[cc0 oot] z_vis* (#2782)

* [cc0 oot] z_vis*

* bss

* docs

* fixup

* further vis docs

* add FbFilterType enum

* bss

* gfxP
This commit is contained in:
Dragorn421
2026-08-31 18:36:25 +02:00
committed by GitHub
parent 7dbd31ab0b
commit 6bc695cc14
10 changed files with 248 additions and 321 deletions
+2 -2
View File
@@ -68,9 +68,9 @@ struct PlayState;
#define R_VI_MODE_EDIT_ULX_ADJ SREG(53)
#define R_VI_MODE_EDIT_LRX_ADJ SREG(54)
#define R_FB_FILTER_TYPE SREG(80)
#define R_FB_FILTER_PRIM_COLOR(c) SREG(81 + (c))
#define R_FB_FILTER_COLOR1(c) SREG(81 + (c))
#define R_FB_FILTER_A SREG(84)
#define R_FB_FILTER_ENV_COLOR(c) SREG(85 + (c))
#define R_FB_FILTER_COLOR2(c) SREG(85 + (c))
#define R_ENABLE_FB_FILTER SREG(88)
#define R_PAUSE_BG_PRERENDER_STATE SREG(94) // `PauseBgPreRenderState`
#define R_CAM_XZ_OFFSET_UPDATE_RATE OREG(2)
+40 -59
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@@ -4,81 +4,62 @@
#include "ultra64.h"
#include "color.h"
typedef enum FramebufferFilterType {
/* 0 */ FB_FILTER_NONE,
/* 1 */ FB_FILTER_CVG_RGB,
/* 2 */ FB_FILTER_CVG_RGB_UNIFORM,
/* 3 */ FB_FILTER_CVG_ONLY,
/* 4 */ FB_FILTER_CVG_RGB_FOG, // Not recommended, easily overflows blender
/* 5 */ FB_FILTER_ZBUF_IA,
/* 6 */ FB_FILTER_ZBUF_RGBA,
/* 7 */ FB_FILTER_MONO
} FramebufferFilterType;
typedef enum FbFilterType {
/* 0 */ FB_FILTER_TYPE_NONE,
/* 1 */ FB_FILTER_TYPE_VISCVG_TYPE_MODULATE_FB,
/* 2 */ FB_FILTER_TYPE_VISCVG_TYPE_FADE_AND_MODULATE_FB,
/* 3 */ FB_FILTER_TYPE_VISCVG_TYPE_MODULATE_COLOR,
/* 4 */ FB_FILTER_TYPE_VISCVG_TYPE_MODULATE_FB_ADDITIVE_COLOR,
/* 5 */ FB_FILTER_TYPE_VISZBUFFER_AS_IA16,
/* 6 */ FB_FILTER_TYPE_VISZBUFFER_AS_RGBA16,
/* 7 */ FB_FILTER_TYPE_VISMONO
} FbFilterType;
typedef enum VisScissorType {
/* 0 */ VIS_NO_SETSCISSOR,
/* 1 */ VIS_SETSCISSOR
} VisScissorType;
typedef struct Vis {
/**
* Meaning of color1 and color2:
* - VisCvg: see VisCvgType for color1. color2 unused
* - VisMono: LERP endpoints. See z_vismono.c file comment
* - VisZBuffer: LERP endpoints. See z_viszbuffer.c file comment
*/
typedef struct VisParams {
/* 0x00 */ u32 type;
/* 0x04 */ u32 scissorType;
/* 0x08 */ Color_RGBA8_u32 primColor;
/* 0x0C */ Color_RGBA8_u32 envColor;
} Vis; // size = 0x10
/* Cvg: Coverage */
#define FB_FILTER_TO_CVG_TYPE(filter) (filter)
/* 0x04 */ u32 setScissor;
/* 0x08 */ Color_RGBA8_u32 color1;
/* 0x0C */ Color_RGBA8_u32 color2;
} VisParams; // size = 0x10
typedef enum VisCvgType {
/* 0 */ VIS_CVG_TYPE_NONE = FB_FILTER_TO_CVG_TYPE(FB_FILTER_NONE),
/* 1 */ VIS_CVG_TYPE_CVG_RGB = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB),
/* 2 */ VIS_CVG_TYPE_CVG_RGB_UNIFORM = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB_UNIFORM),
/* 3 */ VIS_CVG_TYPE_CVG_ONLY = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_ONLY),
/* 4 */ VIS_CVG_TYPE_CVG_RGB_FOG = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB_FOG)
VISCVG_TYPE_NOP,
VISCVG_TYPE_MODULATE_FB, // Multiply coverage with framebuffer
VISCVG_TYPE_FADE_AND_MODULATE_FB, // Also fade to color1 by color1.a
VISCVG_TYPE_MODULATE_COLOR, // Multiply coverage with color1
