Zelda64Recomp/patches/terrain_transform_tagging.c
2024-05-05 19:09:11 -04:00

300 lines
13 KiB
C

#include "patches.h"
#include "transform_ids.h"
#include "overlays/actors/ovl_Dm_Opstage/z_dm_opstage.h"
#include "overlays/actors/ovl_Dm_Char01/z_dm_char01.h"
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
extern RoomDrawHandler sRoomDrawHandlers[];
void Room_Draw(PlayState* play, Room* room, u32 flags) {
if (room->segment != NULL) {
gSegments[3] = OS_K0_TO_PHYSICAL(room->segment);
OPEN_DISPS(play->state.gfxCtx);
// @recomp Tag the room's matrices if applicable.
// Tag terrain as being ignored for interpolation, which prevents interpolation glitches where some pieces of terrain swap places when one comes into view.
if (flags & ROOM_DRAW_OPA) {
gEXMatrixGroupInterpolateOnlyTiles(POLY_OPA_DISP++, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
}
if (flags & ROOM_DRAW_XLU) {
gEXMatrixGroupInterpolateOnlyTiles(POLY_XLU_DISP++, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
}
CLOSE_DISPS(play->state.gfxCtx);
sRoomDrawHandlers[room->roomShape->base.type](play, room, flags);
OPEN_DISPS(play->state.gfxCtx);
// @recomp Pop the room's matrix tags if applicable.
if (flags & ROOM_DRAW_OPA) {
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
}
if (flags & ROOM_DRAW_XLU) {
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
CLOSE_DISPS(play->state.gfxCtx);
}
return;
}
extern Gfx gKeikokuDemoFloorDL[];
extern Gfx gKeikokuDemoFloorEmptyDL[];
extern Gfx gKeikokuDemoTallTreeWithRootBaseDL[];
extern Gfx gKeikokuDemoTallTreeWithRootBaseEmptyDL[];
extern Gfx gKeikokuDemoTallTreeCutDL[];
extern Gfx gKeikokuDemoTallTreeCutEmptyDL[];
extern Gfx gKeikokuDemoTallTreeStraightDL[];
extern Gfx gKeikokuDemoTallTreeStraightEmptyDL[];
// @recomp Tag the ground in the intro cutscene to not interpolate rotation.
void DmOpstage_Draw(Actor* thisx, PlayState* play) {
DmOpstage* this = (DmOpstage*)thisx;
if (DMOPSTAGE_GET_TYPE(&this->dyna.actor) > DMOPSTAGE_TYPE_GROUND) {
// Assumption: worldPos is being manipulated by cutscene
Matrix_Translate(this->dyna.actor.world.pos.x + this->drawOffset.x,
this->dyna.actor.world.pos.y + this->drawOffset.y,
this->dyna.actor.world.pos.z + this->drawOffset.z, MTXMODE_NEW);
Matrix_RotateYS(this->dyna.actor.world.rot.y, MTXMODE_APPLY);
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
}
switch (DMOPSTAGE_GET_TYPE(&this->dyna.actor)) {
case DMOPSTAGE_TYPE_GROUND:
OPEN_DISPS(play->state.gfxCtx);
// @recomp Tag the ground to skip rotation.
gEXMatrixGroupDecomposedSkipRot(POLY_OPA_DISP++, actor_transform_id(thisx) + 0, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
Gfx_DrawDListOpa(play, gKeikokuDemoFloorDL);
Gfx_DrawDListXlu(play, gKeikokuDemoFloorEmptyDL);
// @recomp Pop the tag.
