Rewrite star drawing code to use tris and matrices instead of rects for better interpolation

This commit is contained in:
Mr-Wiseguy 2024-03-12 18:01:58 -04:00
parent 0784db4988
commit 8c2a999697
5 changed files with 211 additions and 6 deletions

@ -1 +1 @@
Subproject commit 93a670e425ca20df7a84c7f69d3e99ca3796d2b9
Subproject commit 33b5686c649bb501884d114192924233957c9a49

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@ -181,16 +181,16 @@ void View_Apply(View* view, s32 mask) {
if (interpolate_camera) {
// Simple interpolation works much better for cameras because they orbit around a focus.
gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION,
gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID, G_EX_NOPUSH, G_MTX_PROJECTION,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION,
gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID, G_EX_NOPUSH, G_MTX_PROJECTION,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
}
else {
// Skip interpolation for this frame.
gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION,
gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID, G_EX_NOPUSH, G_MTX_PROJECTION,
G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID_START, G_EX_NOPUSH, G_MTX_PROJECTION,
gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID, G_EX_NOPUSH, G_MTX_PROJECTION,
G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
}

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@ -6,6 +6,7 @@
#define osSendMesg osSendMesg_recomp
#define sinf __sinf_recomp
#define cosf __cosf_recomp
#define gRandFloat sRandFloat
#include "global.h"
#include "rt64_extended_gbi.h"
@ -44,4 +45,6 @@ typedef enum {
void draw_dpad(PlayState* play);
void draw_dpad_icons(PlayState* play);
void View_ApplyInterpolate(View* view, s32 mask, bool reset_interpolation_state);
#endif