VISCVG_TYPE_MODULATE_FB_ADDITIVE_COLOR // Add color1
} VisCvgType;
typedef struct VisCvg {
/* 0x00 */ Vis vis;
/* 0x00 */ VisParams params; // params.color2 unused
} VisCvg; // size = 0x10
typedef struct VisMono {
/* 0x00 */ VisParams params; // params.type unused
/* 0x10 */ u16* tlut;
/* 0x14 */ Gfx* dList;
} VisMono; // size = 0x18
typedef struct VisZBuffer {
/* 0x00 */ VisParams params;
} VisZBuffer; // size = 0x10
void VisCvg_Init(VisCvg* this);
void VisCvg_Destroy(VisCvg* this);
void VisCvg_Draw(VisCvg* this, Gfx** gfxP);
/* Mono: Desaturation */
// Only one type
typedef struct VisMono {
/* 0x00 */ Vis vis;
/* 0x10 */ u16* tlut;
/* 0x14 */ Gfx* dList;
} VisMono; // size = 0x18
void VisMono_Init(VisMono* this);
void VisMono_Destroy(VisMono* this);
void VisMono_Draw(VisMono* this, Gfx** gfxP);
/* ZBuf: Z-Buffer */
#define FB_FILTER_TO_ZBUF_TYPE(filter) ((filter) - FB_FILTER_ZBUF_IA)
typedef enum VisZBufType {
/* 0 */ VIS_ZBUF_TYPE_IA = FB_FILTER_TO_ZBUF_TYPE(FB_FILTER_ZBUF_IA),
/* 1 */ VIS_ZBUF_TYPE_RGBA = FB_FILTER_TO_ZBUF_TYPE(FB_FILTER_ZBUF_RGBA)
} VisZBufType;
typedef struct VisZBuf {
/* 0x00 */ Vis vis;
} VisZBuf; // size = 0x10
void VisZBuf_Init(VisZBuf* this);
void VisZBuf_Destroy(VisZBuf* this);
void VisZBuf_Draw(VisZBuf* this, Gfx** gfxP);
void VisZBuffer_Init(VisZBuffer* this);
void VisZBuffer_Destroy(VisZBuffer* this);
void VisZBuffer_Draw(VisZBuffer* this, Gfx** gfxP);
#endif
+1 -1
View File
@@ -598,7 +598,7 @@ beginseg
include "$(BUILD_DIR)/src/code/z_vimode.o"
include "$(BUILD_DIR)/src/code/z_viscvg.o"
include "$(BUILD_DIR)/src/code/z_vismono.o"
include "$(BUILD_DIR)/src/code/z_viszbuf.o"
include "$(BUILD_DIR)/src/code/z_viszbuffer.o"
include "$(BUILD_DIR)/src/code/z_vr_box.o"
include "$(BUILD_DIR)/src/code/z_vr_box_draw.o"
include "$(BUILD_DIR)/src/code/z_player_call.o"
+40 -41
View File
@@ -35,9 +35,9 @@
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0"
SpeedMeter D_801664D0;
VisCvg sVisCvg;
VisZBuf sVisZBuf;
VisMono sVisMono;
VisCvg sGameStateVisCvg;
VisZBuffer sGameStateVisZBuffer;
VisMono sGameStateVisMono;
ViMode sViMode;
#if DEBUG_FEATURES
@@ -61,38 +61,37 @@ void GameState_FaultPrint(void) {
void GameState_SetFBFilter(Gfx** gfxP) {
Gfx* gfx = *gfxP;
if ((R_FB_FILTER_TYPE >= FB_FILTER_CVG_RGB) && (R_FB_FILTER_TYPE <= FB_FILTER_CVG_RGB_FOG)) {
// Visualize coverage
sVisCvg.vis.type = FB_FILTER_TO_CVG_TYPE(R_FB_FILTER_TYPE);
sVisCvg.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
sVisCvg.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
sVisCvg.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
sVisCvg.vis.primColor.a = R_FB_FILTER_A;
VisCvg_Draw(&sVisCvg, &gfx);
} else if ((R_FB_FILTER_TYPE == FB_FILTER_ZBUF_IA) || (R_FB_FILTER_TYPE == FB_FILTER_ZBUF_RGBA)) {
// Visualize z-buffer
sVisZBuf.vis.type = (R_FB_FILTER_TYPE == FB_FILTER_ZBUF_RGBA);
sVisZBuf.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
sVisZBuf.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
sVisZBuf.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
