papermario/src/background_gfx.c

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#include "common.h"
#include "nu/nusys.h"
#include "ld_addrs.h"
#include "hud_element.h"
#include "sprite.h"
#include "overlay.h"
extern s32 gPauseBackgroundFade;
Vp D_80074200 = {
.vp = {
.vscale = {640, 480, 511, 0},
.vtrans = {640, 480, 511, 0},
}
};
Gfx D_80074210[] = {
gsDPSetRenderMode(G_RM_OPA_SURF, G_RM_OPA_SURF2),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsDPSetColorDither(G_CD_BAYER),
gsSPEndDisplayList(),
};
Gfx D_80074230[] = {
gsSPViewport(&D_80074200),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN |
G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH | G_CLIPPING | 0x0040F9FA),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH),
gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_OFF),
gsSPEndDisplayList(),
};
//extern s32 timeFreezeMode; // TODO bss
void gfx_init_state(void) {
gSPSegment(gMainGfxPos++, 0x00, 0x0);
gSPDisplayList(gMainGfxPos++, OS_K0_TO_PHYSICAL(D_80074230));
gSPDisplayList(gMainGfxPos++, OS_K0_TO_PHYSICAL(D_80074210));
}
s32 gfx_frame_filter_pass_0(const u16* frameBuffer0, const u16* frameBuffer1, s32 y, s32 x, Color_RGBA8* out) {
s32 pixel = SCREEN_WIDTH * y + x;
out->a = (frameBuffer1[pixel] >> 2) & 0xF;
out->r = (frameBuffer0[pixel] >> 11);
out->g = (frameBuffer0[pixel] >> 6) & 0x1F;
out->b = (frameBuffer0[pixel] >> 1) & 0x1F;
}
void gfx_frame_filter_pass_1(Color_RGBA8* filterBuf0, Color_RGBA8 filterBuf1, u16* out) {
Color_RGBA8 sp0;
Color_RGBA8 sp8;
Color_RGBA8 final;
u8 rs[0x20];
u8 gs[0x20];
u8 bs[0x20];
s32 i;
sp8 = filterBuf1;
sp0 = filterBuf1;
for (i = 0; i < ARRAY_COUNT(rs); i++) {
rs[i] = 0;
gs[i] = 0;
bs[i] = 0;
}
for (i = 0; i < 6; i++) {
if (filterBuf0[i].a == 8) {
rs[filterBuf0[i].r]++;
gs[filterBuf0[i].g]++;
bs[filterBuf0[i].b]++;
}
}
for (i = 0; i < ARRAY_COUNT(rs); i++) {
if (rs[i] != 0) {
rs[i]--;
break;
}
}
for (; i < ARRAY_COUNT(rs); i++) {
if (rs[i] != 0) {
break;
}
}
if (sp0.r > i) {
sp0.r = i;
}
for (i = 0; i < ARRAY_COUNT(gs); i++) {
if (gs[i] != 0) {
gs[i]--;
break;
}
}
for (; i < ARRAY_COUNT(gs); i++) {
if (gs[i] != 0) {
break;
}
}
if (sp0.g > i) {
sp0.g = i;
}
for (i = 0; i < ARRAY_COUNT(bs); i++) {
if (bs[i] != 0) {
bs[i]--;
break;
}
}
for (; i < ARRAY_COUNT(bs); i++) {
if (bs[i] != 0) {
break;
}
}
if (sp0.b > i) {
sp0.b = i;
}
for (i = ARRAY_COUNT(rs) - 1; i >= 0; i--) {
if (rs[i] != 0) {
break;
}
}
if (sp8.r < i) {
sp8.r = i;
}
for (i = ARRAY_COUNT(gs) - 1; i >= 0; i--) {
if (gs[i] != 0) {
break;
}
}
if (sp8.g < i) {
sp8.g = i;
}
for (i = ARRAY_COUNT(bs) - 1; i >= 0; i--) {
if (bs[i] != 0) {
break;
}
}
if (sp8.b < i) {
sp8.b = i;
}
final.r = (sp8.r + sp0.r) - filterBuf1.r;
final.g = (sp8.g + sp0.g) - filterBuf1.g;
final.b = (sp8.b + sp0.b) - filterBuf1.b;
