mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2024-12-28 15:20:30 +00:00
43 lines
1.8 KiB
C
43 lines
1.8 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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scale *= (recomp_get_aspect_ratio() / (4.0f / 3.0f));
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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 |