sVisZBuf.vis.primColor.a = R_FB_FILTER_A;
sVisZBuf.vis.envColor.r = R_FB_FILTER_ENV_COLOR(0);
sVisZBuf.vis.envColor.g = R_FB_FILTER_ENV_COLOR(1);
sVisZBuf.vis.envColor.b = R_FB_FILTER_ENV_COLOR(2);
sVisZBuf.vis.envColor.a = R_FB_FILTER_A;
VisZBuf_Draw(&sVisZBuf, &gfx);
} else if (R_FB_FILTER_TYPE == FB_FILTER_MONO) {
// Monochrome filter
sVisMono.vis.type = 0;
sVisMono.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
sVisMono.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
sVisMono.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
sVisMono.vis.primColor.a = R_FB_FILTER_A;
sVisMono.vis.envColor.r = R_FB_FILTER_ENV_COLOR(0);
sVisMono.vis.envColor.g = R_FB_FILTER_ENV_COLOR(1);
sVisMono.vis.envColor.b = R_FB_FILTER_ENV_COLOR(2);
sVisMono.vis.envColor.a = R_FB_FILTER_A;
VisMono_Draw(&sVisMono, &gfx);
if ((R_FB_FILTER_TYPE >= FB_FILTER_TYPE_VISCVG_TYPE_MODULATE_FB) &&
(R_FB_FILTER_TYPE <= FB_FILTER_TYPE_VISCVG_TYPE_MODULATE_FB_ADDITIVE_COLOR)) {
sGameStateVisCvg.params.type = R_FB_FILTER_TYPE;
sGameStateVisCvg.params.color1.r = R_FB_FILTER_COLOR1(0);
sGameStateVisCvg.params.color1.g = R_FB_FILTER_COLOR1(1);
sGameStateVisCvg.params.color1.b = R_FB_FILTER_COLOR1(2);
sGameStateVisCvg.params.color1.a = R_FB_FILTER_A;
VisCvg_Draw(&sGameStateVisCvg, &gfx);
} else if ((R_FB_FILTER_TYPE == FB_FILTER_TYPE_VISZBUFFER_AS_IA16) ||
(R_FB_FILTER_TYPE == FB_FILTER_TYPE_VISZBUFFER_AS_RGBA16)) {
sGameStateVisZBuffer.params.type = (R_FB_FILTER_TYPE == FB_FILTER_TYPE_VISZBUFFER_AS_RGBA16);
sGameStateVisZBuffer.params.color1.r = R_FB_FILTER_COLOR1(0);
sGameStateVisZBuffer.params.color1.g = R_FB_FILTER_COLOR1(1);
sGameStateVisZBuffer.params.color1.b = R_FB_FILTER_COLOR1(2);
sGameStateVisZBuffer.params.color1.a = R_FB_FILTER_A;
sGameStateVisZBuffer.params.color2.r = R_FB_FILTER_COLOR2(0);
sGameStateVisZBuffer.params.color2.g = R_FB_FILTER_COLOR2(1);
sGameStateVisZBuffer.params.color2.b = R_FB_FILTER_COLOR2(2);
sGameStateVisZBuffer.params.color2.a = R_FB_FILTER_A;
VisZBuffer_Draw(&sGameStateVisZBuffer, &gfx);
} else if (R_FB_FILTER_TYPE == FB_FILTER_TYPE_VISMONO) {
sGameStateVisMono.params.type = 0;
sGameStateVisMono.params.color1.r = R_FB_FILTER_COLOR1(0);
sGameStateVisMono.params.color1.g = R_FB_FILTER_COLOR1(1);
sGameStateVisMono.params.color1.b = R_FB_FILTER_COLOR1(2);
sGameStateVisMono.params.color1.a = R_FB_FILTER_A;
sGameStateVisMono.params.color2.r = R_FB_FILTER_COLOR2(0);
sGameStateVisMono.params.color2.g = R_FB_FILTER_COLOR2(1);
sGameStateVisMono.params.color2.b = R_FB_FILTER_COLOR2(2);
sGameStateVisMono.params.color2.a = R_FB_FILTER_A;
VisMono_Draw(&sGameStateVisMono, &gfx);
}
*gfxP = gfx;
}
@@ -498,9 +497,9 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g
startTime = endTime;
LOG_UTILS_CHECK_NULL_POINTER("this->cleanup", gameState->destroy, "../game.c", 1088);
VisCvg_Init(&sVisCvg);
VisZBuf_Init(&sVisZBuf);
VisMono_Init(&sVisMono);
VisCvg_Init(&sGameStateVisCvg);
VisZBuffer_Init(&sGameStateVisZBuffer);
VisMono_Init(&sGameStateVisMono);
if ((R_VI_MODE_EDIT_STATE == VI_MODE_EDIT_STATE_INACTIVE) || !DEBUG_FEATURES) {
