Zelda64Recomp/patches/widescreen_effect_fixes.c

43 lines
1.8 KiB
C

#include "patches.h"
#include "graphics.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
scale *= (recomp_get_aspect_ratio() / (4.0f / 3.0f));
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