diff --git a/soh/include/functions.h b/soh/include/functions.h index 15fb5ba9d..b3e597791 100644 --- a/soh/include/functions.h +++ b/soh/include/functions.h @@ -1419,18 +1419,6 @@ void ViMode_Init(ViMode* viMode); void ViMode_Destroy(ViMode* viMode); void ViMode_ConfigureFeatures(ViMode* viMode, s32 viFeatures); void ViMode_Update(ViMode* viMode, Input* input); -void func_800ACE70(struct_801664F0* this); -void func_800ACE90(struct_801664F0* this); -void func_800ACE98(struct_801664F0* this, Gfx** gfxp); -void VisMono_Init(VisMono* this); -void VisMono_Destroy(VisMono* this); -void VisMono_UpdateTexture(VisMono* this, u16* tex); -Gfx* VisMono_DrawTexture(VisMono* this, Gfx* gfx); -void VisMono_Draw(VisMono* this, Gfx** gfxp); -void VisMono_DrawOld(VisMono* this); -void func_800AD920(struct_80166500* this); -void func_800AD950(struct_80166500* this); -void func_800AD958(struct_80166500* this, Gfx** gfxp); void Skybox_Init(GameState* state, SkyboxContext* skyboxCtx, s16 skyboxId); Mtx* SkyboxDraw_UpdateMatrix(SkyboxContext* skyboxCtx, f32 x, f32 y, f32 z); void SkyboxDraw_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z); diff --git a/soh/include/gfx.h b/soh/include/gfx.h new file mode 100644 index 000000000..d8aa9945f --- /dev/null +++ b/soh/include/gfx.h @@ -0,0 +1,9 @@ +#ifndef GFX_H +#define GFX_H + +// Texture memory size, 4 KiB +#define TMEM_SIZE 0x1000 + +// Upstream TODO: Rest of this file + +#endif diff --git a/soh/include/macros.h b/soh/include/macros.h index 9c7c43d80..c10f40599 100644 --- a/soh/include/macros.h +++ b/soh/include/macros.h @@ -299,6 +299,10 @@ extern GraphicsContext* __gfxCtx; #define BGCHECK_POS_ERROR_CHECK(vec3f) BgCheck_PosErrorCheck(vec3f, __FILE__, __LINE__) #define SEG_ADDR(seg, addr) (addr | (seg << 24) | 1) + +// Upstream TODO: Bring back decomp file/line macro use in src (but ignore the args for our needs) +#define SYSTEM_ARENA_MALLOC(size, file, line) SystemArena_MallocDebug(size, __FILE__, __LINE__) +#define SYSTEM_ARENA_FREE(ptr, file, line) SystemArena_FreeDebug(ptr, __FILE__, __LINE__) // #endregion #define DPAD_ITEM(button) ((gSaveContext.buttonStatus[(button) + 5] != BTN_DISABLED) \ diff --git a/soh/include/variables.h b/soh/include/variables.h index 6b8451f5f..f5486f761 100644 --- a/soh/include/variables.h +++ b/soh/include/variables.h @@ -203,7 +203,7 @@ extern "C" extern f32 gBossMarkScale; extern PauseMapMarksData* gLoadedPauseMarkDataTable; extern s32 gTrnsnUnkState; - extern Color_RGBA8_u32 D_801614B0; + extern Color_RGBA8_u32 gVisMonoColor; extern PreNmiBuff* gAppNmiBufferPtr; extern SchedContext gSchedContext; extern PadMgr gPadMgr; diff --git a/soh/include/z64.h b/soh/include/z64.h index 00a67c844..903805f8c 100644 --- a/soh/include/z64.h +++ b/soh/include/z64.h @@ -25,12 +25,14 @@ #include "z64skin.h" #include "z64transition.h" #include "z64interface.h" +#include "z64vis.h" #include "alignment.h" #include "sequence.h" #include "sfx.h" #include #include "ichain.h" #include "regs.h" +#include "gfx.h" #if defined(__LP64__) #define _SOH64 @@ -2225,31 +2227,6 @@ typedef struct { /* 0x0084 */ u32 unk_84; } ViMode; -// Vis... -typedef struct { - /* 0x00 */ u32 type; - /* 0x04 */ u32 setScissor; - /* 0x08 */ Color_RGBA8_u32 color; - /* 0x0C */ Color_RGBA8_u32 envColor; -} struct_801664F0; // size = 0x10 - -typedef struct { - /* 0x00 */ u32 unk_00; - /* 0x04 */ u32 setScissor; - /* 0x08 */ Color_RGBA8_u32 primColor; - /* 0x0C */ Color_RGBA8_u32 envColor; - /* 0x10 */ u16* tlut; - /* 0x14 */ Gfx* monoDl; -} VisMono; // size = 0x18 - -// Vis... -typedef struct { - /* 0x00 */ u32 useRgba; - /* 0x04 */ u32 setScissor; - /* 0x08 */ Color_RGBA8_u32 primColor; - /* 0x08 */ Color_RGBA8_u32 envColor; -} struct_80166500; // size = 0x10 - typedef struct { /* 0x000 */ u8 rumbleEnable[4]; /* 0x004 */ u8 unk_04[0x40]; diff --git a/soh/include/z64vis.h b/soh/include/z64vis.h