCC * 120.0f); temp_f30 = play->view.eye.z + (spC8 * 120.0f); magnitude = sqrtf((f32)SQ(play->envCtx.windDirection.x) + SQ(play->envCtx.windDirection.y) + SQ(play->envCtx.windDirection.z)); if (magnitude == 0.0f) { magnitude = 0.001f; } spC4 = -play->envCtx.windDirection.x / magnitude; spC0 = -play->envCtx.windDirection.y / magnitude; spBC = -play->envCtx.windDirection.z / magnitude; if (i == 0) { this->unk_144 += 0.049999997f * Rand_ZeroOne(); this->unk_148 += 0.049999997f * Rand_ZeroOne(); } phi_f20 = play->envCtx.windSpeed / 120.0f; phi_f20 = CLAMP(phi_f20, 0.0f, 1.0f); this->unk_14C[i].unk_0C += sinf((this->unk_144 + (i * 100.0f)) * 0.01f) + (spC4 * 10.0f * phi_f20); this->unk_14C[i].unk_14 += cosf((this->unk_148 + (i * 100.0f)) * 0.01f) + (spBC * 10.0f * phi_f20); this->unk_14C[i].unk_10 -= this->unk_14C[i].unk_18 - (spC0 * 3.0f * (play->envCtx.windSpeed / 100.0f)); temp_f22 = (-Camera_GetCamDirPitch(GET_ACTIVE_CAM(play)) * 0.012f) + 40.0f; if (temp_f22 < -40.0f) { temp_f22 = -40.0f; } if (((this->unk_14C[i].unk_00 + this->unk_14C[i].unk_0C) - temp_f24) > temp_120) { this->unk_14C[i].unk_00 = temp_f24 - temp_120; // @recomp Skip interpolation. particle_skipped(this->unk_14C[i]) = true; } if (((this->unk_14C[i].unk_00 + this->unk_14C[i].unk_0C) - temp_f24) < -temp_120) { this->unk_14C[i].unk_00 = temp_f24 + temp_120; // @recomp Skip interpolation. particle_skipped(this->unk_14C[i]) = true; } sp88.x = this->unk_14C[i].unk_00 + this->unk_14C[i].unk_0C; sp88.y = this->unk_14C[i].unk_04 + this->unk_14C[i].unk_10; sp88.z = this->unk_14C[i].unk_08 + this->unk_14C[i].unk_14; phi_f20 = Math_Vec3f_DistXZ(&sp88, &play->view.eye) / 200.0f; phi_f20 = CLAMP(phi_f20, 0.0f, 1.0f); temp_f0_4 = 100.0f + phi_f20 + 60.0f; if (temp_f0_4 < (this->unk_14C[i].unk_04 + (this->unk_14C[i].unk_10) - temp_f28)) { this->unk_14C[i].unk_04 = temp_f28 - temp_f0_4; // @recomp Skip interpolation. particle_skipped(this->unk_14C[i]) = true; } if (((this->unk_14C[i].unk_04 + this->unk_14C[i].unk_10) - temp_f28) < -temp_f0_4) { this->unk_14C[i].unk_04 = temp_f28 + temp_f0_4; // @recomp Skip interpolation. particle_skipped(this->unk_14C[i]) = true; } if (((this->unk_14C[i].unk_08 + this->unk_14C[i].unk_14) - temp_f30) > temp_120) { this->unk_14C[i].unk_08 = temp_f30 - temp_120; // @recomp Skip interpolation. particle_skipped(this->unk_14C[i]) = true; } if (((this->unk_14C[i].unk_08 + this->unk_14C[i].unk_14) - temp_f30) < -temp_120) { this->unk_14C[i].unk_08 = temp_f30 + temp_120; // @recomp Skip interpolation. particle_skipped(this->unk_14C[i]) = true; } if ((this->unk_14C[i].unk_04 + this->unk_14C[i].unk_10) < ((play->view.eye.y - temp_f22) - 40.0f)) { this->unk_14C[i].unk_1C = 0; } break; } } } void func_808DD3C8(Actor* thisx, PlayState* play2) { PlayState* play = play2; ObjectKankyo* this = (ObjectKankyo*)thisx; Vec3f worldPos; Vec3f screenPos; s16 i; u8 pad2; u8 spB4; f32 temp_f0; u8 sp68; s32 pad; f32 temp_f2; f32 tempf; if ((play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_UNDERWATER) || ((u8)play->envCtx.stormState == 0)) { return; } OPEN_DISPS(play->state.gfxCtx); spB4 = false; if (this->actor.params == 3) { // @recomp Manual relocation, TODO remove when the recompiler handles this automatically. f32* D_808DE5B0_ptr = actor_relocate(thisx, &D_808DE5B0); temp_f0 = func_80173B48(&play->state) / 1.4e7f; temp_f0 = CLAMP(temp_f0, 0.0f, 1.0f); Math_SmoothStepToF(D_808DE5B0_ptr, temp_f0, 0.2f, 0.1f, 0.001f); sp68 = play->envCtx.precipitation[PRECIP_SNOW_CUR]; sp68 *= *D_808DE5B0_ptr; if ((play->envCtx.precipitation[PRECIP_SNOW_CUR] >= 32) && (sp68 < 32)) { sp68 = 32; } } else { sp68 = play->envCtx.precipitation[PRECIP_SNOW_CUR]; } for (i = 0; i < sp68; i++) { worldPos.x = this->unk_14C[i].unk_00 + this->unk_14C[i].unk_0C; worldPos.y = this->unk_14C[i].unk_04 + this->unk_14C[i].unk_10; worldPos.z = this->unk_14C[i].unk_08 + this->unk_14C[i].unk_14; Play_GetScreenPos(play, &worldPos, &screenPos); // @recomp Render particles beyond the screen bounds. if (true) { // if ((screenPos.x >= 0.0f) && (screenPos.x < SCREEN_WIDTH) && (screenPos.y >= 0.0f) && // (screenPos.y < SCREEN_HEIGHT)) { if (!spB4) { spB4 = true; gDPPipeSync(POLY_XLU_DISP++); gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 255); gSPClearGeometryMode(POLY_XLU_DISP++, G_LIGHTING); POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_0); gDPSetRenderMode(POLY_XLU_DISP++, G_RM_FOG_SHADE_A, G_RM_ZB_CLD_SURF2); gSPSetGeometryMode(POLY_XLU_DISP++, G_FOG); gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(gEffDust5Tex)); } Matrix_Translate(worldPos.x, worldPos.y, worldPos.z, MTXMODE_NEW); tempf = (i & 7) * 0.008f; Matrix_Scale(0.05f + tempf, 0.05f + tempf, 0.05f + tempf, MTXMODE_APPLY); temp_f2 = Math_Vec3f_DistXYZ(&worldPos, &play->view.eye) / 300.0f; temp_f2 = ((1.0f < temp_f2) ? 0.0f : (((1.0f - temp_f2) > 1.0f) ? 1.0f : 1.0f - temp_f2)); gDPPipeSync(POLY_XLU_DISP++); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (u8)(160.0f * temp_f2)); Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); // @recomp Check if the particle's interpolation should be skipped this frame. if (particle_skipped(this->unk_14C[i])) { // @recomp Tag the particle's transform to skip interpolation. gEXMatrixGroupSimple(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_MTX_MODELVIEW); } else { // @recomp Tag the particle's matrix to interpolate normally. gEXMatrixGroupDecomposed(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, 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); } gSPDisplayList(POLY_XLU_DISP++, gEffDustDL); // @recomp Pop the particle transform tag. gEXPopMatrixGroup(POLY_XLU_DISP++); } // @recomp Reset the particle's skip flag. particle_skipped(this->unk_14C[i]) = false; } CLOSE_DISPS(play->state.gfxCtx); } #define SPARK_COUNT 3 #define BLURE_COUNT 25 #define SHIELD_PARTICLE_COUNT 3 #define TIRE_MARK_COUNT 15 #define TOTAL_EFFECT_COUNT SPARK_COUNT + BLURE_COUNT + SHIELD_PARTICLE_COUNT + TIRE_MARK_COUNT typedef struct EffectStatus { /* 0x0 */ u8 active; /* 0x1 */ u8 unk1; /* 0x2 */ u8 unk2; } EffectStatus; // size = 0x3 typedef struct EffectContext { /* 0x0000 */ struct PlayState* play; struct { EffectStatus status; EffectSpark effect; } /* 0x0004 */ sparks[SPARK_COUNT]; struct { EffectStatus status; EffectBlure effect; } /* 0x0E5C */ blures[BLURE_COUNT]; struct { EffectStatus status; EffectShieldParticle effect; } /* 0x388C */ shieldParticles[SHIELD_PARTICLE_COUNT]; struct { EffectStatus status; EffectTireMark effect; } /* 0x3DF0 */ tireMarks[TIRE_MARK_COUNT]; } EffectContext; // size = 0x98E0 typedef struct EffectInfo { /* 0x00 */ u32 size; /* 0x04 */ void (*init)(void* effect, void* initParams); /* 0x08 */ void (*destroy)(void* effect); /* 0x0C */ s32 (*update)(void* effect); /* 0x10 */ void (*draw)(void* effect, struct GraphicsContext* gfxCtx); } EffectInfo; // size = 0x14 extern EffectContext sEffectContext; extern EffectInfo sEffectInfoTable[]; static inline void tag_interpolate_effect(GraphicsContext* gfxCtx, u32 id) { OPEN_DISPS(gfxCtx); gEXMatrixGroupDecomposed(POLY_OPA_DISP++, id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR); gEXMatrixGroupDecomposed(POLY_XLU_DISP++, id + EFFECT_TRANSFORM_ID_COUNT, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR); CLOSE_DISPS(); } static inline void tag_skip_effect(GraphicsContext* gfxCtx, u32 id) { OPEN_DISPS(gfxCtx); gEXMatrixGroupSimple(POLY_OPA_DISP++, id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR); gEXMatrixGroupSimple(POLY_XLU_DISP++, id + EFFECT_TRANSFORM_ID_COUNT, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR); CLOSE_DISPS(); } static inline void pop_effect_tag(GraphicsContext* gfxCtx) { OPEN_DISPS(gfxCtx); gEXPopMatrixGroup(POLY_OPA_DISP++); gEXPopMatrixGroup(POLY_XLU_DISP++); CLOSE_DISPS(); } // @recomp Patched to tag effects. void Effect_DrawAll(GraphicsContext* gfxCtx) { s32 i; for (i = 0; i < SPARK_COUNT; i++) { if (!sEffectContext.sparks[i].status.active) { continue; } // @recomp Tag transform. tag_interpolate_effect(gfxCtx, EFFECT_SPARK_TRANSFORM_ID_START + i); sEffectInfoTable[EFFECT_SPARK].draw(&sEffectContext.sparks[i].effect, gfxCtx); // @recomp Pop tag. pop_effect_tag(gfxCtx); } for (i = 0; i < BLURE_COUNT; i++) { if (!sEffectContext.blures[i].status.active) { continue; } // @recomp Tag transform to skip interpolation as this effect doesn't work well with it. tag_skip_effect(gfxCtx, EFFECT_BLURE_TRANSFORM_ID_START + i); sEffectInfoTable[EFFECT_BLURE1].draw(&sEffectContext.blures[i].effect, gfxCtx); // @recomp Pop tag. pop_effect_tag(gfxCtx); } for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) { if (!sEffectContext.shieldParticles[i].status.active) { continue; } // @recomp Tag transform. tag_interpolate_effect(gfxCtx, EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START + i); sEffectInfoTable[EFFECT_SHIELD_PARTICLE].draw(&sEffectContext.shieldParticles[i].effect, gfxCtx); // @recomp Pop tag. pop_effect_tag(gfxCtx); } for (i = 0; i < TIRE_MARK_COUNT; i++) { if (!sEffectContext.tireMarks[i].status.active) { continue; } // @recomp Tag transform to skip interpolation as this effect doesn't work well with it. tag_skip_effect(gfxCtx, EFFECT_TIRE_MARK_TRANSFORM_ID_START + i); sEffectInfoTable[EFFECT_TIRE_MARK].draw(&sEffectContext.tireMarks[i].effect, gfxCtx); // @recomp Pop tag. pop_effect_tag(gfxCtx); } }