[modding] Implement jumbtron fb effect (#125)

* Update Engine.cpp

* minor fix and update LUS (#119)

* minor fix and update LUS

* update torch

* Update torch

* Implement jumbotron framebuffer effect

* Update skybox_and_splitscreen.c

---------

Co-authored-by: coco875 <59367621+coco875@users.noreply.github.com>
Co-authored-by: Adam Bird <archez39@me.com>
This commit is contained in:
MegaMech 2024-11-15 03:02:20 -07:00 committed by GitHub
parent 475f167bb2
commit 75344d87eb
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
22 changed files with 216 additions and 164 deletions

@ -1 +0,0 @@
Subproject commit 51a71092bf97116685986ebfcdf858e59a3834d0

@ -1 +1 @@
Subproject commit 00c6bcc88286173ce22b8a6656373d3aa5830c62
Subproject commit 736ad68251e49c24a8f11bb3499d3467a7ab6705

0
mods/C/compile.sh Executable file → Normal file
View File

0
mods/asc/compile.sh Executable file → Normal file
View File

0
mods/cython/compile.sh Executable file → Normal file
View File

0
mods/go/compile.sh Executable file → Normal file
View File

0
mods/js/compile.sh Executable file → Normal file
View File

0
mods/lua/compile.sh Executable file → Normal file
View File

0
mods/ocaml/compile.sh Executable file → Normal file
View File

0
mods/py/compile.sh Executable file → Normal file
View File

0
mods/py/setup.sh Executable file → Normal file
View File

0
mods/py2many/compile.sh Executable file → Normal file
View File

0
mods/python-rust/compile.sh Executable file → Normal file
View File

0
mods/rust/compile.sh Executable file → Normal file
View File

View File

@ -145,6 +145,7 @@ struct SPTask* gGfxSPTask;
s32 D_801502A0;
s32 D_801502A4;
u16* gPhysicalFramebuffers[3];
u16 gPortFramebuffers[3][SCREEN_WIDTH * SCREEN_HEIGHT];
uintptr_t gPhysicalZBuffer;
UNUSED u32 D_801502B8;
UNUSED u32 D_801502BC;
@ -889,6 +890,10 @@ void race_logic_loop(void) {
#if DVDL
display_dvdl();
#endif
// Copies after all the main rendering is complete. This is accurate to hardware.
// This means things like jumbotron will have the pause menu rendered in it.
// To avoid that, this line can be moved above func_800591B4.
FB_WriteFramebufferSliceToCPU(&gDisplayListHead, gPortFramebuffers[sRenderingFramebuffer], true);
gDPFullSync(gDisplayListHead++);
gSPEndDisplayList(gDisplayListHead++);
}

View File

@ -183,6 +183,7 @@ extern struct SPTask* gGfxSPTask;
extern s32 D_801502A0;
extern s32 D_801502A4;
extern u16* gPhysicalFramebuffers[];
extern u16 gPortFramebuffers[3][SCREEN_WIDTH * SCREEN_HEIGHT];
extern uintptr_t gPhysicalZBuffer;
extern Mat4 sBillBoardMtx;

