mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-18 12:41:51 +00:00
176 lines
6.2 KiB
C
176 lines
6.2 KiB
C
#include "patches.h"
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// Disable frustum culling for actors, but leave distance culling intact
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s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW) {
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if ((-actor->uncullZoneScale < projectedPos->z) &&
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(projectedPos->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
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// f32 phi_f12;
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// f32 phi_f2 = CLAMP_MIN(projectedW, 1.0f);
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// f32 phi_f14;
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// f32 phi_f16;
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// if (play->view.fovy != 60.0f) {
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// phi_f12 = actor->uncullZoneScale * play->projectionMtxFDiagonal.x * 0.76980036f; // sqrt(16/27)
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// phi_f14 = play->projectionMtxFDiagonal.y * 0.57735026f; // 1 / sqrt(3)
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// phi_f16 = actor->uncullZoneScale * phi_f14;
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// phi_f14 *= actor->uncullZoneDownward;
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// } else {
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// phi_f16 = phi_f12 = actor->uncullZoneScale;
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// phi_f14 = actor->uncullZoneDownward;
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// }
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// if (((fabsf(projectedPos->x) - phi_f12) < phi_f2) && ((-phi_f2 < (projectedPos->y + phi_f14))) &&
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// ((projectedPos->y - phi_f16) < phi_f2)) {
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return true;
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// }
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}
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return false;
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}
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// Disable frustum culling for bush spawning
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// s32 EnWood02_SpawnZoneCheck(EnWood02* this, PlayState* play, Vec3f* arg2) {
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// f32 phi_f12;
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// SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg2, &this->actor.projectedPos, &this->actor.projectedW);
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// if (this->actor.projectedW == 0.0f) {
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// phi_f12 = 1000.0f;
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// } else {
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// phi_f12 = fabsf(1.0f / this->actor.projectedW);
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// }
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// if (((-this->actor.uncullZoneScale < this->actor.projectedPos.z) &&
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// (this->actor.projectedPos.z < (this->actor.uncullZoneForward + this->actor.uncullZoneScale)) /* &&
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// (((fabsf(this->actor.projectedPos.x) - this->actor.uncullZoneScale) * phi_f12) < 1.0f)) &&
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// (((this->actor.projectedPos.y + this->actor.uncullZoneDownward) * phi_f12) > -1.0f) &&
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// (((this->actor.projectedPos.y - this->actor.uncullZoneScale) * phi_f12) < 1.0f */)) {
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// return true;
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// }
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// return false;
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// }
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// Disable frustum culling for grass
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s32 func_809A9110(PlayState* play, Vec3f* pos) {
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f32 w;
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Vec3f projectedPos;
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, pos, &projectedPos, &w);
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if ((play->projectionMtxFDiagonal.z * -130.13191f) < projectedPos.z) {
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if (w < 1.0f) {
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w = 1.0f;
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}
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// if (((fabsf(projectedPos.x) - (130.13191f * play->projectionMtxFDiagonal.x)) < w) &&
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// ((fabsf(projectedPos.y) - (130.13191f * play->projectionMtxFDiagonal.y)) < w)) {
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return true;
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// }
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}
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return false;
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}
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// Override LOD to 0
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void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
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OverrideLimbDrawFlex overrideLimbDraw) {
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OPEN_DISPS(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList);
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gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList);
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lod = 0; // Force the closest LOD
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Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod,
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this->transformation, 0, this->actor.shape.face, overrideLimbDraw, Player_PostLimbDrawGameplay,
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&this->actor);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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// Replace point light glow effect with RT64 point Z test so it works in widescreen
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void Lights_GlowCheck(PlayState* play) {
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LightNode* light = play->lightCtx.listHead;
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while (light != NULL) {
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LightPoint* params = &light->info->params.point;
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if (light->info->type == LIGHT_POINT_GLOW) {
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Vec3f worldPos;
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Vec3f projectedPos;
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f32 invW;
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worldPos.x = params->x;
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worldPos.y = params->y;
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worldPos.z = params->z;
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Actor_GetProjectedPos(play, &worldPos, &projectedPos, &invW);
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params->drawGlow = 0;
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// @recomp Enable glow as long as the projected Z position is valid to enable widescreen support.
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// The depth check will be handled via the vertex Z test extended gbi command.
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if ((projectedPos.z > 1)) {
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params->drawGlow = 1;
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}
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}
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light = light->next;
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}
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}
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extern Gfx gameplay_keep_DL_029CB0[];
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extern Gfx gameplay_keep_DL_029CF0[];
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Vtx light_test_vert = VTX(0, 0, 0, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF);
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void Lights_DrawGlow(PlayState* play) {
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Gfx* dl;
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LightPoint* params;
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LightNode* light = play->lightCtx.listHead;
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if (light != NULL) {
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OPEN_DISPS(play->state.gfxCtx);
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dl = Gfx_SetupDL65_NoCD(POLY_XLU_DISP);
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gDPSetDither(dl++, G_CD_NOISE);
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gDPSetCombineLERP(dl++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
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0);
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gSPDisplayList(dl++, gameplay_keep_DL_029CB0);
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do {
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if (light->info->type == LIGHT_POINT_GLOW) {
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params = &light->info->params.point;
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if (params->drawGlow) {
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f32 scale = SQ((f32)params->radius) * 2e-6f;
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gDPSetPrimColor(dl++, 0, 0, params->color[0], params->color[1], params->color[2], 50);
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Matrix_Translate(params->x, params->y, params->z, MTXMODE_NEW);
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); // <--- Made these use the right DL pointer
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// @recomp Use the vertex Z test to prevent drawing the glow if the depth check fails.
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// This replaces the normal Z buffer read in a way that supports widescreen and isn't 1 frame out of date.
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gSPVertex(dl++, &light_test_vert, 1, 0);
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gEXVertexZTest(dl++, 0);
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gSPDisplayList(dl++, gameplay_keep_DL_029CF0);
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gEXEndVertexZTest(dl++);
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}
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}
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light = light->next;
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} while (light != NULL);
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POLY_XLU_DISP = dl;
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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