Add patch to fix texture sampling seams in pause menu
This commit is contained in:
parent
b281740fb7
commit
8370b9a9a9
|
@ -0,0 +1,217 @@
|
||||||
|
#include "patches.h"
|
||||||
|
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
|
||||||
|
|
||||||
|
#define PAGE_BG_WIDTH (PAGE_BG_COLS * PAGE_BG_QUAD_WIDTH)
|
||||||
|
#define PAGE_BG_HEIGHT (PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT)
|
||||||
|
|
||||||
|
#define RECOMP_PAGE_ROW_HEIGHT 14
|
||||||
|
#define RECOMP_PAGE_ROW_COUNT ((PAGE_BG_HEIGHT + RECOMP_PAGE_ROW_HEIGHT - 1) / RECOMP_PAGE_ROW_HEIGHT)
|
||||||
|
|
||||||
|
extern s16* sVtxPageQuadsX[VTX_PAGE_MAX];
|
||||||
|
extern s16* sVtxPageQuadsWidth[VTX_PAGE_MAX];
|
||||||
|
extern s16* sVtxPageQuadsY[VTX_PAGE_MAX];
|
||||||
|
extern s16* sVtxPageQuadsHeight[VTX_PAGE_MAX];
|
||||||
|
|
||||||
|
s16 sVtxPageGameOverSaveQuadsY[VTX_PAGE_SAVE_QUADS] = {
|
||||||
|
14, // promptPageVtx[60] QUAD_PROMPT_MESSAGE
|
||||||
|
-2, // promptPageVtx[64] QUAD_PROMPT_CURSOR_LEFT
|
||||||
|
-2, // promptPageVtx[68] QUAD_PROMPT_CURSOR_RIGHT
|
||||||
|
-18, // promptPageVtx[72] QUAD_PROMPT_CHOICE_YES
|
||||||
|
-18, // promptPageVtx[76] QUAD_PROMPT_CHOICE_NO
|
||||||
|
};
|
||||||
|
|
||||||
|
// @recomp patched to draw as strips with bilerp compensation instead of tiles.
|
||||||
|
s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 numQuads) {
|
||||||
|
PauseContext* pauseCtx = &play->pauseCtx;
|
||||||
|
GameOverContext* gameOverCtx = &play->gameOverCtx;
|
||||||
|
s16* quadsX;
|
||||||
|
s16* quadsWidth;
|
||||||
|
s16* quadsY;
|
||||||
|
s16* quadsHeight;
|
||||||
|
s32 cur_y;
|
||||||
|
u32 row;
|
||||||
|
|
||||||
|
gSegments[0x0D] = OS_K0_TO_PHYSICAL(play->pauseCtx.iconItemLangSegment);
|
||||||
|
|
||||||
|
cur_y = PAGE_BG_HEIGHT / 2;
|
||||||
|
|
||||||
|
// 2 verts per row plus 2 extra verts at the start and the end.
|
||||||
|
for (row = 0; row < RECOMP_PAGE_ROW_COUNT + 2; row++) {
|
||||||
|
s32 next_y = MAX(cur_y - RECOMP_PAGE_ROW_HEIGHT, -PAGE_BG_HEIGHT / 2);
|
||||||
|
|
||||||
|
vtx[4 * row + 0].v.ob[0] = -PAGE_BG_WIDTH / 2;
|
||||||
|
vtx[4 * row + 1].v.ob[0] = PAGE_BG_WIDTH / 2;
|
||||||
|
vtx[4 * row + 2].v.ob[0] = -PAGE_BG_WIDTH / 2;
|
||||||
|
vtx[4 * row + 3].v.ob[0] = PAGE_BG_WIDTH / 2;
|
||||||
|
|
||||||
|
vtx[4 * row + 0].v.ob[1] = cur_y + pauseCtx->offsetY;
|
||||||
|
vtx[4 * row + 1].v.ob[1] = cur_y + pauseCtx->offsetY;
|
||||||
|
vtx[4 * row + 2].v.ob[1] = next_y + pauseCtx->offsetY;
|
||||||
|
vtx[4 * row + 3].v.ob[1] = next_y + pauseCtx->offsetY;
|
||||||
|
|
||||||
|
vtx[4 * row + 0].v.ob[2] = vtx[4 * row + 1].v.ob[2] = vtx[4 * row + 2].v.ob[2] = vtx[4 * row + 3].v.ob[2] = 0;