View File

@ -8,8 +8,6 @@
int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height,
uint8_t resize);
s32 gPauseFrameBuffer = -1;
s32 gBlurFrameBuffer = -1;
// A framebuffer that should only be used for drawing in the same frame that it is copied too
// i.e. the VisMono and VisFbuf effects
s32 gReusableFrameBuffer = -1;
@ -18,47 +16,15 @@ s32 gReusableFrameBuffer = -1;
s32 gN64ResFrameBuffer = -1;
void FB_CreateFramebuffers(void) {
// if (gPauseFrameBuffer == -1) {
// gPauseFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
// }
// if (gBlurFrameBuffer == -1) {
// gBlurFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
// }
// if (gReusableFrameBuffer == -1) {
// gReusableFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
// }
// if (gN64ResFrameBuffer == -1) {
// gN64ResFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, false);
// }
}
// Fixed point macros
#define FTOFIX(f) ((s32) ((f) * 65536.0))
#define ITOFIX(i) ((s32) ((i) << 16))
#define FIXTOF(x) ((double) ((x) / 65536.0))
#define FIXTOI(x) ((s32) ((x) >> 16))
#define toFixedInt(f) (FTOFIX(f) >> 16)
#define toFrac(f) (FTOFIX(f) & 0xFFFF)
// Setup a fixed-point matrix using floats or doubles. Recommend using doubles for more precision.
#define toFixedPointMatrix(x1, x2, x3, x4, x5, x6, x7, x8, x9, x10, x11, x12, x13, x14, x15, x16) \
{ \
{ ((toFixedInt(x1)) << 16) | toFixedInt(x2), ((toFixedInt(x3)) << 16) | toFixedInt(x4), \
(toFixedInt(x5) << 16) | toFixedInt(x6), (toFixedInt(x7) << 16) | toFixedInt(x8) }, \
{ ((toFixedInt(x9)) << 16) | toFixedInt(x10), ((toFixedInt(x11)) << 16) | toFixedInt(x12), \
(toFixedInt(x13) << 16) | toFixedInt(x14), (toFixedInt(x15) << 16) | toFixedInt(x16) }, \
{ ((toFrac(x1)) << 16) | toFrac(x2), ((toFrac(x3)) << 16) | toFrac(x4), (toFrac(x5) << 16) | toFrac(x6), \
(toFrac(x7) << 16) | toFrac(x8) }, \
{ \
((toFrac(x9)) << 16) | toFrac(x10), ((toFrac(x11)) << 16) | toFrac(x12), \
(toFrac(x13) << 16) | toFrac(x14), (toFrac(x15) << 16) | toFrac(x16) \
} \
if (gReusableFrameBuffer == -1) {
gReusableFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
}
if (gN64ResFrameBuffer == -1) {
gN64ResFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, false);
}
}
/**
* Copies the current texture data from the source frame buffer to the destination frame buffer
* Setting oncePerFrame ensures that the copy will only happen once every game frame. This
@ -67,28 +33,31 @@ void FB_CreateFramebuffers(void) {
* This function uses opcodes from f3dex2 but may be called when s2dex is loaded, such as during shrink window. Make
* sure f3dex2 is loaded before this function is called.
*/
void FB_CopyToFramebuffer(Gfx* gfx, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8* hasCopied) {
void FB_CopyToFramebuffer(Gfx** gfxP, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8* hasCopied) {
Gfx* gfx = *gfxP;
// gSPMatrix(gfx++, LOAD_ASSET(D_0D008E98), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(gfx++, LOAD_ASSET(D_0D008E98), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// gDPSetOtherMode(gfx++,
// G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
// G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
// G_AC_NONE | G_ZS_PRIM | G_RM_OPA_SURF | G_RM_OPA_SURF2);
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_OPA_SURF | G_RM_OPA_SURF2);
// gSPClearGeometryMode(gfx++, G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
// gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
gSPClearGeometryMode(gfx++, G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
// gDPSetBlendColor(gfx++, 255, 255, 255, 8);
// gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
gDPSetBlendColor(gfx++, 255, 255, 255, 8);
gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
// gDPSetEnvColor(gfx++, 255, 255, 255, 255);
// gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
// ENVIRONMENT);
gDPSetEnvColor(gfx++, 255, 255, 255, 255);
gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
ENVIRONMENT);
// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// gDPCopyFB(gfx++, fb_dest, fb_src, oncePerFrame, hasCopied);
gDPCopyFB(gfx++, fb_dest, fb_src, oncePerFrame, hasCopied);
*gfxP = gfx;
}
/**
@ -97,70 +66,73 @@ void FB_CopyToFramebuffer(Gfx* gfx, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8
* Specify the byteswap flag to force the buffer data to be written as BigEndian, which is
* required if the buffer is being used as a texture in F3D.
*/
void FB_WriteFramebufferSliceToCPU(Gfx* gfx, void* buffer, u8 byteSwap) {
// Gfx* gfx = *gfxp;
// printf("write!\n");
// FB_CopyToFramebuffer(gfx, 0, gReusableFrameBuffer, false, NULL);
void FB_WriteFramebufferSliceToCPU(Gfx** gfxP, void* buffer, u8 byteSwap) {
Gfx* gfx = *gfxP;
// // Set the N64 resolution framebuffer as the draw target (320x240)
// gsSPSetFB(gfx++, gN64ResFrameBuffer);
// // Reset scissor for new framebuffer
// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
FB_CopyToFramebuffer(&gfx, 0, gReusableFrameBuffer, false, NULL);
// int16_t s0 = 0, t0 = 0;
// int16_t s1 = OTRGetGameRenderWidth();
// int16_t t1 = OTRGetGameRenderHeight();
// printf("half!\n");
// float aspectRatio = OTRGetAspectRatio();
// float fourByThree = 4.0f / 3.0f;
// Set the N64 resolution framebuffer as the draw target (320x240)
gsSPSetFB(gfx++, gN64ResFrameBuffer);
// Reset scissor for new framebuffer
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// // Adjust the texture coordinates so that only a 4:3 region from the center is drawn
// // to the N64 resolution buffer. Currently ratios smaller than 4:3 will just stretch to fill.
// if (aspectRatio > fourByThree) {
// int16_t adjustedWidth = OTRGetGameRenderWidth() / (aspectRatio / fourByThree);
// s0 = (OTRGetGameRenderWidth() - adjustedWidth) / 2;
// s1 -= s0;
// }
// printf("Aspect!\n");
// gDPSetTextureImageFB(gfx++, 0, 0, 0, gReusableFrameBuffer);
// gDPImageRectangle(gfx++, 0 << 2, 0 << 2, s0, t0, SCREEN_WIDTH << 2, SCREEN_HEIGHT << 2, s1, t1, G_TX_RENDERTILE,
// OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
int16_t s0 = 0, t0 = 0;
int16_t s1 = OTRGetGameRenderWidth();
int16_t t1 = OTRGetGameRenderHeight();
float aspectRatio = OTRGetAspectRatio();
float fourByThree = 4.0f / 3.0f;
// // Read the final N64 framebuffer back as rgba16 into the CPU-side buffer
// gDPReadFB(gfx++, gN64ResFrameBuffer, buffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, byteSwap);
// Adjust the texture coordinates so that only a 4:3 region from the center is drawn
// to the N64 resolution buffer. Currently ratios smaller than 4:3 will just stretch to fill.
if (aspectRatio > fourByThree) {
int16_t adjustedWidth = OTRGetGameRenderWidth() / (aspectRatio / fourByThree);
s0 = (OTRGetGameRenderWidth() - adjustedWidth) / 2;
s1 -= s0;
}
// gsSPResetFB(gfx++);
// // Reset scissor for original framebuffer
// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// printf("Complete!\n");
gDPSetTextureImageFB(gfx++, 0, 0, 0, gReusableFrameBuffer);
gDPImageRectangle(gfx++, 0 << 2, 0 << 2, s0, t0, SCREEN_WIDTH << 2, SCREEN_HEIGHT << 2, s1, t1, G_TX_RENDERTILE,
OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
// Read the final N64 framebuffer back as rgba16 into the CPU-side buffer
gDPReadFB(gfx++, gN64ResFrameBuffer, buffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, byteSwap);
gsSPResetFB(gfx++);
// Reset scissor for original framebuffer
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
*gfxP = gfx;
}
/**
* Draws the texture data from the specified frame buffer as a full screen image
*/
void FB_DrawFromFramebuffer(Gfx* gfx, s32 fb, u8 alpha) {
