mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2024-12-28 06:21:31 +00:00
113 lines
3.9 KiB
C
113 lines
3.9 KiB
C
#include "patches.h"
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#include "graphics.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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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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// sTransWipe3DL is an overlay symbol, so its addresses need to be offset to get the actual loaded vram address.
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// TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions.
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ptrdiff_t reloc_offset;
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TransitionOverlay* overlay_entry = &gTransitionOverlayTable[FBDEMO_WIPE3];
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reloc_offset = (uintptr_t)Lib_PhysicalToVirtual(overlay_entry->loadInfo.addr) - (uintptr_t)overlay_entry->vramStart;
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gSPDisplayList(gfx++, (Gfx*)((u8*)sTransWipe3DL + reloc_offset));
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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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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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alpha = (s32)(recomp_powf(alpha / 255.0f, 20.0f / recomp_get_target_framerate(gFramerateDivisor)) * 255.0f);
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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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