ViMode_Init(&sViMode);
}
@@ -529,9 +528,9 @@ void GameState_Destroy(GameState* gameState) {
}
Rumble_Destroy();
SpeedMeter_Destroy(&D_801664D0);
VisCvg_Destroy(&sVisCvg);
VisZBuf_Destroy(&sVisZBuf);
VisMono_Destroy(&sVisMono);
VisCvg_Destroy(&sGameStateVisCvg);
VisZBuffer_Destroy(&sGameStateVisZBuffer);
VisMono_Destroy(&sGameStateVisMono);
if ((R_VI_MODE_EDIT_STATE == VI_MODE_EDIT_STATE_INACTIVE) || !DEBUG_FEATURES) {
ViMode_Destroy(&sViMode);
}
+7 -7
View File
@@ -47,12 +47,12 @@
#include "save.h"
#include "vis.h"
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
"ique-cn:224 ntsc-1.0:240 ntsc-1.1:240 ntsc-1.2:240 pal-1.0:240 pal-1.1:240"
#pragma increment_block_number "gc-eu:218 gc-eu-mq:218 gc-jp:218 gc-jp-ce:218 gc-jp-mq:218 gc-us:218 gc-us-mq:218" \
"ique-cn:218 ntsc-1.0:218 ntsc-1.1:218 ntsc-1.2:218 pal-1.0:218 pal-1.1:218"
TransitionTile gTransitionTile;
s32 gTransitionTileState;
VisMono gPlayVisMono;
VisMono sPlayVisMono;
Color_RGBA8_u32 gVisMonoColor;
#if DEBUG_FEATURES
@@ -261,7 +261,7 @@ void Play_Destroy(GameState* thisx) {
Letterbox_Destroy();
TransitionFade_Destroy(&this->transitionFadeFlash);
VisMono_Destroy(&gPlayVisMono);
VisMono_Destroy(&sPlayVisMono);
if (gSaveContext.save.linkAge != this->linkAgeOnLoad) {
Inventory_SwapAgeEquipment();
@@ -482,7 +482,7 @@ void Play_Init(GameState* thisx) {
TransitionFade_SetType(&this->transitionFadeFlash, TRANS_INSTANCE_TYPE_FADE_FLASH);
TransitionFade_SetColor(&this->transitionFadeFlash, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&this->transitionFadeFlash);
VisMono_Init(&gPlayVisMono);
VisMono_Init(&sPlayVisMono);
gVisMonoColor.a = 0;
CutsceneFlags_UnsetAll(this);
@@ -1217,8 +1217,8 @@ void Play_Draw(PlayState* this) {
if (gVisMonoColor.a > 0)
#endif
{
gPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
VisMono_Draw(&gPlayVisMono, &gfxP);
sPlayVisMono.params.color1.rgba = gVisMonoColor.rgba;
VisMono_Draw(&sPlayVisMono, &gfxP);
}
gSPEndDisplayList(gfxP++);
+34 -72
View File
@@ -1,104 +1,71 @@
/**
* @file z_viscvg.c
*
* This file implements full-screen frame buffer effects involving the visualization of Coverage in various ways.
*
* Coverage is roughly how much of a pixel is covered by a primitive; the final coverage for a frame is stored in the
* color image alpha component where it is used for antialiasing, see PreRender.c and §15 of the programming manual for
* details.
*
* To understand this file, it is helpful to remember that A_MEM is essentially synonymous with coverage, and that
* `GBL_c1/2(p, a, m, b)` usually represents the RDP blender calculation `(p * a + m * b)`.
* Note the division step that is often included in the blender calculation is omitted; the division is skipped if
* force blending (FORCE_BL) is set, which is the case for all render modes used in this file.
*
* Coverage is full when not on an edge, while on an edge it is usually lower. Since coverage is treated as an alpha
* value, edges of primitives where coverage is lower will show up darker than primitive interiors in all of the
* available modes.
