ac-decomp/src/evw_anime.c

305 lines
10 KiB
C

#include "evw_anime.h"
#include "m_play.h"
#include "libforest/gbi_extensions.h"
#include "m_rcp.h"
static Gfx* evw_tex_scroll_set(GAME_PLAY* play, const EVW_ANIME_SCROLL* scroll) {
int scroll_x = scroll->x * play->game_frame;
int scroll_y = scroll->y * play->game_frame;
return tex_scroll2_dolphin(play->game.graph, scroll_x, -scroll_y, scroll->width, scroll->height);
}
static void evw_anime_scroll1(GAME_PLAY* play, int segment, void* evw_data) {
EVW_ANIME_SCROLL* scroll = (EVW_ANIME_SCROLL*)evw_data;
Gfx* scroll_gfx = evw_tex_scroll_set(play, scroll);
GRAPH* g = play->game.graph;
OPEN_DISP(g);
gSPSegment(NOW_BG_OPA_DISP++, segment, scroll_gfx);
gSPSegment(NOW_POLY_OPA_DISP++, segment, scroll_gfx);
gSPSegment(NOW_POLY_XLU_DISP++, segment, scroll_gfx);
CLOSE_DISP(g);
}
static Gfx* evw_two_tex_scroll_set(GAME_PLAY* play, const EVW_ANIME_SCROLL* scrolls) {
u32 frame = play->game_frame;
int x0 = scrolls[0].x * frame;
int y0 = scrolls[0].y * frame;
int x1 = scrolls[1].x * frame;
int y1 = scrolls[1].y * frame;
return two_tex_scroll_dolphin(play->game.graph, 0, x0, -y0, scrolls[0].width, scrolls[0].height, 1, x1, -y1,
scrolls[1].width, scrolls[1].height);
}
static void evw_anime_scroll2(GAME_PLAY* play, int segment, void* evw_data) {
EVW_ANIME_SCROLL* scrolls = (EVW_ANIME_SCROLL*)evw_data;
Gfx* scroll_gfx = evw_two_tex_scroll_set(play, scrolls);
GRAPH* g = play->game.graph;
OPEN_DISP(g);
gSPSegment(NOW_BG_OPA_DISP++, segment, scroll_gfx);
gSPSegment(NOW_POLY_OPA_DISP++, segment, scroll_gfx);
gSPSegment(NOW_POLY_XLU_DISP++, segment, scroll_gfx);
CLOSE_DISP(g);
}
static void evw_color_set(GAME_PLAY* play, int segment, const EVW_ANIME_COL_PRIM* prim, const EVW_ANIME_COL_ENV* env) {
Gfx* col_gfx = GRAPH_ALLOC_TYPE(play->game.graph, Gfx, 3);
/* Setup small display list for initializing color settings */
gDPSetPrimColor(col_gfx + 0, 0, prim->l, prim->r, prim->g, prim->b, prim->a);
gDPSetEnvColor(col_gfx + 1, env->r, env->g, env->b, env->a);
gSPEndDisplayList(col_gfx + 2);
OPEN_DISP(play->game.graph);
/* Point the necessary Gfx buffers to our color display list */
gSPSegment(NOW_BG_OPA_DISP++, segment, col_gfx);
gSPSegment(NOW_POLY_OPA_DISP++, segment, col_gfx);
gSPSegment(NOW_POLY_XLU_DISP++, segment, col_gfx);
CLOSE_DISP(play->game.graph);
}
static void evw_anime_colreg_manual(GAME_PLAY* play, int segment, void* evw_data) {
EVW_ANIME_COLREG* color_reg = (EVW_ANIME_COLREG*)evw_data;
int frame_idx = play->game_frame % color_reg->frame_count;
EVW_ANIME_COL_PRIM* prim = color_reg->prim_colors;
EVW_ANIME_COL_ENV* env = color_reg->env_colors;
prim += frame_idx;
env += frame_idx;
evw_color_set(play, segment, prim, env);
}
static int morf_calc(int now, int target, f32 rate) {
return now + (int)(rate * (f32)(target - now));
}
static void evw_anime_colreg_linear(GAME_PLAY* play, int segment, void* evw_data) {
EVW_ANIME_COLREG* color_reg = (EVW_ANIME_COLREG*)evw_data;
EVW_ANIME_COL_PRIM* src_prim = color_reg->prim_colors;
