[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:
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475f167bb2
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75344d87eb
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@ -1 +0,0 @@
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Subproject commit 51a71092bf97116685986ebfcdf858e59a3834d0
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@ -1 +1 @@
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Subproject commit 00c6bcc88286173ce22b8a6656373d3aa5830c62
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Subproject commit 736ad68251e49c24a8f11bb3499d3467a7ab6705
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@ -145,6 +145,7 @@ struct SPTask* gGfxSPTask;
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s32 D_801502A0;
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s32 D_801502A4;
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u16* gPhysicalFramebuffers[3];
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u16 gPortFramebuffers[3][SCREEN_WIDTH * SCREEN_HEIGHT];
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uintptr_t gPhysicalZBuffer;
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UNUSED u32 D_801502B8;
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UNUSED u32 D_801502BC;
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@ -889,6 +890,10 @@ void race_logic_loop(void) {
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#if DVDL
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display_dvdl();
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#endif
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// Copies after all the main rendering is complete. This is accurate to hardware.
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// This means things like jumbotron will have the pause menu rendered in it.
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// To avoid that, this line can be moved above func_800591B4.
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FB_WriteFramebufferSliceToCPU(&gDisplayListHead, gPortFramebuffers[sRenderingFramebuffer], true);
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gDPFullSync(gDisplayListHead++);
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gSPEndDisplayList(gDisplayListHead++);
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}
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@ -183,6 +183,7 @@ extern struct SPTask* gGfxSPTask;
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extern s32 D_801502A0;
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extern s32 D_801502A4;
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extern u16* gPhysicalFramebuffers[];
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extern u16 gPortFramebuffers[3][SCREEN_WIDTH * SCREEN_HEIGHT];
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extern uintptr_t gPhysicalZBuffer;
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extern Mat4 sBillBoardMtx;
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@ -8,8 +8,6 @@
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int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height,
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uint8_t resize);
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s32 gPauseFrameBuffer = -1;
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s32 gBlurFrameBuffer = -1;
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// A framebuffer that should only be used for drawing in the same frame that it is copied too
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// i.e. the VisMono and VisFbuf effects
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s32 gReusableFrameBuffer = -1;
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@ -18,47 +16,15 @@ s32 gReusableFrameBuffer = -1;
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s32 gN64ResFrameBuffer = -1;
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void FB_CreateFramebuffers(void) {
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// if (gPauseFrameBuffer == -1) {
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// gPauseFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
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// }
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// if (gBlurFrameBuffer == -1) {
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// gBlurFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
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// }
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// if (gReusableFrameBuffer == -1) {
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// gReusableFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
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// }
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// if (gN64ResFrameBuffer == -1) {
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// gN64ResFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, false);
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// }
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}
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// Fixed point macros
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#define FTOFIX(f) ((s32) ((f) * 65536.0))
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#define ITOFIX(i) ((s32) ((i) << 16))
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#define FIXTOF(x) ((double) ((x) / 65536.0))
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#define FIXTOI(x) ((s32) ((x) >> 16))
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#define toFixedInt(f) (FTOFIX(f) >> 16)
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#define toFrac(f) (FTOFIX(f) & 0xFFFF)
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// Setup a fixed-point matrix using floats or doubles. Recommend using doubles for more precision.
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#define toFixedPointMatrix(x1, x2, x3, x4, x5, x6, x7, x8, x9, x10, x11, x12, x13, x14, x15, x16) \
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{ \
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{ ((toFixedInt(x1)) << 16) | toFixedInt(x2), ((toFixedInt(x3)) << 16) | toFixedInt(x4), \
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(toFixedInt(x5) << 16) | toFixedInt(x6), (toFixedInt(x7) << 16) | toFixedInt(x8) }, \
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{ ((toFixedInt(x9)) << 16) | toFixedInt(x10), ((toFixedInt(x11)) << 16) | toFixedInt(x12), \
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(toFixedInt(x13) << 16) | toFixedInt(x14), (toFixedInt(x15) << 16) | toFixedInt(x16) }, \
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{ ((toFrac(x1)) << 16) | toFrac(x2), ((toFrac(x3)) << 16) | toFrac(x4), (toFrac(x5) << 16) | toFrac(x6), \
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(toFrac(x7) << 16) | toFrac(x8) }, \
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{ \
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((toFrac(x9)) << 16) | toFrac(x10), ((toFrac(x11)) << 16) | toFrac(x12), \
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(toFrac(x13) << 16) | toFrac(x14), (toFrac(x15) << 16) | toFrac(x16) \
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} \
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if (gReusableFrameBuffer == -1) {
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gReusableFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
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}
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if (gN64ResFrameBuffer == -1) {
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gN64ResFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, false);
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}
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}
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/**
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* Copies the current texture data from the source frame buffer to the destination frame buffer
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* Setting oncePerFrame ensures that the copy will only happen once every game frame. This
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@ -67,28 +33,31 @@ void FB_CreateFramebuffers(void) {
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* This function uses opcodes from f3dex2 but may be called when s2dex is loaded, such as during shrink window. Make
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* sure f3dex2 is loaded before this function is called.
