Transform tagging for clear tag actor (mainly for bomb explosions), update RT64

This commit is contained in:
Mr-Wiseguy 2024-04-24 14:56:23 -04:00
parent 4076591be1
commit 5382ce6fd0
4 changed files with 327 additions and 6 deletions

@ -1 +1 @@
Subproject commit 00aecb38ac2f4563e81980445399e1c84c64e5bc
Subproject commit 404f38c8061b40f19d92febe172d035dc9a82a3e

View File

@ -2,6 +2,7 @@
#include "transform_ids.h"
#include "overlays/actors/ovl_Object_Kankyo/z_object_kankyo.h"
#include "overlays/actors/ovl_Eff_Stk/z_eff_stk.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "z64effect.h"
extern f32 D_808DE5B0;
@ -434,3 +435,319 @@ void EffStk_Draw(Actor* thisx, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
typedef enum {
/* 0x00 */ CLEAR_TAG_EFFECT_AVAILABLE,
/* 0x01 */ CLEAR_TAG_EFFECT_DEBRIS,
/* 0x02 */ CLEAR_TAG_EFFECT_FIRE, // never set to, remnant of OoT
/* 0x03 */ CLEAR_TAG_EFFECT_SMOKE,
/* 0x04 */ CLEAR_TAG_EFFECT_FLASH,
/* 0x05 */ CLEAR_TAG_EFFECT_LIGHT_RAYS,
/* 0x06 */ CLEAR_TAG_EFFECT_SHOCKWAVE,
/* 0x07 */ CLEAR_TAG_EFFECT_SPLASH,
/* 0x08 */ CLEAR_TAG_EFFECT_ISOLATED_SMOKE
} ClearTagEffectType;
extern Gfx gClearTagDebrisEffectMaterialDL[];
extern Gfx gClearTagDebrisEffectDL[];
extern Gfx gEffShockwaveDL[];
extern Gfx gClearTagFlashEffectGroundDL[];
extern Gfx gClearTagFireEffectMaterialDL[];
extern Gfx gClearTagFireEffectDL[];
extern Gfx gClearTagFireEffectMaterialDL[];
extern Gfx gClearTagFireEffectDL[];
extern Gfx gClearTagFlashEffectDL[];
extern Gfx gClearTagLightRayEffectMaterialDL[];
extern Gfx gClearTagLightRayEffectDL[];
extern Gfx gEffWaterSplashDL[];
extern u64 gEffWaterSplash1Tex[];
extern u64 gEffWaterSplash2Tex[];
extern u64 gEffWaterSplash3Tex[];
extern u64 gEffWaterSplash4Tex[];
extern u64 gEffWaterSplash5Tex[];
extern u64 gEffWaterSplash6Tex[];
extern u64 gEffWaterSplash7Tex[];
extern u64 gEffWaterSplash8Tex[];
static TexturePtr sWaterSplashTextures[] = {
gEffWaterSplash1Tex,
gEffWaterSplash2Tex,
gEffWaterSplash3Tex,
gEffWaterSplash4Tex,
gEffWaterSplash5Tex,
gEffWaterSplash6Tex,
gEffWaterSplash7Tex,
gEffWaterSplash8Tex,
NULL,
NULL,
NULL,
};
/**
* Draws all effects.
* Each effect type is drawn before the next. The function will apply a material that
* applies to all effects of that type while drawing the first effect of that type.
*/
// @recomp Patched to tag matrices.
void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
u8 isMaterialApplied = false;
s16 i;
s16 j;
Vec3f vec;
WaterBox* waterBox;
f32 ySurface;
MtxF mtxF;
GraphicsContext* gfxCtx = play->state.gfxCtx;
EnClearTag* this = (EnClearTag*)thisx;
EnClearTagEffect* effect = this->effect;
EnClearTagEffect* firstEffect = this->effect;
OPEN_DISPS(gfxCtx);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
// Draw all Debris effects.
for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_DEBRIS) {
// Apply the debris effect material if it has not already been applied.
if (!isMaterialApplied) {
isMaterialApplied++;
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_OPA_DISP++, actor_relocate(thisx, gClearTagDebrisEffectMaterialDL));
}
// Draw the debris effect.
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
Matrix_RotateYF(effect->rotationY, MTXMODE_APPLY);
Matrix_RotateXFApply(effect->rotationX);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_OPA_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_OPA_DISP++, actor_relocate(thisx, gClearTagDebrisEffectDL));
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
}
}
// Draw all Shockwave effects.
effect = firstEffect;
if (this->actor.floorPoly != NULL) {
for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_SHOCKWAVE) {
// Draw the shockwave effect.
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, (s8)effect->primColor.a);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s8)effect->primColor.a);
func_800C0094(this->actor.floorPoly, effect->pos.x, effect->pos.y, effect->pos.z, &mtxF);
Matrix_Put(&mtxF);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
gSPDisplayList(POLY_XLU_DISP++, gEffShockwaveDL);
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
}
}
// Draw all ground flash effects.
effect = firstEffect;
isMaterialApplied = false;
if (this->actor.floorPoly != NULL) {
for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_FLASH) {
// Apply the flash ground effect material if it has not already been applied.
if (!isMaterialApplied) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 200, 0);
isMaterialApplied++;
}
// Draw the ground flash effect.
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 200, (s8)(effect->primColor.a * 0.7f));
func_800C0094(this->actor.floorPoly, effect->pos.x, this->actor.floorHeight, effect->pos.z, &mtxF);
Matrix_Put(&mtxF);
Matrix_Scale(effect->scale * 3.0f, 1.0f, effect->scale * 3.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFlashEffectGroundDL));
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
}
}
// Draw all smoke effects.
effect = firstEffect;
isMaterialApplied = false;
for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
if ((effect->type == CLEAR_TAG_EFFECT_SMOKE) || (effect->type == CLEAR_TAG_EFFECT_ISOLATED_SMOKE)) {
// Apply the smoke effect material if it has not already been applied.
if (!isMaterialApplied) {
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectMaterialDL));
isMaterialApplied++;
}
// Draw the smoke effect.
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, (s8)effect->envColor.r, (s8)effect->envColor.g, (s8)effect->envColor.b,
128);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (s8)effect->primColor.r, (s8)effect->primColor.g,