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
CLOSE_DISPS(play->state.gfxCtx);
break;
case DMOPSTAGE_TYPE_ROOT_TREE:
Gfx_DrawDListOpa(play, gKeikokuDemoTallTreeWithRootBaseDL);
Gfx_DrawDListXlu(play, gKeikokuDemoTallTreeWithRootBaseEmptyDL);
break;
case DMOPSTAGE_TYPE_CUT_TREE:
Gfx_DrawDListOpa(play, gKeikokuDemoTallTreeCutDL);
Gfx_DrawDListXlu(play, gKeikokuDemoTallTreeCutEmptyDL);
break;
case DMOPSTAGE_TYPE_STRAIGHT_TREE:
Gfx_DrawDListOpa(play, gKeikokuDemoTallTreeStraightDL);
Gfx_DrawDListXlu(play, gKeikokuDemoTallTreeStraightEmptyDL);
break;
default:
break;
}
}
extern AnimatedMaterial gWoodfallSceneryPoisonWaterTexAnim[];
extern AnimatedMaterial gWoodfallSceneryPurifiedWaterTexAnim[];
extern AnimatedMaterial gWoodfallSceneryDynamicPoisonWaterTexAnim[];
extern AnimatedMaterial gWoodfallSceneryPoisonWallsTexAnim[];
extern AnimatedMaterial gWoodfallSceneryPurifiedWallsTexAnim[];
extern AnimatedMaterial gWoodfallSceneryTempleTexAnim[];
extern AnimatedMaterial gWoodfallSceneryWaterFlowingOverTempleTexAnim[];
extern Gfx gWoodfallSceneryPoisonWaterDL[];
extern Gfx gWoodfallSceneryFloorDL[];
extern Gfx gWoodfallSceneryPurifiedWaterDL[];
extern Gfx gWoodfallSceneryPurifiedWallsDL[];
extern Gfx gWoodfallSceneryDynamicPoisonWaterDL[];
extern Gfx gWoodfallSceneryPoisonWallsDL[];
extern Gfx gWoodfallSceneryTempleDL[];
extern Gfx gWoodfallSceneryWaterFlowingOverTempleDL[];
extern Gfx gWoodfallSceneryTempleEntrancesDL[];
extern Gfx gWoodfallSceneryTempleRampAndPlatformDL[];
extern Vtx gWoodfallSceneryDynamicPoisonWaterVtx[];
extern s16 D_80AAAE20;
extern s16 D_80AAAE22;
extern s16 D_80AAAE24;
// @recomp Patched to enable vertex interpolation for the dynamic water as Woodfall temple rises from below the water.
void DmChar01_Draw(Actor* thisx, PlayState* play) {
static f32 D_80AAAAB8 = 0.0f;
static f32 D_80AAAABC = 0.0f;
static s16 D_80AAAAC0 = 0;
static s16 D_80AAAAC4 = 0;
static s16 D_80AAAAC8 = 0;
static s16 D_80AAAACC = 0;
DmChar01* this = (DmChar01*)thisx;
f32 temp_f12;
f32 spBC;
s32 i;
u8 spB7 = false;
switch (DMCHAR01_GET(thisx)) {
case DMCHAR01_0:
switch (this->unk_34C) {
case 0:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPoisonWaterTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWaterDL);
break;
case 1:
if (gSaveContext.sceneLayer == 1) {
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPurifiedWaterTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL);
Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL);
Matrix_Translate(0.0f, 10.0f, 0.0f, MTXMODE_APPLY);
}
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryDynamicPoisonWaterTexAnim));
OPEN_DISPS(play->state.gfxCtx);
if ((u8)this->unk_348 == 255) {
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x96, 255, 255, 255, 255);
// @recomp Manual relocation, TODO remove when automated.
gSPSegment(POLY_OPA_DISP++, 0x0B, actor_relocate(thisx, gWoodfallSceneryDynamicPoisonWaterVtx));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix to enable vertex interpolation.
gEXMatrixGroupDecomposedVerts(POLY_OPA_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
gSPDisplayList(POLY_OPA_DISP++, gWoodfallSceneryDynamicPoisonWaterDL);
// @recomp Tag the matrix to enable vertex interpolation.