*
* Coverage is abbreviated to "cvg"; "FB RGB" ("framebuffer red/green/blue") is the color the pixel originally had
* before the filter is applied.
* This file implements framebuffer effects relying on coverage.
* Coverage's primary use is performing antialiasing: it basically tracks how much of a pixel is covered by its current
* color. Coverage is stored in a rgba16 framebuffer as a 3 bits value.
* Coverage is typically partial on geometry outer edges and full elsewhere: this makes the framebuffer effects here
* usually highlight silhouettes.
*/
#include "ultra64.h"
#include "gfx.h"
#include "vis.h"
/**
* Draws only coverage: does not retain any of the original pixel RGB, primColor is used as background color.
*/
Gfx sCoverageOnlyDL[] = {
Gfx sVisCvgModulateBlendColorDL[] = {
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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_VISCVG | G_RM_VISCVG2),
// (blendColor RGB) * (cvg)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsDPPipeSync(),
gsDPSetBlendColor(0, 0, 0, 8),
gsSPEndDisplayList(),
};
/**
* Draws fog + coverage * RGB of pixels
*
* @bug This easily overflows the blender because the fog value is added to the coverage value.
*/
Gfx sCoverageRGBFogDL[] = {
Gfx sVisCvgModulateFramebufferAdditiveFogDL[] = {
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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 | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
// Note: additive blending often overflows the blender, causing visual bugs
GBL_c1(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM) |
GBL_c2(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM)),
// (fog RGB) * (fog alpha) + (FB RGB) * (cvg)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsSPEndDisplayList(),
};
/**
* Draws coverage and RGB of pixels
*/
Gfx sCoverageRGBDL[] = {
Gfx sVisCvgModulateFramebufferDL[] = {
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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 | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)),
// (FB RGB) * (cvg)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsSPEndDisplayList(),
};
/**
* Two stage filtering:
*
* 1. Apply a uniform color filter by transparently blending primColor with original frame. The "cloud surface"
* RenderMode is used to preserve the coverage for the second stage.
* 2. Second half is the same as `sCoverageRGBDL`'s, i.e. (RGB from stage 1) * cvg
*/
Gfx sCoverageRGBUniformDL[] = {
Gfx sVisCvgFadeToPrimAndModulateFramebuffer[] = {
// Fade the framebuffer towards prim color
gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE),
gsDPSetOtherMode(G_AD_NOTPATTERN | G_CD_DISABLE | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
// Note: G_RM_CLD_SURF sets CVG_DST_SAVE which preserves coverage
G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2),
// stage 1 color = (primColor RGB) * (primColor Alpha) + (FB RGB) * (1 - primColor Alpha)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
// Like sVisCvgModulateFramebufferDL
gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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 | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)),
// final color = (stage 1 RGB) * (cvg)
gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1),
gsSPEndDisplayList(),
};
void VisCvg_Init(VisCvg* this) {
this->vis.type = FB_FILTER_NONE;
this->vis.scissorType = VIS_NO_SETSCISSOR;
this->vis.primColor.r = 255;
this->vis.primColor.g = 255;
this->vis.primColor.b = 255;
this->vis.primColor.a = 255;
this->params.type = VISCVG_TYPE_NOP;
this->params.setScissor = false;
this->params.color1.r = 255;
this->params.color1.g = 255;
this->params.color1.b = 255;
this->params.color1.a = 255;
}
void VisCvg_Destroy(VisCvg* this) {
@@ -108,36 +75,31 @@ void VisCvg_Draw(VisCvg* this, Gfx** gfxP) {
Gfx* gfx = *gfxP;
gDPPipeSync(gfx++);
// Set full dz, see comment in PreRender_FetchFbufCoverage for details.
gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
if (this->vis.scissorType == VIS_SETSCISSOR) {
if (this->params.setScissor == true) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
switch (this->vis.type) {
case FB_FILTER_CVG_RGB:
gSPDisplayList(gfx++, sCoverageRGBDL);
switch (this->params.type) {
case VISCVG_TYPE_MODULATE_FB:
gSPDisplayList(gfx++, sVisCvgModulateFramebufferDL);
break;
case FB_FILTER_CVG_RGB_UNIFORM:
// Set primitive color for uniform color filter in custom RenderMode
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba);
gSPDisplayList(gfx++, sCoverageRGBUniformDL);
case VISCVG_TYPE_FADE_AND_MODULATE_FB:
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->params.color1.rgba);
gSPDisplayList(gfx++, sVisCvgFadeToPrimAndModulateFramebuffer);
break;
case FB_FILTER_CVG_ONLY:
// Set background color for G_RM_VISCVG
gDPSetColor(gfx++, G_SETBLENDCOLOR, this->vis.primColor.rgba);
gSPDisplayList(gfx++, sCoverageOnlyDL);
case VISCVG_TYPE_MODULATE_COLOR:
gDPSetColor(gfx++, G_SETBLENDCOLOR, this->params.color1.rgba);
gSPDisplayList(gfx++, sVisCvgModulateBlendColorDL);
break;
case FB_FILTER_CVG_RGB_FOG:
// Set fog color for custom RenderMode, needs to be close to 0 to not overflow
gDPSetColor(gfx++, G_SETFOGCOLOR, this->vis.primColor.rgba);
gSPDisplayList(gfx++, sCoverageRGBFogDL);
break;
default:
case VISCVG_TYPE_MODULATE_FB_ADDITIVE_COLOR:
gDPSetColor(gfx++, G_SETFOGCOLOR, this->params.color1.rgba);
gSPDisplayList(gfx++, sVisCvgModulateFramebufferAdditiveFogDL);
break;
}
+23 -21
View File
@@ -1,11 +1,14 @@
/**
* @file z_vismono.c
* Color frame buffer effect to desaturate the colors.
*
* This file implements a full-screen framebuffer effect for desaturating the contents of the framebuffer image.
* The result of the desaturation is used to LERP from color2 (0) to color1 (1).
* In the simplest case, to get a grayscale result, set color1 to white and color2 to black.
*
* Broadly, this effect is achieved by reinterpreting the contents of the RGBA16 color image as indices into an IA16
* color palette that converts each color into the desaturated equivalent. More precise details can be found in inline
* comments.
* This effect is achieved by making the RDP read the rgba16 framebuffer as a ci8 texture using a specific ia16 palette.
* For every two-bytes pixel in the rgba16 framebuffer, the palette maps in particular an intensity to the high byte and
* an alpha value to the low byte. The sum of those intensity and alpha value corresponds to the gray level of the
* desaturated color. This sum is done by the RDP with a clever setup of texture tiles and an adequate combiner.
* See the rest of the file for specifics.
*/
#include "libc64/malloc.h"
@@ -17,7 +20,7 @@
// Height of the fragments the color frame buffer (CFB) is split into.
// It is the maximum amount of lines such that all rgba16 SCREEN_WIDTH-long lines fit into
// the half of TMEM dedicated to color-indexed data.
// the half of tmem dedicated to color-indexed data.
#define VISMONO_CFBFRAG_HEIGHT ((TMEM_SIZE / 2) / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES))
// Maximum size of the dlist written by `VisMono_DesaturateDList`.
@@ -37,16 +40,16 @@ extern u16 D_0F000000[];
void VisMono_Init(VisMono* this) {
bzero(this, sizeof(VisMono));
this->vis.type = 0;
this->vis.scissorType = VIS_NO_SETSCISSOR;
this->vis.primColor.r = 255;
this->vis.primColor.g = 255;
this->vis.primColor.b = 255;
this->vis.primColor.a = 255;
this->vis.envColor.r = 0;
this->vis.envColor.g = 0;
this->vis.envColor.b = 0;
this->vis.envColor.a = 0;
this->params.type = 0;
this->params.setScissor = false;
this->params.color1.r = 255;
this->params.color1.g = 255;
this->params.color1.b = 255;
this->params.color1.a = 255;
this->params.color2.r = 0;
this->params.color2.g = 0;
this->params.color2.b = 0;
this->params.color2.a = 0;
}
void VisMono_Destroy(VisMono* this) {
@@ -105,8 +108,7 @@ Gfx* VisMono_DesaturateDList(VisMono* this, Gfx* gfx) {
// Set texel 1 to be a CI8 image with width `SCREEN_WIDTH * 2` and height `VISMONO_CFBFRAG_HEIGHT`
// Its position in texture image space is shifted along +S by 1
// Note the palette index for this tile has also been incremented from 0 to 1, however the palette index is
// ignored for CI8 texture sampling.