final.r = ((filterBuf1.r * filterBuf1.a) + (final.r * (8 - filterBuf1.a))) >> 3;
final.g = ((filterBuf1.g * filterBuf1.a) + (final.g * (8 - filterBuf1.a))) >> 3;
final.b = ((filterBuf1.b * filterBuf1.a) + (final.b * (8 - filterBuf1.a))) >> 3;
*out = (final.r << 11) + (final.g << 6) + (final.b << 1) + 1;
}
void func_80027600(Color_RGBA8* arg0, s16* out) {
Color_RGBA8 final;
u8 rs[0x20];
u8 gs[0x20];
u8 bs[0x20];
s32 i;
s32 sum;
for (i = 0; i < ARRAY_COUNT(rs); i++) {
rs[i] = 0;
gs[i] = 0;
bs[i] = 0;
}
for (i = 0; i < 9; i++) {
rs[arg0[i].r]++;
gs[arg0[i].g]++;
bs[arg0[i].b]++;
}
sum = 0;
for (i = 0; i < ARRAY_COUNT(rs); i++) {
sum += rs[i];
if (sum >= 5) {
break;
}
}
final.r = i;
sum = 0;
for (i = 0; i < ARRAY_COUNT(gs); i++) {
sum += gs[i];
if (sum >= 5) {
break;
}
}
final.g = i;
sum = 0;
for (i = 0; i < ARRAY_COUNT(bs); i++) {
sum += bs[i];
if (sum >= 5) {
break;
}
}
final.b = i;
*out = (final.r << 11) + (final.g << 6) + (final.b << 1) + 1;
}
void func_80027774(u16* frameBuffer0, u16* frameBuffer1, u16* zBuffer) {
Color_RGBA8 filterBuf0[9];
s32 x, y;
for (y = 1; y < SCREEN_HEIGHT - 1; y++) {
for (x = 1; x < SCREEN_WIDTH - 1; x++) {
/*
The application of gfx_frame_filter_pass_0 is done to the following pixels, where x is the current pixel.
...
.x.
...
*/
if (
(((frameBuffer1[(SCREEN_WIDTH * y) + x - 1] >> 2) & 0xF) < 8) ||
(((frameBuffer1[(SCREEN_WIDTH * y) + x + 0] >> 2) & 0xF) < 8) ||
(((frameBuffer1[(SCREEN_WIDTH * y) + x + 1] >> 2) & 0xF) < 8))
{
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y - 1, x - 1, &filterBuf0[0]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y - 1, x, &filterBuf0[1]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y - 1, x + 1, &filterBuf0[2]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y , x - 1, &filterBuf0[3]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y , x, &filterBuf0[4]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y , x + 1, &filterBuf0[5]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y + 1, x - 1, &filterBuf0[6]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y + 1, x, &filterBuf0[7]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y + 1, x + 1, &filterBuf0[8]);
func_80027600(filterBuf0, &zBuffer[(SCREEN_WIDTH * y) + x]);
} else {
zBuffer[(SCREEN_WIDTH * y) + x] = frameBuffer0[(SCREEN_WIDTH * y) + x] | 1;
}
}
}
}
// transfers the framebuffer into the depth buffer and applies filters
void gfx_transfer_frame_to_depth(u16* frameBuffer0, u16* frameBuffer1, u16* zBuffer) {
Color_RGBA8 filterBuf0[6];
Color_RGBA8 filterBuf1;
s32 y;
s32 x;
for (y = 1; y < SCREEN_HEIGHT - 1; y++) {
for (x = 2; x < SCREEN_WIDTH - 2; x++) {
s32 pixel = SCREEN_WIDTH * y + x;
/*
The application of gfx_frame_filter_pass_0 is done to the following pixels, where x is the current pixel.
. .
. x .
. .