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
} else {
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, (u8)this->unk_348);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x96, 255, 255, 255, (u8)this->unk_348);
// @recomp Manual relocation, TODO remove when automated.
gSPSegment(POLY_XLU_DISP++, 0x0B, actor_relocate(thisx, gWoodfallSceneryDynamicPoisonWaterVtx));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix to enable vertex interpolation.
gEXMatrixGroupDecomposedVerts(POLY_XLU_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryDynamicPoisonWaterDL);
// @recomp Tag the matrix to enable vertex interpolation.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
CLOSE_DISPS(play->state.gfxCtx);
break;
case 2:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPurifiedWaterTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL);
Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL);
break;
}
break;
case DMCHAR01_1:
switch (this->unk_34C) {
case 0:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPoisonWallsTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWallsDL);
break;
case 1:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPurifiedWallsTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryPurifiedWallsDL);
break;
}
break;
case DMCHAR01_2:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryTempleTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryTempleDL);
if ((this->unk_34C != 0) && ((u8)this->unk_348 != 0)) {
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryWaterFlowingOverTempleTexAnim));
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, (u8)this->unk_348);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 255, (u8)this->unk_348);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryWaterFlowingOverTempleDL);
CLOSE_DISPS(play->state.gfxCtx);
}
// @recomp Manual relocations, TODO remove when automated.
s16 D_80AAAE20_val = *(s16*)actor_relocate(thisx, &D_80AAAE20);
s16 D_80AAAE22_val = *(s16*)actor_relocate(thisx, &D_80AAAE22);
s16 D_80AAAE24_val = *(s16*)actor_relocate(thisx, &D_80AAAE24);
if (D_80AAAE24_val != 0) {
if ((D_80AAAE22_val > -1800) && (D_80AAAE22_val < 3000)) {
temp_f12 = D_80AAAE22_val - 640.0f;
if ((D_80AAAE20_val == 380) && (D_80AAAE22_val > 640)) {
D_80AAAAC0 = 2;
D_80AAAAC4 = 0;
D_80AAAAC8 = 900;
D_80AAAACC = 700;
spB7 = true;
if (D_80AAAE22_val < 1350) {
f32 temp_f0 = temp_f12 / 2000.0f;
D_80AAAAB8 = 420.0f - (420.0f * temp_f0);
D_80AAAABC = (200.0f * temp_f0) + 200.0f;
} else {
f32 temp_f0 = temp_f12 / 2000.0f;
D_80AAAAB8 = 420.0f - (420.0f * temp_f0);
D_80AAAABC = 400.0f;
}
}
}
if (spB7) {
for (i = 0; i < D_80AAAAC0 * 2; i++) {
Vec3f sp44;
f32 phi_f2 = D_80AAAABC;
s16 temp;
spBC = Rand_ZeroOne() * D_80AAAAC8;
if ((play->state.frames % 2) != 0) {
sp44.x = (Rand_ZeroOne() - 0.5f) * (2.0f * phi_f2);
sp44.y = D_80AAAAB8;
sp44.z = (Rand_ZeroOne() * D_80AAAAC4) + phi_f2;
temp = (s16)spBC + D_80AAAACC;
EffectSsGSplash_Spawn(play, &sp44, NULL, NULL, 0, temp);
} else {
sp44.x = -phi_f2 - (Rand_ZeroOne() * D_80AAAAC4);
sp44.y = D_80AAAAB8;
sp44.z = (Rand_ZeroOne() - 0.5f) * (2.0f * phi_f2);
temp = (s16)spBC + D_80AAAACC;
EffectSsGSplash_Spawn(play, &sp44, NULL, NULL, 0, temp);
}
}
}
}
Gfx_DrawDListXlu(play, gWoodfallSceneryTempleEntrancesDL);
break;
case DMCHAR01_3:
if (thisx->world.pos.y > -120.0f) {
Gfx_DrawDListOpa(play, gWoodfallSceneryTempleRampAndPlatformDL);
}
break;
}
}