EVW_ANIME_COL_ENV* src_env = color_reg->env_colors;
u16* keyframe = color_reg->keyframes;
u32 game_frame = play->game_frame;
int anime_frame = game_frame % color_reg->frame_count;
int now_keyframe;
int last_keyframe;
int frame_idx = 1;
int i;
keyframe++;
for (i = 1; i < color_reg->key_count; i++) {
if (anime_frame < *keyframe) {
break;
}
keyframe++;
frame_idx++;
}
{
EVW_ANIME_COL_PRIM inter_prim;
EVW_ANIME_COL_ENV inter_env;
int a;
int b;
now_keyframe = keyframe[0];
last_keyframe = keyframe[-1];
a = anime_frame - last_keyframe;
b = now_keyframe - last_keyframe;
src_prim += frame_idx;
src_env += frame_idx;
/* Interpolate primitive color */
inter_prim.r = morf_calc(src_prim[-1].r, src_prim[0].r, (f32)a / (f32)b);
inter_prim.g = morf_calc(src_prim[-1].g, src_prim[0].g, (f32)a / (f32)b);
inter_prim.b = morf_calc(src_prim[-1].b, src_prim[0].b, (f32)a / (f32)b);
inter_prim.a = morf_calc(src_prim[-1].a, src_prim[0].a, (f32)a / (f32)b);
inter_prim.l = morf_calc(src_prim[-1].l, src_prim[0].l, (f32)a / (f32)b);
/* Interpolate environment color */
inter_env.r = morf_calc(src_env[-1].r, src_env[0].r, (f32)a / (f32)b);
inter_env.g = morf_calc(src_env[-1].g, src_env[0].g, (f32)a / (f32)b);
inter_env.b = morf_calc(src_env[-1].b, src_env[0].b, (f32)a / (f32)b);
inter_env.a = morf_calc(src_env[-1].a, src_env[0].a, (f32)a / (f32)b);
evw_color_set(play, segment, &inter_prim, &inter_env);
}
}
// Ragrange is probably Lagrange
static f32 RagrangeInt(int num_keyframes, f32* keyframes, f32* values, f32 now_frame) {
f32 stack[EVW_COLOR_BUF_MAX];
f32 res;
f32 n;
f32 m;
int i;
/* BUG: fixed stack buffer size but no input length validation. */
for (i = 0; i < num_keyframes; i++) {
int j;
n = keyframes[i];
m = 1.0f;
/* Adjust keyframe by difference between all previous keyframes and the current keyframe */
for (j = 0; j < i; j++) {
m *= n - keyframes[j];
}
j++;
for (j; j < num_keyframes; j++) {
m *= n - keyframes[j];
}
stack[i] = values[i] / m;
}
res = 0.0f;
for (i = 0; i < num_keyframes; i++) {
int j;
m = 1.0f;
for (j = 0; j < i; j++) {
m *= now_frame - keyframes[j];
}
j++;
for (j; j < num_keyframes; j++) {
m *= now_frame - keyframes[j];
}
res += m * stack[i];
}
return res;
}
static u8 RagrangeInt_Color(int num_keyframes, f32* keyframes, f32* values, f32 now_frame) {
return (u8)(int)RagrangeInt(num_keyframes, keyframes, values, now_frame);
}
typedef struct {
f32 keyframe_stack[EVW_COLOR_BUF_MAX];
f32 prim_r_stack[EVW_COLOR_BUF_MAX];
f32 prim_g_stack[EVW_COLOR_BUF_MAX];
f32 prim_b_stack[EVW_COLOR_BUF_MAX];
f32 prim_a_stack[EVW_COLOR_BUF_MAX];
f32 prim_l_stack[EVW_COLOR_BUF_MAX];
f32 env_r_stack[EVW_COLOR_BUF_MAX];
f32 env_g_stack[EVW_COLOR_BUF_MAX];
f32 env_b_stack[EVW_COLOR_BUF_MAX];
f32 env_a_stack[EVW_COLOR_BUF_MAX];
} EVW_ANIME_COLREG_F;
static void evw_anime_colreg_nonlinear(GAME_PLAY* play, int segment, void* evw_data) {
EVW_ANIME_COLREG* colreg = (EVW_ANIME_COLREG*)evw_data;
EVW_ANIME_COL_PRIM* prim_p;
EVW_ANIME_COL_ENV* env_p;
EVW_ANIME_COL_PRIM* prim_src = colreg->prim_colors;
