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https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2024-12-27 12:19:06 +00:00
Tag sky and camera matrices for interpolation and tag terrain matrices to skip interpolation
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parent
958808acb0
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27
patches/camera_transform_tagging.c
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27
patches/camera_transform_tagging.c
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#include "patches.h"
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#include "transform_ids.h"
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s32 View_ApplyPerspective(View* view);
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s32 View_ApplyOrtho(View* view);
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/**
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* Apply view to POLY_OPA_DISP, POLY_XLU_DISP (and OVERLAY_DISP if ortho)
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*/
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void View_Apply(View* view, s32 mask) {
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mask = (view->flags & mask) | (mask >> 4);
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if (mask & VIEW_PROJECTION_ORTHO) {
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View_ApplyOrtho(view);
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} else {
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View_ApplyPerspective(view);
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}
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// @recomp Tag the camera matrices
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GraphicsContext* gfxCtx = view->gfxCtx;
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OPEN_DISPS(gfxCtx);
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gEXMatrixGroup(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gEXMatrixGroup(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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CLOSE_DISPS(gfxCtx);
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}
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59
patches/sky_transform_tagging.c
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59
patches/sky_transform_tagging.c
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#include "patches.h"
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#include "transform_ids.h"
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extern Mtx* sSkyboxDrawMatrix;
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void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z) {
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// @recomp skip drawing skyboxes with null textures as they hurt performance due to the accidental framebuffer effects they incur.
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if (skyboxCtx->staticSegments[0] == NULL || skyboxCtx->staticSegments[1] == NULL) {
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return;
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}
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OPEN_DISPS(gfxCtx);
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Gfx_SetupDL40_Opa(gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x0B, skyboxCtx->paletteStaticSegment);
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gSPTexture(POLY_OPA_DISP++, 0x8000, 0x8000, 0, G_TX_RENDERTILE, G_ON);
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sSkyboxDrawMatrix = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
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Matrix_Translate(x, y, z, MTXMODE_NEW);
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Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
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Matrix_RotateXFApply(skyboxCtx->rot.x);
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Matrix_RotateYF(skyboxCtx->rot.y, MTXMODE_APPLY);
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Matrix_RotateZF(skyboxCtx->rot.z, MTXMODE_APPLY);
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Matrix_ToMtx(sSkyboxDrawMatrix);
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gSPMatrix(POLY_OPA_DISP++, sSkyboxDrawMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Tag the skybox's matrix.
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gEXMatrixGroup(POLY_OPA_DISP++, SKYBOX_TRANSFORM_ID_START, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gDPSetColorDither(POLY_OPA_DISP++, G_CD_MAGICSQ);
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gDPSetTextureFilter(POLY_OPA_DISP++, G_TF_BILERP);
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gDPLoadTLUT_pal256(POLY_OPA_DISP++, skyboxCtx->paletteStaticSegment);
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gDPSetTextureLUT(POLY_OPA_DISP++, G_TT_RGBA16);
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gDPSetTextureConvert(POLY_OPA_DISP++, G_TC_FILT);
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gDPSetCombineLERP(POLY_OPA_DISP++, TEXEL1, TEXEL0, PRIMITIVE_ALPHA, TEXEL0, TEXEL1, TEXEL0, PRIMITIVE, TEXEL0,
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PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, skyboxCtx->prim.r, skyboxCtx->prim.g, skyboxCtx->prim.b, blend);
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gDPSetEnvColor(POLY_OPA_DISP++, skyboxCtx->env.r, skyboxCtx->env.g, skyboxCtx->env.b, 0);
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gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[0]);
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gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[2]);
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gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[4]);
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gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[6]);
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gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[8]);
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if (skyboxId == SKYBOX_CUTSCENE_MAP) {
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gSPDisplayList(POLY_OPA_DISP++, &skyboxCtx->dListBuf[10]);
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}
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gDPPipeSync(POLY_OPA_DISP++);
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// @recomp Pop the skybox's matrix tag.
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gEXPopMatrixGroup(POLY_OPA_DISP++);
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CLOSE_DISPS(gfxCtx);
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}
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41
patches/terrain_transform_tagging.c
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patches/terrain_transform_tagging.c
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#include "patches.h"
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#include "transform_ids.h"
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static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
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extern RoomDrawHandler sRoomDrawHandlers[];
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void Room_Draw(PlayState* play, Room* room, u32 flags) {
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if (room->segment != NULL) {
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gSegments[3] = OS_K0_TO_PHYSICAL(room->segment);
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OPEN_DISPS(play->state.gfxCtx);
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// @recomp Tag the room's matrices if applicable.
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// Tag terrain as being ignored for interpolation, which prevents interpolation glitches where some pieces of terrain swap places when one comes into view.
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if (flags & ROOM_DRAW_OPA) {
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gEXMatrixGroup(POLY_OPA_DISP++, G_EX_ID_IGNORE, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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}
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if (flags & ROOM_DRAW_XLU) {
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gEXMatrixGroup(POLY_XLU_DISP++, G_EX_ID_IGNORE, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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sRoomDrawHandlers[room->roomShape->base.type](play, room, flags);
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OPEN_DISPS(play->state.gfxCtx);
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// @recomp Pop the room's matrix tags if applicable.
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if (flags & ROOM_DRAW_OPA) {
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gEXPopMatrixGroup(POLY_OPA_DISP++);
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}
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if (flags & ROOM_DRAW_XLU) {
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gEXPopMatrixGroup(POLY_XLU_DISP++);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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return;
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}
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@ -1,6 +1,12 @@
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#ifndef __TRANSFORM_IDS_H__
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#define __TRANSFORM_IDS_H__
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#define CAMERA_TRANSFORM_ID_START 0x10U
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#define SKYBOX_TRANSFORM_ID_START 0x100U
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#define TERRAIN_TRANSFORM_ID_START 0x200U
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#define ACTOR_TRANSFORM_LIMB_COUNT 128
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#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
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#define ACTOR_TRANSFORM_ID_START 0x1000000U
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