void FB_DrawFromFramebuffer(Gfx** gfxP, s32 fb, u8 alpha) {
Gfx* gfx = *gfxP;
// gSPMatrix(gfx++, LOAD_ASSET(D_0D008E98), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(gfx++, LOAD_ASSET(D_0D008E98), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
// gDPSetOtherMode(gfx++,
// G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE | G_TD_CLAMP |
// G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
// G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
gDPSetOtherMode(gfx++,
G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE | G_TD_CLAMP |
G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
// gSPClearGeometryMode(gfx++, G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
// gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
gSPClearGeometryMode(gfx++, G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
// gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
// ENVIRONMENT);
gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
ENVIRONMENT);
// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// gDPSetTextureImageFB(gfx++, 0, 0, 0, fb);
// gDPImageRectangle(gfx++, OTRGetRectDimensionFromLeftEdge(0) << 2, 0 << 2, 0, 0,
// OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH) << 2, SCREEN_HEIGHT << 2, OTRGetGameRenderWidth(),
// OTRGetGameRenderHeight(), G_TX_RENDERTILE, OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
gDPSetTextureImageFB(gfx++, 0, 0, 0, fb);
gDPImageRectangle(gfx++, OTRGetRectDimensionFromLeftEdge(0) << 2, 0 << 2, 0, 0,
OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH) << 2, SCREEN_HEIGHT << 2, OTRGetGameRenderWidth(),
OTRGetGameRenderHeight(), G_TX_RENDERTILE, OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
*gfxP = gfx;
}
/**
@ -168,27 +140,30 @@ void FB_DrawFromFramebuffer(Gfx* gfx, s32 fb, u8 alpha) {
* This function uses opcodes from f3dex2 but may be called when s2dex is loaded, such as during shrink window. Make
* sure f3dex2 is loaded before this function is called.
*/
void FB_DrawFromFramebufferScaled(Gfx* gfx, s32 fb, u8 alpha, float scaleX, float scaleY) {
void FB_DrawFromFramebufferScaled(Gfx** gfxP, s32 fb, u8 alpha, float scaleX, float scaleY) {
Gfx* gfx = *gfxP;
// gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
// gDPSetOtherMode(gfx++,
// G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE | G_TD_CLAMP |
// G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
// G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
gDPSetOtherMode(gfx++,
G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE | G_TD_CLAMP |
G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
// gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
// ENVIRONMENT);
gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
ENVIRONMENT);
// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// gDPSetTextureImageFB(gfx++, 0, 0, 0, fb);
gDPSetTextureImageFB(gfx++, 0, 0, 0, fb);
// float x0 = SCREEN_WIDTH * 0.5f * scaleX;
// float y0 = SCREEN_HEIGHT * 0.5f * scaleY;
float x0 = SCREEN_WIDTH * 0.5f * scaleX;
float y0 = SCREEN_HEIGHT * 0.5f * scaleY;
// gDPImageRectangle(gfx++, OTRGetRectDimensionFromLeftEdge(x0) << 2, (int) (y0) << 2, 0, 0,
// OTRGetRectDimensionFromRightEdge((float) (SCREEN_WIDTH - x0)) << 2,
// (int) ((float) (SCREEN_HEIGHT - y0)) << 2, OTRGetGameRenderWidth(), OTRGetGameRenderHeight(),
// G_TX_RENDERTILE, OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
gDPImageRectangle(gfx++, OTRGetRectDimensionFromLeftEdge(x0) << 2, (int) (y0) << 2, 0, 0,
OTRGetRectDimensionFromRightEdge((float) (SCREEN_WIDTH - x0)) << 2,
(int) ((float) (SCREEN_HEIGHT - y0)) << 2, OTRGetGameRenderWidth(), OTRGetGameRenderHeight(),
G_TX_RENDERTILE, OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
*gfxP = gfx;
}

