mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-28 07:34:19 +01:00
258 lines
10 KiB
C
258 lines
10 KiB
C
#include "patches.h"
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#include "graphics.h"
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#include "sys_cfb.h"
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#include "z64view.h"
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#include "transform_ids.h"
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extern TransitionOverlay gTransitionOverlayTable[];
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extern Gfx sTransWipe3DL[];
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#define THIS ((TransitionWipe3*)thisx)
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// @recomp patched to scale the transition based on aspect ratio
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RECOMP_PATCH void TransitionWipe3_Draw(void* thisx, Gfx** gfxP) {
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Gfx* gfx = *gfxP;
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Mtx* modelView = &THIS->modelView[THIS->frame];
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f32 scale = 14.8f;
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Gfx* texScroll;
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// @recomp Modify the scale based on the aspect ratio to make sure the transition circle covers the whole screen
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float original_aspect_ratio = ((float)SCREEN_WIDTH) / ((float)SCREEN_HEIGHT);
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scale *= recomp_get_aspect_ratio(original_aspect_ratio) / original_aspect_ratio;
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THIS->frame ^= 1;
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gDPPipeSync(gfx++);
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texScroll = Gfx_BranchTexScroll(&gfx, THIS->scrollX, THIS->scrollY, 16, 64);
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gSPSegment(gfx++, 0x09, texScroll);
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gSPSegment(gfx++, 0x08, THIS->curTexture);
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gDPSetColor(gfx++, G_SETPRIMCOLOR, THIS->color.rgba);
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gDPSetColor(gfx++, G_SETENVCOLOR, THIS->color.rgba);
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gSPMatrix(gfx++, &THIS->projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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gSPPerspNormalize(gfx++, THIS->normal);
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gSPMatrix(gfx++, &THIS->lookAt, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
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if (scale != 1.0f) {
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guScale(modelView, scale, scale, 1.0f);
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gSPMatrix(gfx++, modelView, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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}
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gSPDisplayList(gfx++, sTransWipe3DL);
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gDPPipeSync(gfx++);
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*gfxP = gfx;
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}
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#undef THIS
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typedef enum {
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/* 0 */ MOTION_BLUR_OFF,
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/* 1 */ MOTION_BLUR_SETUP,
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/* 2 */ MOTION_BLUR_PROCESS
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} MotionBlurStatus;
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extern u8 sMotionBlurStatus;
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extern s32 gFramerateDivisor;
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// @recomp Motion blur works fine normally, but when running at a higher framerate the effect is much less pronounced
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// as the previous frames decay quicker due to there being more frames drawn in the same period of time.
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RECOMP_PATCH void Play_DrawMotionBlur(PlayState* this) {
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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s32 alpha;
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Gfx* gfx;
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Gfx* gfxHead;
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if (R_MOTION_BLUR_PRIORITY_ENABLED) {
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alpha = R_MOTION_BLUR_PRIORITY_ALPHA;
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if (sMotionBlurStatus == MOTION_BLUR_OFF) {
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sMotionBlurStatus = MOTION_BLUR_SETUP;
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}
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} else if (R_MOTION_BLUR_ENABLED) {
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alpha = R_MOTION_BLUR_ALPHA;
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if (sMotionBlurStatus == MOTION_BLUR_OFF) {
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sMotionBlurStatus = MOTION_BLUR_SETUP;
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}
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} else {
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alpha = 0;
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sMotionBlurStatus = MOTION_BLUR_OFF;
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}
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if (sMotionBlurStatus != MOTION_BLUR_OFF) {
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OPEN_DISPS(gfxCtx);
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gfxHead = POLY_OPA_DISP;
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gfx = Graph_GfxPlusOne(gfxHead);
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gSPDisplayList(OVERLAY_DISP++, gfx);
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this->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer;
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this->pauseBgPreRender.fbufSave = this->unk_18E64;
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// @recomp Scale alpha based on the target framerate so that the blur effect decays at an equivalent rate
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// to how it does in the original game's framerate.
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s32 original_alpha = alpha;
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f32 exponent = 20.0f / recomp_get_target_framerate(gFramerateDivisor);
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f32 alpha_float = recomp_powf(alpha / 255.0f, exponent);
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// Clamp the blur alpha, which ensures that the output color converges to within a reasonable delta of the target color
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// when using an R8G8B8A8 framebuffer. Although this makes the effect less noticeable at high framerates,
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// not clamping leads to noticeable image retention.