*/
if (((frameBuffer1[pixel] >> 2) & 0xF) < 8) {
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y - 1, x - 1, &filterBuf0[0]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y - 1, x + 1, &filterBuf0[1]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y, x - 2, &filterBuf0[2]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y, x + 2, &filterBuf0[3]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y + 1, x - 1, &filterBuf0[4]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y + 1, x + 1, &filterBuf0[5]);
gfx_frame_filter_pass_0(frameBuffer0, frameBuffer1, y, x, &filterBuf1);
gfx_frame_filter_pass_1(filterBuf0, filterBuf1, &zBuffer[pixel]);
} else {
// Don't apply any filters to the edges of the screen
zBuffer[pixel] = frameBuffer0[pixel] | 1;
}
}
}
}
void func_80027BAC(s32 arg0, s32 arg1) {
s32 i;
s32 temp = 24; // todo figure out why this is needed and can't be used elsewhere
gDPPipeSync(gMainGfxPos++);
gSPTexture(gMainGfxPos++, -1, -1, 0, G_TX_RENDERTILE, G_ON);
gDPSetColorImage(gMainGfxPos++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, arg1);
gDPSetCycleType(gMainGfxPos++, G_CYC_COPY);
gDPSetTexturePersp(gMainGfxPos++, G_TP_NONE);
gDPSetTextureLUT(gMainGfxPos++, G_TT_NONE);
gDPSetRenderMode(gMainGfxPos++, G_RM_NOOP, G_RM_NOOP2);
gDPSetTextureFilter(gMainGfxPos++, G_TF_POINT);
for (i = 0; i < 40; i++) {
gDPLoadTextureTile(gMainGfxPos++, arg0 + (0xF00 * i), G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH - 1, 5, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gMainGfxPos++, 0, i * temp, 0x04FC, (i * 24) + 20, G_TX_RENDERTILE, 0, 0, 0x1000, 0x0400);
gDPPipeSync(gMainGfxPos++);
}
}
// Logic for the drawing the scene background. In normal operation, it draws the regular background.
// While opening pause menu, it does the following:
// * Extracts coverage from the current framebuffer and saves it to nuGfxCfb[1] on the first frame.
// * Copies the current framebuffer to the depth buffer to save it and applies a filter on the
// saved framebuffer based on the saved coverage values one frame later.
// * Draws the saved framebuffer to the current framebuffer while the pause screen is opened, fading it in over time.
void gfx_draw_background(void) {
Camera* camera;
s32 bgFlags;
s32 backgroundMinX;
s32 backgroundMaxX;
s32 backgroundMinY;
s32 backgroundMaxY;
s32 viewportStartX;
s32 i;
s32 a = SCREEN_COPY_TILE_HEIGHT << 2;
gDPSetScissor(gMainGfxPos++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
camera = &gCameras[gCurrentCameraID];
bgFlags = gGameStatusPtr->backgroundFlags & BACKGROUND_RENDER_STATE_MASK;
switch (bgFlags) {
case BACKGROUND_RENDER_STATE_1:
// Save coverage to nunGfxCfb[1] using the VISCVG render mode
gDPPipeSync(gMainGfxPos++);
gDPSetColorImage(gMainGfxPos++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, nuGfxCfb[1]);
gDPSetCycleType(gMainGfxPos++, G_CYC_1CYCLE);