// (palette is set to 1 here but that's ignored in the case of CI8 where there is only one palette)
gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2 * G_IM_SIZ_8b_LINE_BYTES / 8, 0x0, 1, 1,
G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0);
gDPSetTileSize(gfx++, 1, 1 << 2, 0, (SCREEN_WIDTH * 2) << 2, (height - 1) << 2);
@@ -171,12 +173,12 @@ void VisMono_Draw(VisMono* this, Gfx** gfxP) {
gDPPipeSync(gfx++);
if (this->vis.scissorType == VIS_SETSCISSOR) {
if (this->params.setScissor == true) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba);
gDPSetColor(gfx++, G_SETENVCOLOR, this->vis.envColor.rgba);
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->params.color1.rgba);
gDPSetColor(gfx++, G_SETENVCOLOR, this->params.color2.rgba);
gDPLoadTLUT_pal256(gfx++, tlut);
-117
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@@ -1,117 +0,0 @@
/**
* @file z_viszbuf.c
*
* This file implements a full-screen framebuffer effect for visualizing the z-buffer (AKA depth buffer), using either
* cycling RGBA or a single fading color.
*
* This is done by reading the z-buffer as if it were a color image, the format of which is specified by the selected
* vis type:
* - VIS_ZBUF_TYPE_IA : Produces a monotonic fade from primColor to envColor as depth increases.
* - VIS_ZBUF_TYPE_RGBA : Produces vibrant almost-periodic-looking bands.
*
* In both cases this occurs because of the format the depth information takes: it is 18-bit, and is a nonnegative
* floating-point number with
* bbb mmmmmmmmmmm dd|dd
* exponent mantissa dz value (only first 16 bits visible to CPU, the least significant 2 bits of dz are ignored)
*
* Reading z-buffer as IA16:
* bbbmmmmm mmmmmmdd
* iiiiiiii aaaaaaaa
*
* Since floating-point numbers of this format have the same ordering as their binary/hex representation, increasing
* the depth also increases the intensity in the IA16 representation and hence the interpolation parameter used to
* combine primColor and envColor. The alpha is ignored by the RenderMode.
*
* Reading z-buffer as RGBA16:
* bbbmm mmmmm mmmmd d
* rrrrr ggggg bbbbb a
*
* The red increases monotonically with the depth. The significant visible oscillation is the green component, because
* it rolls over every time the second-most-significant bit of the mantissa increments. The blue component oscillates
* too rapidly to be particularly visible (it rolls over when the 7th-most-significant bit increments). The alpha is
* again ignored by the RenderMode.
*/
#include "gfx.h"
#include "vis.h"
// Height of the fragments the z-buffer is split into.
// It is the maximum amount of lines such that all rgba16 SCREEN_WIDTH-long lines fit into TMEM.
#define VISZBUF_ZBUFFRAG_HEIGHT (TMEM_SIZE / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES))
// z-buffer
extern u16 D_0E000000[];
/**
* Initialise to IA type with white and black as default colors.
*/
void VisZBuf_Init(VisZBuf* this) {
this->vis.type = VIS_ZBUF_TYPE_IA;
this->vis.scissorType = VIS_NO_SETSCISSOR;
this->vis.primColor.r = 255;
this->vis.primColor.g = 255;
this->vis.primColor.b = 255;
this->vis.primColor.a = 255;
// clang-format off
this->vis.envColor.r = 0; \
this->vis.envColor.g = 0; \
this->vis.envColor.b = 0; \
this->vis.envColor.a = 255;
// clang-format on
}
void VisZBuf_Destroy(VisZBuf* this) {
}
void VisZBuf_Draw(VisZBuf* this, Gfx** gfxP) {
Gfx* gfx = *gfxP;
s32 pad;
u16* zbufFrag = D_0E000000;
s32 fmt;
s32 y;
s32 height;
if (this->vis.type == VIS_ZBUF_TYPE_IA) {
fmt = G_IM_FMT_IA;
} else { // VIS_ZBUF_TYPE_RGBA
fmt = G_IM_FMT_RGBA;
}
height = VISZBUF_ZBUFFRAG_HEIGHT;
gDPPipeSync(gfx++);
// Scissoring is only required if the scissor has not been set prior.
if (this->vis.scissorType == VIS_SETSCISSOR) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
// No palette so can use all of TMEM.
// G_RM_OPA_SURF discards all information previously in the pixel, and the current alpha, leaving only the color
// from this filter.
