Zelda64Recomp/patches/effect_patches.c

113 lines
3.9 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
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.
alpha = (s32)(recomp_powf(alpha / 255.0f, 20.0f / recomp_get_target_framerate(gFramerateDivisor)) * 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);
}
}