EVW_ANIME_COL_ENV* env_src = colreg->env_colors;
u16* keyframes = colreg->keyframes;
f32 now_frame = play->game_frame % colreg->frame_count;
int i;
EVW_ANIME_COLREG_F colreg_float;
/* BUG: fixed stack buffer size but no input length validation. */
for (i = 0; i < colreg->key_count; i++) {
colreg_float.keyframe_stack[i] = (int)keyframes[i];
prim_p = &prim_src[i];
env_p = &env_src[i];
colreg_float.prim_r_stack[i] = (int)prim_p->r;
colreg_float.prim_g_stack[i] = (int)prim_p->g;
colreg_float.prim_b_stack[i] = (int)prim_p->b;
colreg_float.prim_a_stack[i] = (int)prim_p->a;
colreg_float.prim_l_stack[i] = (int)prim_p->l;
colreg_float.env_r_stack[i] = (int)env_p->r;
colreg_float.env_g_stack[i] = (int)env_p->g;
colreg_float.env_b_stack[i] = (int)env_p->b;
colreg_float.env_a_stack[i] = (int)env_p->a;
}
{
EVW_ANIME_COL_PRIM nonlinear_prim;
EVW_ANIME_COL_ENV nonlinear_env;
nonlinear_prim.r =
RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_r_stack, now_frame);
nonlinear_prim.g =
RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_g_stack, now_frame);
nonlinear_prim.b =
RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_b_stack, now_frame);
nonlinear_prim.a =
RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_a_stack, now_frame);
nonlinear_prim.l =
RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_l_stack, now_frame);
nonlinear_env.r =
RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.env_r_stack, now_frame);
nonlinear_env.g =
RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.env_g_stack, now_frame);
nonlinear_env.b =
RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.env_b_stack, now_frame);
nonlinear_env.a =
RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.env_a_stack, now_frame);
evw_color_set(play, segment, &nonlinear_prim, &nonlinear_env);
}
}
static void evw_anime_texanime(GAME_PLAY* play, int segment, void* evw_data) {
EVW_ANIME_TEXANIME* texanime = (EVW_ANIME_TEXANIME*)evw_data;
GRAPH* g = play->game.graph;
int frame = play->game_frame % (texanime->frame_count * 2); // 30fps pattern -> 60fps pattern
void* tex_p = texanime->texture_tbl[texanime->animation_pattern[frame / 2]]; // 60fps pattern back to 30fps
OPEN_DISP(g);
gSPSegment(NOW_BG_OPA_DISP++, segment, tex_p);
gSPSegment(NOW_POLY_OPA_DISP++, segment, tex_p);
gSPSegment(NOW_POLY_XLU_DISP++, segment, tex_p);
CLOSE_DISP(g);
}
typedef void (*EVW_ANIME_PROC)(GAME_PLAY*, int, void*);
extern void Evw_Anime_Set(GAME_PLAY* play, EVW_ANIME_DATA* evw_anime_data) {
static EVW_ANIME_PROC evw_anime_proc[EVW_ANIME_TYPE_NUM] = {
&evw_anime_scroll1, &evw_anime_scroll2, &evw_anime_colreg_manual,
&evw_anime_colreg_linear, &evw_anime_colreg_nonlinear, &evw_anime_texanime,
};
if (evw_anime_data != NULL) {
int segment = evw_anime_data->segment;
if (segment != 0) {
do {
segment = evw_anime_data->segment;
(*evw_anime_proc[evw_anime_data->type])(play, G_MWO_SEGMENT_7 + ABS(segment), evw_anime_data->data_p);
evw_anime_data++;
} while (segment >= 0);
}
}
}