Zelda64Recomp/patches/effect_patches.c

189 lines
7.3 KiB
C

#include "patches.h"
#include "graphics.h"
#include "sys_cfb.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);
}
}
// @recomp Patched to increase the scale based on the aspect ratio.
void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
// @recomp Calculate the increase in aspect ratio.
f32 original_aspect_ratio = (float)SCREEN_WIDTH / SCREEN_HEIGHT;
f32 aspect_ratio_scale = recomp_get_aspect_ratio(original_aspect_ratio) / original_aspect_ratio;
// @recomp Increase the circle's scale based on the aspect ratio scale. Also increase the base scaling
// from 0.003f to 0.004f to account for overscan removal.
TransitionCircle_LoadAndSetTexture(gfxP, gCircleTex, 4, 0, 6, 6,
((LENS_MASK_ACTIVE_SIZE - lensMaskSize) * 0.004f * aspect_ratio_scale) + 1.0f);
}
// @recomp Patched to prevent the telescope and lens effects from getting stretched wide.
void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt,
f32 arg6) {
Gfx* gfx = *gfxp;
s32 xh = gCfbWidth;
s32 yh = gCfbHeight;
s32 width = 1 << masks;
s32 height = 1 << maskt;
f32 s;
f32 t;
s32 dtdy;
s32 dsdx;
gDPLoadTextureBlock_4b(gfx++, texture, fmt, width, height, 0, G_TX_MIRROR | G_TX_CLAMP, G_TX_MIRROR | G_TX_CLAMP,
masks, maskt, G_TX_NOLOD, G_TX_NOLOD);
gDPSetTileSize(gfx++, G_TX_RENDERTILE, ((SCREEN_WIDTH / 2) - width) << 2, ((SCREEN_HEIGHT / 2) - height) << 2,
((SCREEN_WIDTH / 2) + (width - 1)) << 2, ((SCREEN_HEIGHT / 2) + (height - 1)) << 2);
s = ((1.0f - (1.0f / arg6)) * (SCREEN_WIDTH / 2)) + 70.0f;
t = ((1.0f - (1.0f / arg6)) * (SCREEN_HEIGHT / 2)) + 50.0f;
if (s < -1023.0f) {
s = -1023.0f;
}
if (t < -1023.0f) {
t = -1023.0f;
}
if ((s <= -1023.0f) || (t <= -1023.0f)) {
dsdx = 0;
dtdy = 0;
} else {
dsdx = ((SCREEN_WIDTH - (2.0f * s)) / gScreenWidth) * (1 << 10);
dtdy = ((SCREEN_HEIGHT - (2.0f * t)) / gScreenHeight) * (1 << 10);
}
// @recomp Calculate a new width for the rect to cover the entire widescreen contents.
// Add a little extra to prevent RT64 misalignment adjustment from making the rect smaller than the screen.
const u32 rt64_margin = 16;
s32 full_width = (s32)(recomp_get_aspect_ratio((float)xh / yh) * yh + rt64_margin);
// @recomp Adjust the S-coordinate to account for the extra screen size on the left edge.
s32 extra_pixels = (full_width - SCREEN_WIDTH) / 2;
f32 extra_texcoords = (float)extra_pixels * dsdx / (1 << 10);
s -= (s32)extra_texcoords;
// @recomp Patch the original rectangle to use the center as the origin to avoid getting stretched wide.
gEXSetScissorAlign(gfx++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_RIGHT, 0, 0, -gCfbWidth, 0, 0, 0, gCfbWidth, gCfbHeight);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, gCfbWidth, gCfbHeight);
gEXTextureRectangle(gfx++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT,
-rt64_margin / 2 * 4, 0,
full_width * 4, yh * 4,
G_TX_RENDERTILE, (s32)(s * (1 << 5)), (s32)(t * (1 << 5)), dsdx, dtdy);
// @recomp Reset scissor.
gEXSetScissorAlign(gfx++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0, 0, 0, gCfbWidth, gCfbHeight);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, gCfbWidth, gCfbHeight);
gDPPipeSync(gfx++);
*gfxp = gfx;
}