(s8)effect->primColor.b, (s8)effect->primColor.a);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -effect->actionTimer * 5, 32, 64, 1, 0, 0, 32, 32));
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->smokeScaleX * effect->scale, effect->smokeScaleY * effect->scale, 1.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, 20.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectDL));
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
}
// Draw all fire effects.
effect = firstEffect;
isMaterialApplied = false;
for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_FIRE) {
// Apply the fire effect material if it has not already been applied.
if (!isMaterialApplied) {
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectMaterialDL));
gDPSetEnvColor(POLY_XLU_DISP++, 255, 215, 255, 128);
isMaterialApplied++;
}
// Draw the fire effect.
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 20, 0, (s8)effect->primColor.a);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -effect->actionTimer * 15, 32, 64, 1, 0, 0, 32, 32));
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectDL));
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
}
// Draw all flash billboard effects.
effect = firstEffect;
isMaterialApplied = false;
for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_FLASH) {
// Apply the flash billboard effect material if it has not already been applied.
if (!isMaterialApplied) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, this->flashEnvColor.r, this->flashEnvColor.g, this->flashEnvColor.b, 0);
isMaterialApplied++;
}
// Draw the flash billboard effect.
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 200, (s8)effect->primColor.a);
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(2.0f * effect->scale, 2.0f * effect->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFlashEffectDL));
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
}
// Draw all light ray effects.
effect = firstEffect;
isMaterialApplied = false;
for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_LIGHT_RAYS) {
// Apply the light ray effect material if it has not already been applied.
if (!isMaterialApplied) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, (u8)effect->envColor.r, (u8)effect->envColor.g, (u8)effect->envColor.b,
0);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagLightRayEffectMaterialDL));
isMaterialApplied++;
}
// Draw the light ray effect.
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (u8)effect->primColor.r, (u8)effect->primColor.g,
(u8)effect->primColor.b, (u8)effect->primColor.a);
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_RotateYF(effect->rotationY, MTXMODE_APPLY);
Matrix_RotateXFApply(effect->rotationX);
Matrix_RotateZF(effect->rotationZ, MTXMODE_APPLY);
Matrix_Scale(effect->scale * 0.5f, effect->scale * 0.5f, effect->maxScale * effect->scale, MTXMODE_APPLY);
Matrix_RotateXFApply(M_PI / 2);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagLightRayEffectDL));
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
}
// Draw all splash effects.
effect = firstEffect;
for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
if (effect->type == CLEAR_TAG_EFFECT_SPLASH) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 200);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 200);
gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(sWaterSplashTextures[effect->actionTimer]));
Gfx_SetupDL61_Xlu(gfxCtx);
gSPClearGeometryMode(POLY_XLU_DISP++, G_CULL_BACK);
isMaterialApplied++;
// Apply material 16 times along a circle to give the appearance of a splash
for (j = 0; j < 16; j++) {
Matrix_RotateYF(2.0f * (j * M_PI) * (1.0f / 16.0f), MTXMODE_NEW);
Matrix_MultVecZ(effect->maxScale, &vec);
/**
* Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input
* returns true if point is within the xz boundaries of an active water box, else false
* `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox
*/
ySurface = effect->pos.y;
if (WaterBox_GetSurface1(play, &play->colCtx, effect->pos.x + vec.x, effect->pos.z + vec.z, &ySurface,
&waterBox)) {
if ((effect->pos.y - ySurface) < 200.0f) {
// Draw the splash effect.
Matrix_Translate(effect->pos.x + vec.x, ySurface, effect->pos.z + vec.z, MTXMODE_NEW);
Matrix_RotateYF(2.0f * (j * M_PI) * (1.0f / 16.0f), MTXMODE_APPLY);
Matrix_RotateXFApply(effect->rotationX);
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp TODO figure out a way to tag these without increasing the allocated IDs per actor.
gSPDisplayList(POLY_XLU_DISP++, gEffWaterSplashDL);
}
}
}
}
}
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -182,10 +182,8 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
}
}
// @recomp Manually relocate Player_PostLimbDrawGameplay.
// TODO remove this when the recompiler can relocate patch code.
Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod,
this->transformation, 0, this->actor.shape.face, overrideLimbDraw, (PostLimbDrawFlex)actor_relocate(&this->actor, Player_PostLimbDrawGameplay),
this->transformation, 0, this->actor.shape.face, overrideLimbDraw, Player_PostLimbDrawGameplay,
&this->actor);
CLOSE_DISPS(play->state.gfxCtx);

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@ -51,8 +51,14 @@ int recomp_printf(const char* fmt, ...);
float recomp_powf(float, float);
static inline void* actor_relocate(Actor* actor, void* addr) {
if ((uintptr_t)addr >= 0x80800000) {
return (void*)((uintptr_t)addr -
(intptr_t)((uintptr_t)actor->overlayEntry->vramStart - (uintptr_t)actor->overlayEntry->loadedRamAddr));
}
else {
recomp_printf("Not an overlay address!: 0x%08X 0x%08X 0x%08X\n", (u32)addr, (u32)actor->overlayEntry->vramStart, (u32)actor->overlayEntry->loadedRamAddr);
return addr;
}
}
typedef enum {