|
||||||
|
|
||||||
|
vtx[4 * row + 0].v.flag = vtx[4 * row + 1].v.flag = vtx[4 * row + 2].v.flag = vtx[4 * row + 3].v.flag = 0;
|
||||||
|
|
||||||
|
#define PIXEL_OFFSET ((1 << 4))
|
||||||
|
|
||||||
|
vtx[4 * row + 0].v.tc[0] = PIXEL_OFFSET;
|
||||||
|
vtx[4 * row + 0].v.tc[1] = (1 << 5) + PIXEL_OFFSET;
|
||||||
|
vtx[4 * row + 1].v.tc[0] = PAGE_BG_WIDTH * (1 << 5) + PIXEL_OFFSET;
|
||||||
|
vtx[4 * row + 1].v.tc[1] = (1 << 5) + PIXEL_OFFSET;
|
||||||
|
vtx[4 * row + 2].v.tc[0] = PIXEL_OFFSET;
|
||||||
|
vtx[4 * row + 2].v.tc[1] = (cur_y - next_y + 1) * (1 << 5) + PIXEL_OFFSET;
|
||||||
|
vtx[4 * row + 3].v.tc[0] = PAGE_BG_WIDTH * (1 << 5) + PIXEL_OFFSET;
|
||||||
|
vtx[4 * row + 3].v.tc[1] = (cur_y - next_y + 1) * (1 << 5) + PIXEL_OFFSET;
|
||||||
|
|
||||||
|
vtx[4 * row + 0].v.cn[0] = vtx[4 * row + 1].v.cn[0] = vtx[4 * row + 2].v.cn[0] = vtx[4 * row + 3].v.cn[0] = 0;
|
||||||
|
vtx[4 * row + 0].v.cn[1] = vtx[4 * row + 1].v.cn[1] = vtx[4 * row + 2].v.cn[1] = vtx[4 * row + 3].v.cn[1] = 0;
|
||||||
|
vtx[4 * row + 0].v.cn[2] = vtx[4 * row + 1].v.cn[2] = vtx[4 * row + 2].v.cn[2] = vtx[4 * row + 3].v.cn[2] = 0;
|
||||||
|
vtx[4 * row + 0].v.cn[3] = vtx[4 * row + 1].v.cn[3] = vtx[4 * row + 2].v.cn[3] = vtx[4 * row + 3].v.cn[3] = pauseCtx->alpha;
|
||||||
|
|
||||||
|
cur_y = next_y;
|
||||||
|
}
|
||||||
|
|
||||||
|
// These are overlay symbols, so their addresses need to be offset to get their actual loaded vram address.
|
||||||
|
// TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions.
|
||||||
|
s16** sVtxPageQuadsXRelocated = (s16**)((u8*)&sVtxPageQuadsX[0] + gKaleidoMgrOverlayTable[0].offset);
|
||||||
|
s16** sVtxPageQuadsWidthRelocated = (s16**)((u8*)&sVtxPageQuadsWidth[0] + gKaleidoMgrOverlayTable[0].offset);
|
||||||
|
s16** sVtxPageQuadsYRelocated = (s16**)((u8*)&sVtxPageQuadsY[0] + gKaleidoMgrOverlayTable[0].offset);
|
||||||
|
s16** sVtxPageQuadsHeightRelocated = (s16**)((u8*)&sVtxPageQuadsHeight[0] + gKaleidoMgrOverlayTable[0].offset);
|
||||||
|
|
||||||
|
s16 k = 60;
|
||||||
|
|
||||||
|
if (numQuads != 0) {
|
||||||
|
quadsX = sVtxPageQuadsXRelocated[vtxPage];
|
||||||
|
quadsWidth = sVtxPageQuadsWidthRelocated[vtxPage];
|
||||||
|
quadsY = sVtxPageQuadsYRelocated[vtxPage];
|
||||||
|
quadsHeight = sVtxPageQuadsHeightRelocated[vtxPage];
|
||||||
|
s16 i;
|
||||||
|
|
||||||
|
for (i = 0; i < numQuads; i++, k += 4) {
|
||||||
|
vtx[k + 2].v.ob[0] = vtx[k + 0].v.ob[0] = quadsX[i];
|
||||||
|
|
||||||
|
vtx[k + 1].v.ob[0] = vtx[k + 3].v.ob[0] = vtx[k + 0].v.ob[0] + quadsWidth[i];
|
||||||
|
|
||||||
|
if (!IS_PAUSE_STATE_GAMEOVER) {
|
||||||
|
vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = quadsY[i] + pauseCtx->offsetY;
|
||||||
|
} else if (gameOverCtx->state == GAMEOVER_INACTIVE) {
|
||||||
|
vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = quadsY[i] + pauseCtx->offsetY;
|
||||||
|
} else {
|
||||||
|
vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = sVtxPageGameOverSaveQuadsY[i] + pauseCtx->offsetY;
|
||||||
|
}
|
||||||
|
|
||||||
|
vtx[k + 2].v.ob[1] = vtx[k + 3].v.ob[1] = vtx[k + 0].v.ob[1] - quadsHeight[i];
|
||||||
|
|
||||||
|
vtx[k + 0].v.ob[2] = vtx[k + 1].v.ob[2] = vtx[k + 2].v.ob[2] = vtx[k + 3].v.ob[2] = 0;
|
||||||
|
|
||||||
|
vtx[k + 0].v.flag = vtx[k + 1].v.flag = vtx[k + 2].v.flag = vtx[k + 3].v.flag = 0;
|
||||||
|
|
||||||
|
vtx[k + 0].v.tc[0] = vtx[k + 0].v.tc[1] = vtx[k + 1].v.tc[1] = vtx[k + 2].v.tc[0] = 0;
|
||||||
|
vtx[k + 1].v.tc[0] = vtx[k + 3].v.tc[0] = quadsWidth[i] << 5;
|
||||||
|
vtx[k + 2].v.tc[1] = vtx[k + 3].v.tc[1] = quadsHeight[i] << 5;
|
||||||
|
|
||||||
|
vtx[k + 0].v.cn[0] = vtx[k + 2].v.cn[0] = vtx[k + 0].v.cn[1] = vtx[k + 2].v.cn[1] = vtx[k + 0].v.cn[2] =
|
||||||
|
vtx[k + 2].v.cn[2] = 255;
|
||||||
|
|
||||||
|
vtx[k + 1].v.cn[0] = vtx[k + 3].v.cn[0] = vtx[k + 1].v.cn[1] = vtx[k + 3].v.cn[1] = vtx[k + 1].v.cn[2] =
|
||||||
|
vtx[k + 3].v.cn[2] = 255;
|
||||||
|
|
||||||
|
vtx[k + 0].v.cn[3] = vtx[k + 2].v.cn[3] = vtx[k + 1].v.cn[3] = vtx[k + 3].v.cn[3] = pauseCtx->alpha;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return k;
|
||||||
|
}
|
||||||
|
|
||||||
|
// There's one extra row and column of padding on each side, so the size is +2 in each dimension.
|
||||||
|
typedef u8 bg_image_t[(2 + PAGE_BG_WIDTH) * (2 + PAGE_BG_HEIGHT)];
|
||||||
|
|
||||||
|
#define BG_IMAGE_COUNT 4
|
||||||
|
TexturePtr* bg_pointers[BG_IMAGE_COUNT];
|
||||||
|
bg_image_t bg_images[BG_IMAGE_COUNT];
|
||||||
|
u32 bg_image_count = 0;
|
||||||
|
|
||||||
|
void assemble_image(TexturePtr* textures, bg_image_t* image_out) {
|
||||||
|
u8* pixels_out_start = *image_out;
|
||||||
|
// Skip a row, it'll be filled in later.
|
||||||
|
u8* pixels_out = pixels_out_start + PAGE_BG_WIDTH + 2;
|
||||||
|
for (u32 row = 0; row < PAGE_BG_ROWS; row++) {
|
||||||
|
u8* texture0 = Lib_SegmentedToVirtual(textures[row + 0]);
|
||||||
|
u8* texture1 = Lib_SegmentedToVirtual(textures[row + 5]);
|
||||||
|
u8* texture2 = Lib_SegmentedToVirtual(textures[row + 10]);
|
||||||
|
for (u32 tile_row = 0; tile_row < PAGE_BG_QUAD_HEIGHT; tile_row++) {
|
||||||
|
// Write the first column, setting alpha to 0.
|
||||||
|
*pixels_out = (*texture0) & 0xF0;
|
||||||
|
pixels_out++;
|
||||||
|
// Copy a row from each of the tiles into the output texture.