View File

@ -3,15 +3,13 @@
#include <libultraship.h>
extern s32 gPauseFrameBuffer;
extern s32 gBlurFrameBuffer;
extern s32 gReusableFrameBuffer;
extern s32 gN64ResFrameBuffer;
void FB_CreateFramebuffers(void);
void FB_CopyToFramebuffer(Gfx* gfx, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8* hasCopied);
void FB_WriteFramebufferSliceToCPU(Gfx* gfx, void* buffer, u8 byteSwap);
void FB_DrawFromFramebuffer(Gfx* gfx, s32 fb, u8 alpha);
void FB_DrawFromFramebufferScaled(Gfx* gfx, s32 fb, u8 alpha, float scaleX, float scaleY);
void FB_CopyToFramebuffer(Gfx** gfxP, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8* hasCopied);
void FB_WriteFramebufferSliceToCPU(Gfx** gfxP, void* buffer, u8 byteSwap);
void FB_DrawFromFramebuffer(Gfx** gfxP, s32 fb, u8 alpha);
void FB_DrawFromFramebufferScaled(Gfx** gfxP, s32 fb, u8 alpha, float scaleX, float scaleY);
#endif // FRAMEBUFFER_EFFECTS_H

View File

@ -869,6 +869,16 @@ void render_luigi_raceway(struct UnkStruct_800DC5EC* arg0) {
gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
// Invalidate Jumbotron textures so they update each frame
// This could be more efficient if we exposed the non-opcode based invalidation to be called
// inside copy_framebuffers_port
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0xF800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0x10800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0x11800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0x12800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0x13800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0x14800);
if (func_80290C20(arg0->camera) == 1) {
gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE);
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2);
@ -906,11 +916,6 @@ void render_luigi_raceway(struct UnkStruct_800DC5EC* arg0) {
currentScreenSection = 0;
}
u16* fb = (u16*) gSegmentTable[5] + 0xF800;
// FB_WriteFramebufferSliceToCPU(gDisplayListHead, fb, true);
// FB_DrawFromFramebuffer(gDisplayListHead, 0, fb, true);
// FB_CopyToFramebuffer(gDisplayListHead, 0, fb, false, NULL);
/**
* The jumbo television screen is split into six sections each section is copied one at a time.
* This is done to fit within the n64's texture size requirements; 64x32
@ -959,6 +964,10 @@ void render_luigi_raceway(struct UnkStruct_800DC5EC* arg0) {
#endif
break;
}
copy_jumbotron_fb_port(D_800DC5DC, D_800DC5E0, currentScreenSection,
(u16*) PHYSICAL_TO_VIRTUAL(gPortFramebuffers[prevFrame]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xF800));
}
}
@ -1122,6 +1131,16 @@ void render_wario_stadium(struct UnkStruct_800DC5EC* arg0) {
gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
// Invalidate Jumbotron textures so they update each frame
// This could be more efficient if we exposed the non-opcode based invalidation to be called
// inside copy_framebuffers_port
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0x8800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0x9800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0xA800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0xB800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0xC800);
gSPInvalidateTexCache(gDisplayListHead++, gSegmentTable[5] + 0xD800);
if (func_80290C20(arg0->camera) == 1) {
gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE);
@ -1200,6 +1219,10 @@ void render_wario_stadium(struct UnkStruct_800DC5EC* arg0) {
#endif
break;
}
copy_jumbotron_fb_port(D_800DC5DC, D_800DC5E0, currentScreenSection,
(u16*) PHYSICAL_TO_VIRTUAL(gPortFramebuffers[prevFrame]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x8800));
}
}