new file mode 100644 index 000000000..1798baa1f --- /dev/null +++ b/soh/include/z64vis.h @@ -0,0 +1,101 @@ +#ifndef Z64_VIS_H +#define Z64_VIS_H + +// #include "ultra64.h" +// #include "color.h" +#include + + +#ifdef __cplusplus +#define this thisx +extern "C" +{ +#endif + +typedef enum FramebufferFilterType { + /* 0 */ FB_FILTER_NONE, + /* 1 */ FB_FILTER_CVG_RGB, + /* 2 */ FB_FILTER_CVG_RGB_UNIFORM, + /* 3 */ FB_FILTER_CVG_ONLY, + /* 4 */ FB_FILTER_CVG_RGB_FOG, // Not recommended, easily overflows blender + /* 5 */ FB_FILTER_ZBUF_IA, + /* 6 */ FB_FILTER_ZBUF_RGBA, + /* 7 */ FB_FILTER_MONO +} FramebufferFilterType; + +typedef enum VisScissorType { + /* 0 */ VIS_NO_SETSCISSOR, + /* 1 */ VIS_SETSCISSOR +} VisScissorType; + +typedef struct Vis { + /* 0x00 */ u32 type; + /* 0x04 */ u32 scissorType; + /* 0x08 */ Color_RGBA8_u32 primColor; + /* 0x0C */ Color_RGBA8_u32 envColor; +} Vis; // size = 0x10 + + + +/* Cvg: Coverage */ + +#define FB_FILTER_TO_CVG_TYPE(filter) (filter) + +typedef enum VisCvgType { + /* 0 */ VIS_CVG_TYPE_NONE = FB_FILTER_TO_CVG_TYPE(FB_FILTER_NONE), + /* 1 */ VIS_CVG_TYPE_CVG_RGB = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB), + /* 2 */ VIS_CVG_TYPE_CVG_RGB_UNIFORM = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB_UNIFORM), + /* 3 */ VIS_CVG_TYPE_CVG_ONLY = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_ONLY), + /* 4 */ VIS_CVG_TYPE_CVG_RGB_FOG = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB_FOG) +} VisCvgType; + +typedef struct VisCvg { + /* 0x00 */ Vis vis; +} VisCvg; // size = 0x10 + +void VisCvg_Init(VisCvg* this); +void VisCvg_Destroy(VisCvg* this); +void VisCvg_Draw(VisCvg* this, Gfx** gfxP); + + + +/* Mono: Desaturation */ + +// Only one type + +typedef struct VisMono { + /* 0x00 */ Vis vis; + /* 0x10 */ u16* tlut; + /* 0x14 */ Gfx* dList; +} VisMono; // size = 0x18 + +void VisMono_Init(VisMono* this); +void VisMono_Destroy(VisMono* this); +void VisMono_Draw(VisMono* this, Gfx** gfxP); + + + +/* ZBuf: Z-Buffer */ + +#define FB_FILTER_TO_ZBUF_TYPE(filter) ((filter) - FB_FILTER_ZBUF_IA) + +typedef enum VisZBufType { + /* 0 */ VIS_ZBUF_TYPE_IA = FB_FILTER_TO_ZBUF_TYPE(FB_FILTER_ZBUF_IA), + /* 1 */ VIS_ZBUF_TYPE_RGBA = FB_FILTER_TO_ZBUF_TYPE(FB_FILTER_ZBUF_RGBA) +} VisZBufType; + +typedef struct VisZBuf { + /* 0x00 */ Vis vis; +} VisZBuf; // size = 0x10 + +void VisZBuf_Init(VisZBuf* this); +void VisZBuf_Destroy(VisZBuf* this); +void VisZBuf_Draw(VisZBuf* this, Gfx** gfxP); + + +#ifdef __cplusplus +#undef this +} +#endif + +#endif diff --git a/soh/soh/stubs.c b/soh/soh/stubs.c index 63340734e..99105d9f0 100644 --- a/soh/soh/stubs.c +++ b/soh/soh/stubs.c @@ -23,6 +23,10 @@ u16 gAudioSEFlagSwapSource[64]; u16 gAudioSEFlagSwapTarget[64]; u8 gAudioSEFlagSwapMode[64]; +// Zbuffer and Color framebuffer +u16 D_0E000000[SCREEN_WIDTH * SCREEN_HEIGHT]; +u16 D_0F000000[SCREEN_WIDTH * SCREEN_HEIGHT]; + u8 osAppNmiBuffer[2048]; f32 qNaN0x10000 = 0x7F810000; diff --git a/soh/src/code/code_800ACE70.c b/soh/src/code/code_800ACE70.c deleted file mode 100644 index e22162777..000000000 --- a/soh/src/code/code_800ACE70.c +++ /dev/null @@ -1,97 +0,0 @@ -#include "global.h" - -// Note : This file is related to z_vismono, the original name was probably z_vis - -Gfx D_8012AC00[] = { - gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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_VISCVG | G_RM_VISCVG2), - gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), - gsDPPipeSync(), - gsDPSetBlendColor(0, 0, 0, 8), - gsSPEndDisplayList(), -}; - -Gfx D_8012AC28[] = { - gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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 | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL | - GBL_c1(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM) | - GBL_c2(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM)), - gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), - gsSPEndDisplayList(), -}; - -Gfx