|
||||||
|
Lib_MemCpy(pixels_out, texture0, PAGE_BG_QUAD_WIDTH * sizeof(u8));
|
||||||
|
pixels_out += PAGE_BG_QUAD_WIDTH;
|
||||||
|
texture0 += PAGE_BG_QUAD_WIDTH;
|
||||||
|
Lib_MemCpy(pixels_out, texture1, PAGE_BG_QUAD_WIDTH * sizeof(u8));
|
||||||
|
pixels_out += PAGE_BG_QUAD_WIDTH;
|
||||||
|
texture1 += PAGE_BG_QUAD_WIDTH;
|
||||||
|
Lib_MemCpy(pixels_out, texture2, PAGE_BG_QUAD_WIDTH * sizeof(u8));
|
||||||
|
pixels_out += PAGE_BG_QUAD_WIDTH;
|
||||||
|
texture2 += PAGE_BG_QUAD_WIDTH;
|
||||||
|
// Write the last column, setting alpha to 0.
|
||||||
|
*pixels_out = (*(texture2 - 1)) & 0xF0;
|
||||||
|
pixels_out++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Fill in the padding rows with duplicates of the first and last row but with zero alpha.
|
||||||
|
for (u32 col = 0; col < PAGE_BG_WIDTH + 2; col++) {
|
||||||
|
pixels_out_start[col] = pixels_out_start[col + PAGE_BG_WIDTH + 2] & 0xF0;
|
||||||
|
pixels_out[col] = pixels_out[col - PAGE_BG_WIDTH - 2] & 0xF0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// @recomp patched to fix bilerp seams.
|
||||||
|
Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures) {
|
||||||
|
s32 i;
|
||||||
|
s32 j;
|
||||||
|
|
||||||
|
bg_image_t* cur_image = NULL;
|
||||||
|
|
||||||
|
// Check if this texture set has already been assembled into an image.
|
||||||
|
u32 image_index;
|
||||||
|
for (image_index = 0; image_index < bg_image_count; image_index++) {
|
||||||
|
if (bg_pointers[image_index] == textures) {
|
||||||
|
cur_image = &bg_images[image_index];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If no image was found and there's a free image slot, assemble the image.
|
||||||
|
if (cur_image == NULL && image_index < BG_IMAGE_COUNT) {
|
||||||
|
assemble_image(textures, &bg_images[image_index]);
|
||||||
|
bg_pointers[image_index] = textures;
|
||||||
|
cur_image = &bg_images[image_index];
|
||||||
|
bg_image_count++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (cur_image == NULL) {
|
||||||
|
// No image was found and there are no free slots.
|
||||||
|
return gfx;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw the rows.
|
||||||
|
for (u32 bg_row = 0; bg_row < RECOMP_PAGE_ROW_COUNT; bg_row++) {
|
||||||
|
gDPLoadTextureTile(gfx++, *cur_image,
|
||||||
|
G_IM_FMT_IA, G_IM_SIZ_8b, // fmt, siz
|
||||||
|
PAGE_BG_WIDTH + 2, PAGE_BG_HEIGHT + 2, // width, height
|
||||||
|
0, (bg_row + 0) * RECOMP_PAGE_ROW_HEIGHT, // uls, ult
|
||||||
|
PAGE_BG_WIDTH + 2, (bg_row + 1) * RECOMP_PAGE_ROW_HEIGHT + 2, // lrs, lrt
|
||||||
|
0, // pal
|
||||||
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
|
||||||
|
G_TX_NOMASK, G_TX_NOMASK,
|
||||||
|
G_TX_NOLOD, G_TX_NOLOD);
|
||||||
|
gDPSetTileSize(gfx++, G_TX_RENDERTILE,
|
||||||
|
0 << G_TEXTURE_IMAGE_FRAC,
|
||||||
|
0 << G_TEXTURE_IMAGE_FRAC,
|
||||||
|
(PAGE_BG_WIDTH + 2) <<G_TEXTURE_IMAGE_FRAC,
|
||||||
|
(RECOMP_PAGE_ROW_HEIGHT + 2) << G_TEXTURE_IMAGE_FRAC);
|
||||||
|
gSPVertex(gfx++, vertices + 4 * bg_row, 4, 0);
|
||||||
|
gSP2Triangles(gfx++, 0, 3, 1, 0x0, 3, 0, 2, 0x0);
|
||||||
|
}
|
||||||
|
|
||||||
|
return gfx;
|
||||||
|
}
|
Loading…
Reference in New Issue