gDPSetBlendColor(gMainGfxPos++, 0x80, 0x80, 0x80, 0xFF);
gDPSetPrimDepth(gMainGfxPos++, 0xFFFF, 0xFFFF);
gDPSetDepthSource(gMainGfxPos++, G_ZS_PRIM);
gDPSetRenderMode(gMainGfxPos++, G_RM_VISCVG, G_RM_VISCVG2);
gDPFillRectangle(gMainGfxPos++, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPPipeSync(gMainGfxPos++);
gDPSetDepthSource(gMainGfxPos++, G_ZS_PIXEL);
gGameStatusPtr->backgroundFlags &= ~BACKGROUND_RENDER_STATE_MASK;
gGameStatusPtr->backgroundFlags |= BACKGROUND_RENDER_STATE_2;
break;
case BACKGROUND_RENDER_STATE_2:
// Save the framebuffer into the depth buffer and run a filter on it based on the saved coverage values
gfx_transfer_frame_to_depth(nuGfxCfb[0], nuGfxCfb[1], nuGfxZBuffer); // applies filters to the framebuffer
gPauseBackgroundFade = 0;
gGameStatusPtr->backgroundFlags &= ~BACKGROUND_RENDER_STATE_MASK;
gGameStatusPtr->backgroundFlags |= BACKGROUND_RENDER_STATE_3;
// fallthrough
case BACKGROUND_RENDER_STATE_3:
// Draw the saved framebuffer to the background, fading in at a rate of 16 opacity per frame until reaching 128 opacity
gPauseBackgroundFade += 16;
if (gPauseBackgroundFade > 128) {
gPauseBackgroundFade = 128;
}
gDPPipeSync(gMainGfxPos++);
gDPSetScissor(gMainGfxPos++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetCycleType(gMainGfxPos++, G_CYC_FILL);
gDPSetRenderMode(gMainGfxPos++, G_RM_NOOP, G_RM_NOOP2);
gDPSetColorImage(gMainGfxPos++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, nuGfxCfb_ptr);
gDPSetFillColor(gMainGfxPos++, PACK_FILL_COLOR(0, 0, 0, 1));
gDPFillRectangle(gMainGfxPos++, 0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1);
gDPSetCycleType(gMainGfxPos++, G_CYC_1CYCLE);
gDPSetTexturePersp(gMainGfxPos++, G_TP_NONE);
gDPSetTextureLUT(gMainGfxPos++, G_TT_NONE);
gDPSetRenderMode(gMainGfxPos++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
// @bug In 1-cycle mode, the two combiner cycles should be identical. Using Texel1 here in the second cycle,
// which is the actual cycle of the combiner used on hardware in 1-cycle mode, actually samples the next
// pixel's texel value instead of the current pixel's. This results in a one-pixel offset.
gDPSetCombineLERP(gMainGfxPos++, PRIMITIVE, TEXEL0, PRIMITIVE_ALPHA, TEXEL0, 0, 0, 0, 1, PRIMITIVE, TEXEL1, PRIMITIVE_ALPHA, TEXEL1, 0, 0, 0, 1);
gDPSetPrimColor(gMainGfxPos++, 0, 0, 40, 40, 40, gPauseBackgroundFade);
gDPSetTextureFilter(gMainGfxPos++, G_TF_POINT);
for (i = 0; i < 40; i++) {
gDPLoadTextureTile(gMainGfxPos++, nuGfxZBuffer + (i * SCREEN_WIDTH * SCREEN_COPY_TILE_HEIGHT), G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH - 1, SCREEN_COPY_TILE_HEIGHT - 1, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// @bug Due to the previous issue with the incorrect second cycle combiner, the devs added a 1-pixel offset to texture coordinates
// in this texrect to compensate for the combiner error.