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*/
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void FB_CopyToFramebuffer(Gfx* gfx, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8* hasCopied) {
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void FB_CopyToFramebuffer(Gfx** gfxP, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8* hasCopied) {
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Gfx* gfx = *gfxP;
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// gSPMatrix(gfx++, LOAD_ASSET(D_0D008E98), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPMatrix(gfx++, LOAD_ASSET(D_0D008E98), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// gDPSetOtherMode(gfx++,
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// G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
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// G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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// G_AC_NONE | G_ZS_PRIM | G_RM_OPA_SURF | G_RM_OPA_SURF2);
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gDPSetOtherMode(gfx++,
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G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
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G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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G_AC_NONE | G_ZS_PRIM | G_RM_OPA_SURF | G_RM_OPA_SURF2);
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// gSPClearGeometryMode(gfx++, G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
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// gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
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gSPClearGeometryMode(gfx++, G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
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gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
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// gDPSetBlendColor(gfx++, 255, 255, 255, 8);
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// gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
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gDPSetBlendColor(gfx++, 255, 255, 255, 8);
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gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
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// gDPSetEnvColor(gfx++, 255, 255, 255, 255);
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// gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
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// ENVIRONMENT);
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gDPSetEnvColor(gfx++, 255, 255, 255, 255);
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gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
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ENVIRONMENT);
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// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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// gDPCopyFB(gfx++, fb_dest, fb_src, oncePerFrame, hasCopied);
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gDPCopyFB(gfx++, fb_dest, fb_src, oncePerFrame, hasCopied);
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*gfxP = gfx;
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}
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/**
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@ -97,70 +66,73 @@ void FB_CopyToFramebuffer(Gfx* gfx, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8
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* Specify the byteswap flag to force the buffer data to be written as BigEndian, which is
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* required if the buffer is being used as a texture in F3D.
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*/
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void FB_WriteFramebufferSliceToCPU(Gfx* gfx, void* buffer, u8 byteSwap) {
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// Gfx* gfx = *gfxp;
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// printf("write!\n");
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// FB_CopyToFramebuffer(gfx, 0, gReusableFrameBuffer, false, NULL);
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void FB_WriteFramebufferSliceToCPU(Gfx** gfxP, void* buffer, u8 byteSwap) {
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Gfx* gfx = *gfxP;
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// // Set the N64 resolution framebuffer as the draw target (320x240)
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// gsSPSetFB(gfx++, gN64ResFrameBuffer);
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// // Reset scissor for new framebuffer
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// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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FB_CopyToFramebuffer(&gfx, 0, gReusableFrameBuffer, false, NULL);
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// int16_t s0 = 0, t0 = 0;
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// int16_t s1 = OTRGetGameRenderWidth();
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// int16_t t1 = OTRGetGameRenderHeight();
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// printf("half!\n");
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// float aspectRatio = OTRGetAspectRatio();
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// float fourByThree = 4.0f / 3.0f;
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// Set the N64 resolution framebuffer as the draw target (320x240)
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gsSPSetFB(gfx++, gN64ResFrameBuffer);
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// Reset scissor for new framebuffer
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gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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// // Adjust the texture coordinates so that only a 4:3 region from the center is drawn
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// // to the N64 resolution buffer. Currently ratios smaller than 4:3 will just stretch to fill.
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// if (aspectRatio > fourByThree) {
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// int16_t adjustedWidth = OTRGetGameRenderWidth() / (aspectRatio / fourByThree);
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// s0 = (OTRGetGameRenderWidth() - adjustedWidth) / 2;
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// s1 -= s0;
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// }
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// printf("Aspect!\n");
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// gDPSetTextureImageFB(gfx++, 0, 0, 0, gReusableFrameBuffer);
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// gDPImageRectangle(gfx++, 0 << 2, 0 << 2, s0, t0, SCREEN_WIDTH << 2, SCREEN_HEIGHT << 2, s1, t1, G_TX_RENDERTILE,
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// OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
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int16_t s0 = 0, t0 = 0;
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int16_t s1 = OTRGetGameRenderWidth();
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int16_t t1 = OTRGetGameRenderHeight();
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float aspectRatio = OTRGetAspectRatio();
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float fourByThree = 4.0f / 3.0f;
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// // Read the final N64 framebuffer back as rgba16 into the CPU-side buffer
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// gDPReadFB(gfx++, gN64ResFrameBuffer, buffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, byteSwap);
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// Adjust the texture coordinates so that only a 4:3 region from the center is drawn
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// to the N64 resolution buffer. Currently ratios smaller than 4:3 will just stretch to fill.