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// Skip clamping if high precision framebuffers are in use, as there's no risk of ghosting with those.
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if (!recomp_high_precision_fb_enabled()) {
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alpha_float = MIN(alpha_float, 0.825f);
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}
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alpha = (s32)(alpha_float * 255.0f);
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// @recomp Set the dither noise strength based on the resolution scale to make it easier to see at higher resolutions.
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float res_scale = recomp_get_resolution_scale();
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float dither_noise_strength = CLAMP(1.0 + (res_scale - 1.0f) / 8.0f, 1.0f, 2.0f);
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// recomp_printf("res scale: %5.3f dither noise strength: %5.3f\n", res_scale, dither_noise_strength);
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gEXSetDitherNoiseStrength(OVERLAY_DISP++, dither_noise_strength);
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if (sMotionBlurStatus == MOTION_BLUR_PROCESS) {
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func_80170AE0(&this->pauseBgPreRender, &gfx, alpha);
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} else {
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sMotionBlurStatus = MOTION_BLUR_PROCESS;
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}
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PreRender_SaveFramebuffer(&this->pauseBgPreRender, &gfx);
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gSPEndDisplayList(gfx++);
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Graph_BranchDlist(gfxHead, gfx);
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POLY_OPA_DISP = gfx;
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CLOSE_DISPS(gfxCtx);
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}
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}
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// @recomp Patched to increase the scale based on the aspect ratio.
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RECOMP_PATCH void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
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// @recomp Calculate the increase in aspect ratio.
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f32 original_aspect_ratio = (float)SCREEN_WIDTH / SCREEN_HEIGHT;
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f32 aspect_ratio_scale = recomp_get_aspect_ratio(original_aspect_ratio) / original_aspect_ratio;
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// @recomp Increase the circle's scale based on the aspect ratio scale. Also increase the base scaling
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// from 0.003f to 0.004f to account for overscan removal.
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TransitionCircle_LoadAndSetTexture(gfxP, gCircleTex, 4, 0, 6, 6,
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((LENS_MASK_ACTIVE_SIZE - lensMaskSize) * 0.004f * aspect_ratio_scale) + 1.0f);
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}
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// @recomp Patched to use ortho tris for interpolation and to prevent the telescope and lens effects from getting stretched wide.
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RECOMP_PATCH void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt,
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f32 arg6) {
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Gfx* gfx = *gfxp;
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s32 xh = gCfbWidth;
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s32 yh = gCfbHeight;
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s32 width = 1 << masks;
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s32 height = 1 << maskt;
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f32 s;
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f32 t;
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// @recomp Use floats for dtdy and dsdx.
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f32 dtdy;
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f32 dsdx;
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gDPLoadTextureBlock_4b(gfx++, texture, fmt, width, height, 0, G_TX_MIRROR | G_TX_CLAMP, G_TX_MIRROR | G_TX_CLAMP,
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masks, maskt, G_TX_NOLOD, G_TX_NOLOD);
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gDPSetTileSize(gfx++, G_TX_RENDERTILE, 0, 0, ((width * 2) - 1) << 2, ((height * 2) - 1) << 2);
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s = ((1.0f - (1.0f / arg6)) * (SCREEN_WIDTH / 2)) + 70.0f;
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t = ((1.0f - (1.0f / arg6)) * (SCREEN_HEIGHT / 2)) + 50.0f;
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// @recomp Uncap the s and t calculations as they go into a matrix now instead of being used as texture coordinates.
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// if (s < -1023.0f) {
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// s = -1023.0f;
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// }
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// if (t < -1023.0f) {
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// t = -1023.0f;
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// }
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// if ((s <= -1023.0f) || (t <= -1023.0f)) {
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// dsdx = 0;
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// dtdy = 0;
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// } else {
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dsdx = ((SCREEN_WIDTH - (2.0f * s)) / gScreenWidth) * (1 << 10);
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dtdy = ((SCREEN_HEIGHT - (2.0f * t)) / gScreenHeight) * (1 << 10);
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// }
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// @recomp Push the old RDP/RSP params.
