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https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-21 17:05:04 -05:00
Clear the framebuffer for the pause menu link texture (#4213)
* clear pause menu link framebuffer * cache bust * Add enums for pause menu link width/height and rename the framebuffer * revert cache bust
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4441304dfd
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@ -1 +1 @@
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Subproject commit c7974d6a25853d65b44905df728a0e0249636947
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Subproject commit 9907ebfd66ff5bf903ecb7327cca69014993772b
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@ -841,6 +841,9 @@ typedef enum {
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#define PAUSE_CURSOR_PAGE_LEFT 10
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#define PAUSE_CURSOR_PAGE_RIGHT 11
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#define PAUSE_EQUIP_PLAYER_WIDTH 64
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#define PAUSE_EQUIP_PLAYER_HEIGHT 112
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typedef enum {
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/* 0x00 */ PAUSE_ITEM,
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/* 0x01 */ PAUSE_MAP,
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@ -239,16 +239,15 @@ void GameState_ReqPadData(GameState* gameState) {
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PadMgr_RequestPadData(&gPadMgr, &gameState->input[0], 1);
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}
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// OTRTODO
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int fbTest = -1;
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// Framebuffer for the Link preview on the pause menu equipment sub-screen
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int gPauseLinkFrameBuffer = -1;
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void GameState_Update(GameState* gameState) {
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GraphicsContext* gfxCtx = gameState->gfxCtx;
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if (fbTest == -1)
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{
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fbTest = gfx_create_framebuffer(64, 112, SCREEN_WIDTH, SCREEN_HEIGHT, true);
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//fbTest = gfx_create_framebuffer(256, 512);
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if (gPauseLinkFrameBuffer == -1) {
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gPauseLinkFrameBuffer = gfx_create_framebuffer(PAUSE_EQUIP_PLAYER_WIDTH, PAUSE_EQUIP_PLAYER_HEIGHT,
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PAUSE_EQUIP_PLAYER_WIDTH, PAUSE_EQUIP_PLAYER_HEIGHT, true);
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}
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GameState_SetFrameBuffer(gfxCtx);
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@ -2075,10 +2075,12 @@ void Pause_DrawTriforceSpot(PlayState* play, s32 showLightColumn) {
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rotation += 0x03E8;
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}
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void Player_DrawPauseImpl(PlayState* play, void* seg04, void* seg06, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
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f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots, s32 width, s32 height, Vec3f* eye, Vec3f* at,
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f32 fovy, void* img1, void* img2) {
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static Vp viewport = { 128, 224, 511, 0, 128, 224, 511, 0 };
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void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject, SkelAnime* skelAnime, Vec3f* pos,
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Vec3s* rot, f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots, s32 width, s32 height,
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Vec3f* eye, Vec3f* at, f32 fovy, void* colorFrameBuffer, void* depthFrameBuffer) {
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// Note: the viewport x and y values are overwritten below, before usage
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static Vp viewport = { (PAUSE_EQUIP_PLAYER_WIDTH / 2) << 2, (PAUSE_EQUIP_PLAYER_HEIGHT / 2) << 2, G_MAXZ / 2, 0,
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(PAUSE_EQUIP_PLAYER_WIDTH / 2) << 2, (PAUSE_EQUIP_PLAYER_HEIGHT / 2) << 2, G_MAXZ / 2, 0 };
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static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, 172);
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static Vec3f lightDir = { 89.8f, 0.0f, 89.8f };
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u8 playerSwordAndShield[2];
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@ -2106,6 +2108,24 @@ void Player_DrawPauseImpl(PlayState* play, void* seg04, void* seg06, SkelAnime*
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gDPSetScissor(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width, height);
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gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1);
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gDPSetColorImage(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, depthFrameBuffer);
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gDPSetCycleType(POLY_OPA_DISP++, G_CYC_FILL);
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gDPSetRenderMode(POLY_OPA_DISP++, G_RM_NOOP, G_RM_NOOP2);
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gDPSetFillColor(POLY_OPA_DISP++, (GPACK_ZDZ(G_MAXFBZ, 0) << 16) | GPACK_ZDZ(G_MAXFBZ, 0));
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gDPFillRectangle(POLY_OPA_DISP++, 0, 0, width - 1, height - 1);
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetColorImage(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, colorFrameBuffer);
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gDPSetCycleType(POLY_OPA_DISP++, G_CYC_FILL);
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gDPSetRenderMode(POLY_OPA_DISP++, G_RM_NOOP, G_RM_NOOP2);
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gDPSetFillColor(POLY_OPA_DISP++, (GPACK_RGBA5551(0, 0, 0, 1) << 16) | GPACK_RGBA5551(0, 0, 0, 1));
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gDPFillRectangle(POLY_OPA_DISP++, 0, 0, width - 1, height - 1);
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetDepthImage(POLY_OPA_DISP++, depthFrameBuffer);
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viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * 2;
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viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * 2;
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gSPViewport(POLY_OPA_DISP++, &viewport);