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if (aspectRatio > fourByThree) {
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int16_t adjustedWidth = OTRGetGameRenderWidth() / (aspectRatio / fourByThree);
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s0 = (OTRGetGameRenderWidth() - adjustedWidth) / 2;
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s1 -= s0;
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}
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// gsSPResetFB(gfx++);
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// // Reset scissor for original framebuffer
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// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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// printf("Complete!\n");
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gDPSetTextureImageFB(gfx++, 0, 0, 0, gReusableFrameBuffer);
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gDPImageRectangle(gfx++, 0 << 2, 0 << 2, s0, t0, SCREEN_WIDTH << 2, SCREEN_HEIGHT << 2, s1, t1, G_TX_RENDERTILE,
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OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
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// Read the final N64 framebuffer back as rgba16 into the CPU-side buffer
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gDPReadFB(gfx++, gN64ResFrameBuffer, buffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, byteSwap);
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gsSPResetFB(gfx++);
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// Reset scissor for original framebuffer
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gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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*gfxP = gfx;
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}
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/**
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* Draws the texture data from the specified frame buffer as a full screen image
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*/
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void FB_DrawFromFramebuffer(Gfx* gfx, s32 fb, u8 alpha) {
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void FB_DrawFromFramebuffer(Gfx** gfxP, s32 fb, u8 alpha) {
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Gfx* gfx = *gfxP;
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// gSPMatrix(gfx++, LOAD_ASSET(D_0D008E98), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPMatrix(gfx++, LOAD_ASSET(D_0D008E98), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
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gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
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// gDPSetOtherMode(gfx++,
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// G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE | G_TD_CLAMP |
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// G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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// G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
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gDPSetOtherMode(gfx++,
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G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE | G_TD_CLAMP |
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G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
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// gSPClearGeometryMode(gfx++, G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
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// gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
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gSPClearGeometryMode(gfx++, G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
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gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
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// gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
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// ENVIRONMENT);
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gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
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ENVIRONMENT);
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// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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// gDPSetTextureImageFB(gfx++, 0, 0, 0, fb);
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// gDPImageRectangle(gfx++, OTRGetRectDimensionFromLeftEdge(0) << 2, 0 << 2, 0, 0,
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// OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH) << 2, SCREEN_HEIGHT << 2, OTRGetGameRenderWidth(),
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// OTRGetGameRenderHeight(), G_TX_RENDERTILE, OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
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gDPSetTextureImageFB(gfx++, 0, 0, 0, fb);
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gDPImageRectangle(gfx++, OTRGetRectDimensionFromLeftEdge(0) << 2, 0 << 2, 0, 0,
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OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH) << 2, SCREEN_HEIGHT << 2, OTRGetGameRenderWidth(),
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OTRGetGameRenderHeight(), G_TX_RENDERTILE, OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
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*gfxP = gfx;
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}
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/**
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@ -168,27 +140,30 @@ void FB_DrawFromFramebuffer(Gfx* gfx, s32 fb, u8 alpha) {
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* This function uses opcodes from f3dex2 but may be called when s2dex is loaded, such as during shrink window. Make
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* sure f3dex2 is loaded before this function is called.
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*/
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void FB_DrawFromFramebufferScaled(Gfx* gfx, s32 fb, u8 alpha, float scaleX, float scaleY) {
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void FB_DrawFromFramebufferScaled(Gfx** gfxP, s32 fb, u8 alpha, float scaleX, float scaleY) {
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Gfx* gfx = *gfxP;
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// gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
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gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
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// gDPSetOtherMode(gfx++,
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// G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE | G_TD_CLAMP |
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// G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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// G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
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gDPSetOtherMode(gfx++,
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G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE | G_TD_CLAMP |
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G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
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// gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
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// ENVIRONMENT);
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gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
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ENVIRONMENT);
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// gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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|
||||
// 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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
2
torch
|
|
@ -1 +1 @@
|
|||
Subproject commit ff8c2d13c71069f3117faf42ed25f0816229a872
|
||||
Subproject commit 6edf65beca37954d6d2243c92875a1dc84b6b3f6
|
||||
Loading…
Reference in New Issue