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@ -1,5 +1,7 @@
#include "patches.h"
#include "graphics.h"
#include "transform_ids.h"
#include "libc64/qrand.h"
extern Mtx* sSkyboxDrawMatrix;
@ -59,3 +61,200 @@ void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId
CLOSE_DISPS(gfxCtx);
}
// @recomp Draw stars with billboarding to allow for interpolation instead of rects.
void Environment_DrawSkyboxStarBillboard(GraphicsContext* gfxCtx, MtxF* billboard_mtx, Gfx** gfxp, f32 x, f32 y, f32 z, s32 width, s32 height) {
static Vtx star_verts[] = {
{{{ -1, -1, 0 }, 0, { 0, 0 }, { 0, 0, 0, 0xFF }}},
{{{ 1, -1, 0 }, 0, { 0, 0 }, { 0, 0, 0, 0xFF }}},
{{{ -1, 1, 0 }, 0, { 0, 0 }, { 0, 0, 0, 0xFF }}},
{{{ 1, 1, 0 }, 0, { 0, 0 }, { 0, 0, 0, 0xFF }}}
};
Gfx* gfx = *gfxp;
MtxF scale_matrix;
MtxF mv_matrix;
Mtx* m = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
// Scales down the stars to roughly match what their original rect size was.
SkinMatrix_SetScale(&scale_matrix, width * 25.0f / 4.0f, height * 25.0f / 4.0f, 1.0f);
SkinMatrix_MtxFMtxFMult(billboard_mtx, &scale_matrix, &mv_matrix);
mv_matrix.mf[3][0] = x;
mv_matrix.mf[3][1] = y;
mv_matrix.mf[3][2] = z;
MtxConv_F2L(m, &mv_matrix);
gSPMatrix(gfx++, m, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_PUSH);
gSPVertex(gfx++, star_verts, ARRAY_COUNT(star_verts), 0);
gSP2Triangles(gfx++, 0, 1, 2, 0x0, 1, 3, 2, 0x0);
gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
*gfxp = gfx;
}
extern f32 D_801F4F28;
extern s32 sEnvSkyboxNumStars;
s32 Environment_IsSceneUpsideDown(PlayState* play);
void Environment_DrawSkyboxStar(Gfx** gfxp, f32 x, f32 y, s32 width, s32 height);
void View_ViewportToVp(Vp* dest, Viewport* src);
f32 view_aspect_ratio(View* view) {
f32 width = view->viewport.rightX - view->viewport.leftX;
f32 height = view->viewport.bottomY - view->viewport.topY;
f32 aspect = width / height;
return aspect;
}
// @recomp Patched to set up the RSP for drawing stars with ortho rects and tag star transforms.
void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
static const Vec3s D_801DD880[] = {
{ 0x0384, 0x2328, 0xD508 }, { 0x09C4, 0x2328, 0xDA1C }, { 0x0E74, 0x22D8, 0xDA1C }, { 0x1450, 0x2468, 0xD8F0 },
{ 0x1C84, 0x28A0, 0xCBA8 }, { 0x1F40, 0x2134, 0xD8F0 }, { 0x1F40, 0x28A0, 0xDAE4 }, { 0xE4A8, 0x4A38, 0x4A38 },
{ 0xD058, 0x4C2C, 0x3A98 }, { 0xD8F0, 0x36B0, 0x47E0 }, { 0xD954, 0x3264, 0x3E1C }, { 0xD8F0, 0x3070, 0x37DC },
{ 0xD8F0, 0x1F40, 0x5208 }, { 0xD760, 0x1838, 0x27D8 }, { 0x0000, 0x4E20, 0x4A38 }, { 0x076C, 0x2328, 0xDCD8 },
};
static const Color_RGBA8_u32 D_801DD8E0[] = {
{ 65, 164, 255, 255 }, { 131, 164, 230, 255 }, { 98, 205, 255, 255 }, { 82, 82, 255, 255 },
{ 123, 164, 164, 255 }, { 98, 205, 255, 255 }, { 98, 164, 230, 255 }, { 255, 90, 0, 255 },
};
UNALIGNED static const Color_RGBA8_u32 D_801DD900[] = {
{ 64, 80, 112, 255 }, { 96, 96, 128, 255 }, { 128, 112, 144, 255 }, { 160, 128, 160, 255 },
{ 192, 144, 168, 255 }, { 224, 160, 176, 255 }, { 224, 160, 176, 255 }, { 104, 104, 136, 255 },
{ 136, 120, 152, 255 }, { 168, 136, 168, 255 }, { 200, 152, 184, 255 }, { 232, 168, 184, 255 },
{ 224, 176, 184, 255 }, { 240, 192, 192, 255 }, { 232, 184, 192, 255 }, { 248, 200, 192, 255 },
};
Vec3f pos;
f32 temp;
f32 imgY;
f32 imgX;
Gfx* gfx;
s32 phi_v1;
s32 negateY;
f32 invScale;
f32 temp_f20;
Gfx* gfxTemp;
f32 scale;
s32 i;
u32 randInt;
u32 imgWidth;
f32* imgXPtr;
f32* imgYPtr;
Vec3f* posPtr;
s32 pad[2];
f32(*viewProjectionMtxF)[4];
// @recomp Get the original and actual aspect ratios.
f32 original_aspect_ratio = view_aspect_ratio(&play->view);
f32 recomp_aspect_ratio = recomp_get_aspect_ratio(original_aspect_ratio);
f32 recomp_aspect_ratio_scale = recomp_aspect_ratio / original_aspect_ratio;
// @recomp Store the original billboard matrix.
MtxF billboard_mtx;
billboard_mtx = play->billboardMtxF;
gfx = *gfxP;
negateY = Environment_IsSceneUpsideDown(play);
Matrix_MtxToMtxF(play->view.viewingPtr, &play->billboardMtxF);
Matrix_MtxToMtxF(&play->view.projection, &play->viewProjectionMtxF);
