mirror of
https://github.com/pmret/papermario.git
synced 2024-11-18 08:52:40 +01:00
ed46ab0c70
* suggest possible bgm name if it is not found * remove pointless () * run black * ...run updated black * unhardcode many for loop conditions * fix inconsistent RGBA_BUF_SIZE naming * requested macro changes
494 lines
18 KiB
C
494 lines
18 KiB
C
#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(),
|
|
};
|
|
|
|
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 = UNPACK_PAL_R(frameBuffer0[pixel]);
|
|
out->g = UNPACK_PAL_G(frameBuffer0[pixel]);
|
|
out->b = UNPACK_PAL_B(frameBuffer0[pixel]);
|
|
}
|
|
|
|
void gfx_frame_filter_pass_1(Color_RGBA8* filterBuf0, Color_RGBA8 filterBuf1, u16* out) {
|
|
#define RGBA_BUF_SIZE 32
|
|
Color_RGBA8 sp0;
|
|
Color_RGBA8 sp8;
|
|
Color_RGBA8 final;
|
|
u8 rs[RGBA_BUF_SIZE];
|
|
u8 gs[RGBA_BUF_SIZE];
|
|
u8 bs[RGBA_BUF_SIZE];
|
|
s32 i;
|
|
|
|
sp8 = filterBuf1;
|
|
sp0 = filterBuf1;
|
|
|
|
for (i = 0; i < RGBA_BUF_SIZE; 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 < RGBA_BUF_SIZE; i++) {
|
|
if (rs[i] != 0) {
|
|
rs[i]--;
|
|
break;
|
|
}
|
|
}
|
|
for (; i < RGBA_BUF_SIZE; i++) {
|
|
if (rs[i] != 0) {
|
|
break;
|
|
}
|
|
}
|
|
if (sp0.r > i) {
|
|
sp0.r = i;
|
|
}
|
|
|
|
for (i = 0; i < RGBA_BUF_SIZE; i++) {
|
|
if (gs[i] != 0) {
|
|
gs[i]--;
|
|
break;
|
|
}
|
|
}
|
|
for (; i < RGBA_BUF_SIZE; i++) {
|
|
if (gs[i] != 0) {
|
|
break;
|
|
}
|
|
}
|
|
if (sp0.g > i) {
|
|
sp0.g = i;
|
|
}
|
|
|
|
for (i = 0; i < RGBA_BUF_SIZE; i++) {
|
|
if (bs[i] != 0) {
|
|
bs[i]--;
|
|
break;
|
|
}
|
|
}
|
|
for (; i < RGBA_BUF_SIZE; i++) {
|
|
if (bs[i] != 0) {
|
|
break;
|
|
}
|
|
}
|
|
if (sp0.b > i) {
|
|
sp0.b = i;
|
|
}
|
|
|
|
for (i = RGBA_BUF_SIZE - 1; i >= 0; i--) {
|
|
if (rs[i] != 0) {
|
|
break;
|
|
}
|
|
}
|
|
if (sp8.r < i) {
|
|
sp8.r = i;
|
|
}
|
|
|
|
for (i = RGBA_BUF_SIZE - 1; i >= 0; i--) {
|
|
if (gs[i] != 0) {
|
|
break;
|
|
}
|
|
}
|
|
if (sp8.g < i) {
|
|
sp8.g = i;
|
|
}
|
|
|
|
for (i = RGBA_BUF_SIZE - 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;
|
|
#undef RGBA_BUF_SIZE
|
|
}
|
|
|
|
void func_80027600(Color_RGBA8* arg0, s16* out) {
|
|
#define RGBA_BUF_SIZE 32
|
|
Color_RGBA8 final;
|
|
u8 rs[RGBA_BUF_SIZE];
|
|
u8 gs[RGBA_BUF_SIZE];
|
|
u8 bs[RGBA_BUF_SIZE];
|
|
s32 i;
|
|
s32 sum;
|
|
|
|
for (i = 0; i < RGBA_BUF_SIZE; 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 < RGBA_BUF_SIZE; i++) {
|
|
sum += rs[i];
|
|
if (sum >= 5) {
|
|
break;
|
|
}
|
|
}
|
|
final.r = i;
|
|
|
|
sum = 0;
|
|
for (i = 0; i < RGBA_BUF_SIZE; i++) {
|
|
sum += gs[i];
|
|
if (sum >= 5) {
|
|
break;
|
|
}
|
|
}
|
|
final.g = i;
|
|
|
|
sum = 0;
|
|
for (i = 0; i < RGBA_BUF_SIZE; i++) {
|
|
sum += bs[i];
|
|
if (sum >= 5) {
|
|
break;
|
|
}
|
|
}
|
|
final.b = i;
|
|
|
|
*out = (final.r << 11) + (final.g << 6) + (final.b << 1) + 1;
|
|
#undef RGBA_BUF_SIZE
|
|
}
|
|
|
|
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 bgRenderState;
|
|
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];
|
|
bgRenderState = gGameStatusPtr->backgroundFlags & BACKGROUND_RENDER_STATE_MASK;
|
|
|
|
switch (bgRenderState) {
|
|
case BACKGROUND_RENDER_STATE_BEGIN_PAUSED:
|
|
// 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_FILTER_PAUSED;
|
|
break;
|
|
case BACKGROUND_RENDER_STATE_FILTER_PAUSED:
|
|
// 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_SHOW_PAUSED;
|
|
// fallthrough
|
|
case BACKGROUND_RENDER_STATE_SHOW_PAUSED:
|
|
// 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.
|
|
gDPSetCombineMode(gMainGfxPos++, PM_CC_43, PM_CC_44);
|
|
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_DISABLE_DRAW_FRAME) {
|
|
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++);
|
|
}
|