gSPTextureRectangle(gMainGfxPos++,
// ulx, uly, lrx, lry
0 << 2, i * a, SCREEN_WIDTH << 2, a + (i * (SCREEN_COPY_TILE_HEIGHT << 2)),
// tile
G_TX_RENDERTILE,
// s, t, dsdx, dtdy
-1 << 5, 0 << 5, 1 << 10, 1 << 10);
gDPPipeSync(gMainGfxPos++);
}
break;
default:
// Draw the scene's background as normal
if (gOverrideFlags & GLOBAL_OVERRIDES_8) {
gDPSetColorImage(gMainGfxPos++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, osVirtualToPhysical(nuGfxCfb_ptr));
return;
}
gDPSetDepthImage(gMainGfxPos++, OS_K0_TO_PHYSICAL(nuGfxZBuffer));
gDPSetCycleType(gMainGfxPos++, G_CYC_FILL);
gDPSetRenderMode(gMainGfxPos++, G_RM_NOOP, G_RM_NOOP2);
gDPSetColorImage(gMainGfxPos++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, OS_K0_TO_PHYSICAL(nuGfxZBuffer));
gDPSetFillColor(gMainGfxPos++, PACK_FILL_DEPTH(G_MAXFBZ, 0));
gDPFillRectangle(gMainGfxPos++, 0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1);
gDPPipeSync(gMainGfxPos++);
gDPSetColorImage(gMainGfxPos++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, osVirtualToPhysical(nuGfxCfb_ptr));
gDPSetFillColor(gMainGfxPos++, PACK_FILL_COLOR(camera->bgColor[0], camera->bgColor[1], camera->bgColor[2], 1));
backgroundMinX = gGameStatusPtr->backgroundMinX;
backgroundMaxX = backgroundMinX + gGameStatusPtr->backgroundMaxX;
backgroundMinY = gGameStatusPtr->backgroundMinY;
backgroundMaxY = backgroundMinY + gGameStatusPtr->backgroundMaxY;
viewportStartX = camera->viewportStartX;
if (backgroundMinX < viewportStartX) {
backgroundMinX = viewportStartX;
}
if (backgroundMinY < camera->viewportStartY) {
backgroundMinY = camera->viewportStartY;
}
if (backgroundMaxX > viewportStartX + camera->viewportW) {
backgroundMaxX = viewportStartX + camera->viewportW;
}
if (backgroundMaxY > camera->viewportStartY + camera->viewportH) {
backgroundMaxY = camera->viewportStartY + camera->viewportH;
}
if (backgroundMinX < 0) {
backgroundMinX = 0;
}
if (backgroundMinY < 0) {
backgroundMinY = 0;
}
if (backgroundMaxX < 1) {
backgroundMaxX = 1;
}
if (backgroundMaxY < 1) {
backgroundMaxY = 1;
}
if (backgroundMinX > SCREEN_WIDTH - 1) {
backgroundMinX = SCREEN_WIDTH - 1;
}
if (backgroundMinY > SCREEN_HEIGHT - 1) {
backgroundMinY = SCREEN_HEIGHT - 1;
}
if (backgroundMaxX > SCREEN_WIDTH) {
backgroundMaxX = SCREEN_WIDTH;
}
if (backgroundMaxY > SCREEN_HEIGHT) {
backgroundMaxY = SCREEN_HEIGHT;
}
if (!(gGameStatusPtr->backgroundFlags & BACKGROUND_FLAG_TEXTURE)) {
gDPFillRectangle(gMainGfxPos++, backgroundMinX, backgroundMinY, backgroundMaxX - 1, backgroundMaxY - 1);
} else {
appendGfx_background_texture();
}
gDPPipeSync(gMainGfxPos++);
gDPSetCycleType(gMainGfxPos++, G_CYC_FILL);
gDPSetRenderMode(gMainGfxPos++, G_RM_NOOP, G_RM_NOOP2);
gDPSetFillColor(gMainGfxPos++, PACK_FILL_COLOR(0, 0, 0, 1));
gDPPipeSync(gMainGfxPos++);
if (backgroundMinY > 0) {
gDPFillRectangle(gMainGfxPos++, 0, 0, SCREEN_WIDTH - 1, backgroundMinY - 1);
gDPNoOp(gMainGfxPos++);
}
if (backgroundMinX > 0) {
gDPFillRectangle(gMainGfxPos++, 0, backgroundMinY, backgroundMinX - 1, backgroundMaxY - 1);
gDPNoOp(gMainGfxPos++);
}
if (backgroundMaxX < SCREEN_WIDTH) {
gDPFillRectangle(gMainGfxPos++, backgroundMaxX, backgroundMinY, SCREEN_WIDTH - 1, backgroundMaxY - 1);
gDPNoOp(gMainGfxPos++);
}
if (backgroundMaxY < SCREEN_HEIGHT) {
gDPFillRectangle(gMainGfxPos++, 0, backgroundMaxY, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1);
gDPNoOp(gMainGfxPos++);
}
break;
}
gDPPipeSync(gMainGfxPos++);
}