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@ -2126,8 +2146,8 @@ void Player_DrawPauseImpl(PlayState* play, void* seg04, void* seg06, SkelAnime*
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pos->y - (CVarGetInteger(CVAR_GENERAL("PauseTriforce"), 0) ? 16 : 0), pos->z, rot);
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Matrix_Scale(scale * (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0) ? -1 : 1), scale, scale, MTXMODE_APPLY);
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gSPSegment(POLY_OPA_DISP++, 0x04, seg04);
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gSPSegment(POLY_OPA_DISP++, 0x06, seg06);
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gSPSegment(POLY_OPA_DISP++, 0x04, gameplayKeep);
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gSPSegment(POLY_OPA_DISP++, 0x06, linkObject);
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gSPSetLights1(POLY_OPA_DISP++, lights1);
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@ -2401,8 +2421,8 @@ void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f*
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}
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}
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Player_DrawPauseImpl(play, segment + 0x3800, segment + 0x8800, skelAnime, pos, rot, scale, sword, tunic, shield,
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boots, 64, 112, &eye, &at, 60.0f, play->state.gfxCtx->curFrameBuffer,
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play->state.gfxCtx->curFrameBuffer + 0x1C00);
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boots, PAUSE_EQUIP_PLAYER_WIDTH, PAUSE_EQUIP_PLAYER_HEIGHT, &eye, &at, 60.0f,
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play->state.gfxCtx->curFrameBuffer,
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play->state.gfxCtx->curFrameBuffer + (PAUSE_EQUIP_PLAYER_WIDTH * PAUSE_EQUIP_PLAYER_HEIGHT));
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}
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@ -27,6 +27,8 @@ static Vtx sStrengthAButtonVtx[] = {
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static s16 sEquipTimer = 0;
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extern int gPauseLinkFrameBuffer;
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void KaleidoScope_DrawEquipmentImage(PlayState* play, void* source, u32 width, u32 height) {
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PauseContext* pauseCtx = &play->pauseCtx;
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u8* curTexture;
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@ -70,13 +72,12 @@ void KaleidoScope_DrawEquipmentImage(PlayState* play, void* source, u32 width, u
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for (i = 0; i < textureCount; i++) {
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gSPVertex(POLY_KAL_DISP++, &pauseCtx->equipVtx[vtxIndex], 4, 0);
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extern int fbTest;
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gDPSetTextureImage(POLY_KAL_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, curTexture);
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gDPLoadSync(POLY_KAL_DISP++);
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gDPLoadTile(POLY_KAL_DISP++, G_TX_LOADTILE, 0, 0, (width - 1) << 2, (textureHeight - 1) << 2);
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gDPSetTextureImageFB(POLY_KAL_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, fbTest);
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gDPSetTextureImageFB(POLY_KAL_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, gPauseLinkFrameBuffer);
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gSP1Quadrangle(POLY_KAL_DISP++, 0, 2, 3, 1, 0);
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curTexture += textureSize;
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@ -185,8 +186,7 @@ void KaleidoScope_DrawPlayerWork(PlayState* play) {
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link_kaleido_rot.x = 0;
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extern int fbTest;
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gsSPSetFB(play->state.gfxCtx->polyOpa.p++, fbTest);
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gsSPSetFB(play->state.gfxCtx->polyOpa.p++, gPauseLinkFrameBuffer);
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Player_DrawPause(play, pauseCtx->playerSegment, &pauseCtx->playerSkelAnime, &pos, &link_kaleido_rot, scale,
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SWORD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD)),
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TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC)),
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@ -852,7 +852,7 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
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//gSPSegment(POLY_KAL_DISP++, 0x0C, pauseCtx->iconItemAltSegment);
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Gfx_SetupDL_42Kal(play->state.gfxCtx);
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KaleidoScope_DrawEquipmentImage(play, pauseCtx->playerSegment, 64, 112);
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KaleidoScope_DrawEquipmentImage(play, pauseCtx->playerSegment, PAUSE_EQUIP_PLAYER_WIDTH, PAUSE_EQUIP_PLAYER_HEIGHT);
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if (gUpgradeMasks[0]) {}
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@ -929,7 +929,6 @@ static void* sPromptChoiceTexs[][2] = {
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static u8 sButtonStatusSave[ARRAY_COUNT(gSaveContext.buttonStatus)];
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static PreRender sPlayerPreRender;
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static void* sPreRenderCvg;
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extern int fbTest;
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void KaleidoScope_ProcessPlayerPreRender(void) {
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PreRender_Calc(&sPlayerPreRender);
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@ -3725,7 +3724,8 @@ void KaleidoScope_Update(PlayState* play)
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sPreRenderCvg = (void*)(((uintptr_t)pauseCtx->nameSegment + 0x400 + 0xA00 + 0xF) & ~0xF);
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PreRender_Init(&sPlayerPreRender);
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PreRender_SetValuesSave(&sPlayerPreRender, 64, 112, pauseCtx->playerSegment, NULL, sPreRenderCvg);
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PreRender_SetValuesSave(&sPlayerPreRender, PAUSE_EQUIP_PLAYER_WIDTH, PAUSE_EQUIP_PLAYER_HEIGHT,
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pauseCtx->playerSegment, NULL, sPreRenderCvg);
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KaleidoScope_DrawPlayerWork(play);
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//KaleidoScope_SetupPlayerPreRender(play);
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