SkinMatrix_MtxFMtxFMult(&play->viewProjectionMtxF, &play->billboardMtxF, &play->viewProjectionMtxF);
phi_v1 = 0;
gDPPipeSync(gfx++);
gDPSetEnvColor(gfx++, 255, 255, 255, 255.0f * D_801F4F28);
gDPSetCombineLERP(gfx++, PRIMITIVE, 0, ENVIRONMENT, 0, PRIMITIVE, 0, ENVIRONMENT, 0, PRIMITIVE, 0, ENVIRONMENT, 0,
PRIMITIVE, 0, ENVIRONMENT, 0);
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | 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_AA_XLU_LINE | G_RM_AA_XLU_LINE2);
gSPLoadGeometryMode(gfx++, 0);
randInt = ((u32)gSaveContext.save.saveInfo.playerData.playerName[0] << 0x18) ^
((u32)gSaveContext.save.saveInfo.playerData.playerName[1] << 0x14) ^
((u32)gSaveContext.save.saveInfo.playerData.playerName[2] << 0x10) ^
((u32)gSaveContext.save.saveInfo.playerData.playerName[3] << 0xC) ^
((u32)gSaveContext.save.saveInfo.playerData.playerName[4] << 8) ^
((u32)gSaveContext.save.saveInfo.playerData.playerName[5] << 4) ^
((u32)gSaveContext.save.saveInfo.playerData.playerName[6] << 0) ^
((u32)gSaveContext.save.saveInfo.playerData.playerName[7] >> 4) ^
((u32)gSaveContext.save.saveInfo.playerData.playerName[7] << 0x1C);
//! FAKE:
if (play->view.viewingPtr && play->view.viewingPtr && play->view.viewingPtr) {}
for (i = 0; i < sEnvSkyboxNumStars; i++) {
if (i < 16) {
pos.x = play->view.eye.x + (s32)D_801DD880[i].x;
pos.y = play->view.eye.y + (s32)D_801DD880[i].y;
pos.z = play->view.eye.z + (s32)D_801DD880[i].z;
imgWidth = 8;
} else {
f32 temp_f22;
f32 temp_f4;
f32 temp_f2;
// temp_f4 = Rand_ZeroOne_Variable(&randInt);
randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
gRandFloat.i = (randInt >> 9) | 0x3F800000;
temp = gRandFloat.f;
temp_f4 = temp - 1.0f;
// temp_f20 = Rand_ZeroOne_Variable(&randInt);
randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
gRandFloat.i = (randInt >> 9) | 0x3F800000;
temp_f20 = ((gRandFloat.f - 1.0f) + temp_f4) * 0.5f;
// Rand_Next_Variable(&randInt);
randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
// Set random position
pos.y = play->view.eye.y + (SQ(temp_f20) * SQ(128.0f)) - 1000.0f;
pos.x = play->view.eye.x + (Math_SinS(randInt) * (1.2f - temp_f20) * SQ(128.0f));
pos.z = play->view.eye.z + (Math_CosS(randInt) * (1.2f - temp_f20) * SQ(128.0f));
// temp_f2 = Rand_ZeroOne_Variable(&randInt);
randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
gRandFloat.i = ((randInt >> 9) | 0x3F800000);
temp_f2 = gRandFloat.f - 1.0f;
// Set random width
// @recomp Scale down the max star size from 8+2 to 4+2.
imgWidth = (u32)((SQ(temp_f2) * 4.0f) + 2.0f);
}
if (negateY) {
pos.y = -pos.y;
}
if ((i < 15) || ((i == 15) && ((((void)0, gSaveContext.save.day) % 7) == 0))) {
gDPSetColor(gfx++, G_SETPRIMCOLOR, D_801DD8E0[i % ARRAY_COUNTU(D_801DD8E0)].rgba);
} else if (((i & 0x3F) == 0) || (i == 16)) {
gDPSetColor(gfx++, G_SETPRIMCOLOR, D_801DD900[phi_v1 % ARRAY_COUNTU(D_801DD900)].rgba);
phi_v1++;
}
posPtr = &pos;
imgXPtr = &imgX;
imgYPtr = &imgY;
viewProjectionMtxF = play->viewProjectionMtxF.mf;
if (imgWidth >= 2) {
// @recomp Tag the star.
gEXMatrixGroupSimple(gfx++, STAR_TRANSFORM_ID_START + i, G_EX_PUSH, G_MTX_MODELVIEW,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
// @recomp Draw the star in 3D with a billboarded matrix.
Environment_DrawSkyboxStarBillboard(play->state.gfxCtx, &billboard_mtx, &gfx, pos.x, pos.y, pos.z, imgWidth, imgWidth);
// @recomp Pop the star's transform group.
gEXPopMatrixGroup(gfx++);
}
}
gDPPipeSync(gfx++);
*gfxP = gfx;
}

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@ -1,7 +1,8 @@
#ifndef __TRANSFORM_IDS_H__
#define __TRANSFORM_IDS_H__
#define CAMERA_TRANSFORM_ID_START 0x10U
#define CAMERA_TRANSFORM_ID 0x10U
#define STAR_PROJECTION_TRANSFORM_ID 0x11U
#define SKYBOX_TRANSFORM_ID_START 0x100U
@ -15,6 +16,8 @@
#define PAUSE_CURSOR_TRANSFORM_ID_START 0x500U
#define STAR_TRANSFORM_ID_START 0x1000U
#define ACTOR_TRANSFORM_LIMB_COUNT 128
#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
#define ACTOR_TRANSFORM_ID_START 0x1000000U