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_MAGICSQ | 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);
// LERP between primColor and envColor in 1-cycle mode using the z-buffer value.
gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT);
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba);
gDPSetColor(gfx++, G_SETENVCOLOR, this->vis.envColor.rgba);
for (y = 0; y <= SCREEN_HEIGHT - height; y += height) {
// Load a few lines of the z-buffer, as many as can fit in TMEM at once.
gDPLoadTextureBlock(gfx++, zbufFrag, fmt, G_IM_SIZ_16b, SCREEN_WIDTH, height, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// Overwrite them with the calculated colors.
gSPTextureRectangle(gfx++, 0, y << 2, SCREEN_WIDTH << 2, (y + height) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10,
1 << 10);
zbufFrag += SCREEN_WIDTH * height;
}
gDPPipeSync(gfx++);
*gfxP = gfx;
}
+100
View File
@@ -0,0 +1,100 @@
/**
* This file implements a framebuffer effect relying on the depth buffer (Z buffer).
* It merely allows LERPing between two colors (from color2 to color1), using the Z buffer bytes (interpreted as either
* ia16 or rgba16 depending on the type being 0 or not) as the factor.
*
* Z buffer values are two bytes each. They are floating point, which makes the effect not that interesting for an
* actual application as that doesn't map well to be interpreted as ia16 or rgba16, though some discontinuous gradients
* can be seen.
*
* The bit layout of Z buffer values is:
* 0bEEEM_MMMM_MMMM_MMDD
* Where E is the 3 exponent bits, M is the 11 mantissa bits,
* and D is 2 of the 4 dz value bits (the remaining two are stored in the "hidden" 9th bit of each byte).
* In 3D space, Z values increase from front (near plane) to back (far plane).
*
* Interpreted as ia16:
* 0bIIII_IIII_AAAA_AAAA
* The intensity channel takes its value from the exponent bits and the high mantissa bits, so it continuously increases
* from front to back.
* The alpha channel mostly takes its value from the lowest mantissa bits, so it increases from front to back but also
* rolls over frequently.
* This can be observed in-game by setting color1 to white and color2 to black.
* From front to back, the intensity gradient is a continuous increase.
* The alpha is ignored due to the render mode VisZBuffer uses.
*
* Interpreted as rgba16:
* 0bRRRR_RGGG_GGBB_BBBA
* The red channel mostly takes its value from the exponent bits, so it continuously increases from front to back.
* The green channel takes its value from the middle mantissa bits, so it increases from front to back but also rolls
* over frequently.
* The blue channel mostly takes its value from the lowest mantissa bits, so it increases from front to back and also
* rolls over even more frequently.
* This can be observed in-game by setting color1 to white and color2 to black.
* From front to back, the gradients for each color channel are then:
* - red: continuous increase
* - green: discontinuous succession of continuous increases
* - blue: like green but even higher frequency
*/
#include "ultra64.h"
#include "gfx.h"
#include "vis.h"
// z-buffer
extern u16 D_0E000000[];
void VisZBuffer_Init(VisZBuffer* this) {
this->params.type = 0;
this->params.setScissor = false;
this->params.color1.r = 255;
this->params.color1.g = 255;
this->params.color1.b = 255;
this->params.color1.a = 255;
// clang-format off
this->params.color2.r = 0; \
this->params.color2.g = 0; \
this->params.color2.b = 0; \
this->params.color2.a = 255;
// clang-format on
}
void VisZBuffer_Destroy(VisZBuffer* this) {
}
void VisZBuffer_Draw(VisZBuffer* this, Gfx** gfxP) {
Gfx* gfx = *gfxP;
s32 pad;
u16* tex = D_0E000000;
s32 fmt = this->params.type == 0 ? G_IM_FMT_IA : G_IM_FMT_RGBA;
s32 y;
s32 height = TMEM_SIZE / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES);
gDPPipeSync(gfx++);
if (this->params.setScissor == true) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_MAGICSQ | 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);
gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT);
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->params.color1.rgba);
gDPSetColor(gfx++, G_SETENVCOLOR, this->params.color2.rgba);
for (y = 0; y <= SCREEN_HEIGHT - height; y += height) {
gDPLoadTextureBlock(gfx++, tex, fmt, G_IM_SIZ_16b, SCREEN_WIDTH, height, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gfx++, 0, y << 2, SCREEN_WIDTH << 2, (y + height) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10,
1 << 10);
tex += SCREEN_WIDTH * height;
}
gDPPipeSync(gfx++);
*gfxP = gfx;
}
+1 -1
View File
@@ -1,7 +1,7 @@
// z_kankyo, z_demo_kankyo, z_en_viewer, z_object_kankyo, z_eff_ss_dead_dd
D_01000000 = 0x01000000;
// z_viszbuf
// z_viszbuffer
D_0E000000 = 0x0E000000;
// z_vismono