View File

@ -980,6 +980,46 @@ void copy_framebuffer(s32 arg0, s32 arg1, s32 width, s32 height, u16* source, u1
}
}
// Handles copying framebuffer to course texture data region for the Jumbotron in the port
// This only supports framebuffers and copy regions being within 320x240
// Any attempt to support larger sizes would require reworking course data
void copy_jumbotron_fb_port(s32 ulx, s32 uly, s16 portionToDraw, u16* source, u16* target) {
// Add CVar if we want to expose a user toggle for only updating 1/6 of the jumbotron per frame
u8 updateWholeJumbo = true;
if (portionToDraw == -1 || updateWholeJumbo) {
copy_framebuffer(ulx, uly, 64, 32, source, target);
copy_framebuffer(ulx + 64, uly, 64, 32, source, target + (64 * 32 * 1));
copy_framebuffer(ulx, uly + 32, 64, 32, source, target + (64 * 32 * 2));
copy_framebuffer(ulx + 64, uly + 32, 64, 32, source, target + (64 * 32 * 3));
copy_framebuffer(ulx, uly + 64, 64, 32, source, target + (64 * 32 * 4));
copy_framebuffer(ulx + 64, uly + 64, 64, 32, source, target + (64 * 32 * 5));
} else {
switch (portionToDraw) {
case 0:
copy_framebuffer(ulx, uly, 64, 32, source, target);
break;
case 1:
copy_framebuffer(ulx + 64, uly, 64, 32, source, target + (64 * 32 * 1));
break;
case 2:
copy_framebuffer(ulx, uly + 32, 64, 32, source, target + (64 * 32 * 2));
break;
case 3:
copy_framebuffer(ulx + 64, uly + 32, 64, 32, source, target + (64 * 32 * 3));
break;
case 4:
copy_framebuffer(ulx, uly + 64, 64, 32, source, target + (64 * 32 * 4));
break;
case 5:
copy_framebuffer(ulx + 64, uly + 64, 64, 32, source, target + (64 * 32 * 5));
break;
default:
break;
}
}
}
void func_802A7728(void) {
s16 temp_v0;
@ -995,20 +1035,25 @@ void func_802A7728(void) {
} else if (temp_v0 > 2) {
temp_v0 = 0;
}
// copy_framebuffer(D_800DC5DC, D_800DC5E0, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x8800));
// copy_framebuffer(D_800DC5DC + 64, D_800DC5E0, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x9800));
// copy_framebuffer(D_800DC5DC, D_800DC5E0 + 32, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xA800));
// copy_framebuffer(D_800DC5DC + 64, D_800DC5E0 + 32, 64, 32,
// (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xB800));
// copy_framebuffer(D_800DC5DC, D_800DC5E0 + 64, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xC800));
// copy_framebuffer(D_800DC5DC + 64, D_800DC5E0 + 64, 64, 32,
// (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xD800));
#if TARGET_N64
copy_framebuffer(D_800DC5DC, D_800DC5E0, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x8800));
copy_framebuffer(D_800DC5DC + 64, D_800DC5E0, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x9800));
copy_framebuffer(D_800DC5DC, D_800DC5E0 + 32, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xA800));
copy_framebuffer(D_800DC5DC + 64, D_800DC5E0 + 32, 64, 32,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xB800));
copy_framebuffer(D_800DC5DC, D_800DC5E0 + 64, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xC800));
copy_framebuffer(D_800DC5DC + 64, D_800DC5E0 + 64, 64, 32,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xD800));
#else
copy_jumbotron_fb_port(D_800DC5DC, D_800DC5E0, -1, PHYSICAL_TO_VIRTUAL(gPortFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x8800));
#endif
}
void func_802A7940(void) {
@ -1026,21 +1071,26 @@ void func_802A7940(void) {
} else if (temp_v0 > 2) {
temp_v0 = 0;
}
// copy_framebuffer(D_800DC5DC, D_800DC5E0, 0x40, 0x20, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xF800));
// copy_framebuffer(D_800DC5DC + 0x40, D_800DC5E0, 0x40, 0x20,
// (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x10800));
// copy_framebuffer(D_800DC5DC, D_800DC5E0 + 0x20, 0x40, 0x20,
// (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x11800));
// copy_framebuffer(D_800DC5DC + 0x40, D_800DC5E0 + 0x20, 0x40, 0x20,
// (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x12800));
// copy_framebuffer(D_800DC5DC, D_800DC5E0 + 0x40, 0x40, 0x20,
// (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x13800));
// copy_framebuffer(D_800DC5DC + 0x40, D_800DC5E0 + 0x40, 0x40, 0x20,
// (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
// (u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x14800));
#if TARGET_N64
copy_framebuffer(D_800DC5DC, D_800DC5E0, 0x40, 0x20, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xF800));
copy_framebuffer(D_800DC5DC + 0x40, D_800DC5E0, 0x40, 0x20,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x10800));
copy_framebuffer(D_800DC5DC, D_800DC5E0 + 0x20, 0x40, 0x20,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x11800));
copy_framebuffer(D_800DC5DC + 0x40, D_800DC5E0 + 0x20, 0x40, 0x20,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x12800));
copy_framebuffer(D_800DC5DC, D_800DC5E0 + 0x40, 0x40, 0x20,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x13800));
copy_framebuffer(D_800DC5DC + 0x40, D_800DC5E0 + 0x40, 0x40, 0x20,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0x14800));
#else
copy_jumbotron_fb_port(D_800DC5DC, D_800DC5E0, -1, (u16*) PHYSICAL_TO_VIRTUAL(gPortFramebuffers[temp_v0]),
(u16*) PHYSICAL_TO_VIRTUAL(gSegmentTable[5] + 0xF800));
#endif
}

View File

@ -54,6 +54,7 @@ void render_player_four_3p_4p_screen(void);
void render_screens(s32 mode, s32 cameraId, s32 playerId);
void func_802A74BC(void);
void copy_framebuffer(s32, s32, s32, s32, u16*, u16*);
void copy_jumbotron_fb_port(s32 ulx, s32 uly, s16 portionToDraw, u16* source, u16* target);
void func_802A7728(void);
void func_802A7940(void);

2
torch

@ -1 +1 @@
Subproject commit ff8c2d13c71069f3117faf42ed25f0816229a872
Subproject commit 6edf65beca37954d6d2243c92875a1dc84b6b3f6