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gEXPushProjectionMatrix(gfx++);
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gEXPushGeometryMode(gfx++);
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gEXMatrixGroupSimple(gfx++, CIRCLE_OVERLAY_TRANSFORM_PROJECTION_ID, G_EX_PUSH, G_MTX_PROJECTION,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
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gEXMatrixGroupSimple(gfx++, CIRCLE_OVERLAY_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
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// @recomp Allocate a matrix and vertices in the displaylist because there's no handle to the GfxContext here.
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Mtx* ortho_matrix = (Mtx*)(gfx + 1);
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Mtx* model_matrix = ortho_matrix + 1;
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Gfx* after_matrix = (Gfx*)(model_matrix + 4);
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gSPBranchList(gfx++, after_matrix);
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gfx = after_matrix;
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// @recomp Set up an ortho projection matrix.
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guOrtho(ortho_matrix, -SCREEN_WIDTH / 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, -SCREEN_HEIGHT / 2, -1.0f, 1.0f, 1.0f);
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gSPMatrix(gfx++, ortho_matrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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// @recomp Set up a scale model matrix, using the original texcoord scaling to calculate the matrix's scale.
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float scale_x = 1024.0f / MAX((float)dsdx, 0.1f);
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float scale_y = 1024.0f / MAX((float)dtdy, 0.1f);
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if (arg6 == 0) {
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scale_x = 0.0f;
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scale_y = 0.0f;
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}
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guScale(model_matrix, scale_x, scale_y, 1.0f);
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// @recomp Enable texturing and set geometry mode.
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gSPTexture(gfx++, 0x8000 * width / 64, 0x8000 * height / 64, 0, G_TX_RENDERTILE, G_ON);
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gSPLoadGeometryMode(gfx++, 0);
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// @recomp Static variable to hold the lens overlay vertices.
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static Vtx overlay_verts[] = {
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// The quad that holds the lens itself.
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{{{ -64, -64, 0}, 0, { 0, 0}, {0, 0, 0, 255}}},
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{{{ 64, -64, 0}, 0, {512 << 5, 0}, {0, 0, 0, 255}}},
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{{{ -64, 64, 0}, 0, { 0, 512 << 5}, {0, 0, 0, 255}}},
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{{{ 64, 64, 0}, 0, {512 << 5, 512 << 5}, {0, 0, 0, 255}}},
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// The verts of the quad around the lens overlay to fill in the rest of the screen.
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{{{-32000, -8000, 0}, 0, { 0, 0}, {0, 0, 0, 255}}},
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{{{ 32000, -8000, 0}, 0, {512 << 5, 0}, {0, 0, 0, 255}}},
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{{{-32000, 8000, 0}, 0, { 0, 512 << 5}, {0, 0, 0, 255}}},
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{{{ 32000, 8000, 0}, 0, {512 << 5, 512 << 5}, {0, 0, 0, 255}}},
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};
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// 4 5
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// 0 1
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// 2 3
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// 6 7
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// @recomp Load the verts.
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gSPMatrix(gfx++, model_matrix, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPVertex(gfx++, &overlay_verts[0], 4, 0);
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gSPMatrix(gfx++, &gIdentityMtx, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPVertex(gfx++, &overlay_verts[4], 4, 4);
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// @recomp Draw the quad containing the lens overlay.
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gSP2Triangles(gfx++, 0, 1, 3, 0x0, 0, 3, 2, 0x0);
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// @recomp Draw the quad above the lens overlay.
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gSP2Triangles(gfx++, 4, 5, 1, 0x0, 4, 1, 0, 0x0);
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// @recomp Draw the quad below the lens overlay.
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gSP2Triangles(gfx++, 2, 3, 7, 0x0, 2, 7, 6, 0x0);
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// @recomp Draw the quad to the left of the lens overlay.
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gSP2Triangles(gfx++, 4, 0, 2, 0x0, 4, 2, 6, 0x0);
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// @recomp Draw the quad to the right of the lens overlay.
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gSP2Triangles(gfx++, 1, 5, 7, 0x0, 1, 7, 3, 0x0);
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// @recomp Restore the old RDP/RSP params.
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gEXPopProjectionMatrix(gfx++);
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gEXPopGeometryMode(gfx++);
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gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
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gEXPopMatrixGroup(gfx++, G_MTX_MODELVIEW);
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gEXPopMatrixGroup(gfx++, G_MTX_PROJECTION);
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gDPPipeSync(gfx++);
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*gfxp = gfx;
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}
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