D_8012AC40[] = { - gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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 | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL | - GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) | - GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)), - - gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), - gsSPEndDisplayList(), -}; - -Gfx D_8012AC58[] = { - gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE), - gsDPSetOtherMode(G_AD_NOTPATTERN | G_CD_DISABLE | G_CK_NONE | G_TC_CONV | 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_CLD_SURF | G_RM_CLD_SURF2), - gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), - gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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 | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL | - GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) | - GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)), - gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), - gsSPEndDisplayList(), -}; - -// Init -void func_800ACE70(struct_801664F0* this) { - this->type = 0; - this->setScissor = false; - this->color.r = 255; - this->color.g = 255; - this->color.b = 255; - this->color.a = 255; -} - -// Destroy -void func_800ACE90(struct_801664F0* this) { -} - -// Draw -void func_800ACE98(struct_801664F0* this, Gfx** gfxp) { - Gfx* gfx = *gfxp; - - gDPPipeSync(gfx++); - gDPSetPrimDepth(gfx++, -1, -1); - - if (this->setScissor == true) { - gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); - } - - switch (this->type) { - case 1: - gSPDisplayList(gfx++, D_8012AC40); - break; - case 2: - gDPSetColor(gfx++, G_SETPRIMCOLOR, this->color.rgba); - gSPDisplayList(gfx++, D_8012AC58); - break; - case 3: - gDPSetColor(gfx++, G_SETBLENDCOLOR, this->color.rgba); - gSPDisplayList(gfx++, D_8012AC00); - break; - case 4: - gDPSetColor(gfx++, G_SETFOGCOLOR, this->color.rgba); - gSPDisplayList(gfx++, D_8012AC28); - break; - } - - gDPPipeSync(gfx++); - *gfxp = gfx; -} diff --git a/soh/src/code/code_800AD920.c b/soh/src/code/code_800AD920.c deleted file mode 100644 index 2ef7cf0bb..000000000 --- a/soh/src/code/code_800AD920.c +++ /dev/null @@ -1,64 +0,0 @@ -#include "global.h" - -// Note : This file is related to z_vismono, the original name was probably z_vis - -// z-buffer -extern u16 D_0E000000[]; - -// Init -void func_800AD920(struct_80166500* this) { - this->useRgba = false; - this->setScissor = false; - this->primColor.r = 255; - this->primColor.g = 255; - this->primColor.b = 255; - this->primColor.a = 255; - this->envColor.a = 255; - this->envColor.r = 0; - this->envColor.g = 0; - this->envColor.b = 0; -} - -// Destroy -void func_800AD950(struct_80166500* this) { -} - -// Draw -void func_800AD958(struct_80166500* this, Gfx** gfxp) { - Gfx* gfx = *gfxp; - - // OTRTODO -#if 0 - u16* tex = D_0E000000; - s32 fmt = this->useRgba == false ? G_IM_FMT_IA : G_IM_FMT_RGBA; - s32 y; - s32 height = 6; - - gDPPipeSync(gfx++); - if (this->setScissor == true) { - gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); - } - - gDPSetOtherMode(gfx++, - G_AD_DISABLE | G_CD_MAGICSQ | 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_OPA_SURF | G_RM_OPA_SURF2); - gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, - PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT); - - gDPSetColor(gfx++, G_SETPRIMCOLOR, this->primColor.rgba); - gDPSetColor(gfx++, G_SETENVCOLOR, this->envColor.rgba); - - for (y = 0; y <= SCREEN_HEIGHT - height; y += height) { - gDPLoadTextureBlock(gfx++, tex, fmt, G_IM_SIZ_16b, SCREEN_WIDTH, height, 0, G_TX_NOMIRROR | G_TX_CLAMP, - G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); - - gSPTextureRectangle(gfx++, 0, (y) << 2, (SCREEN_WIDTH << 2), (y + height) << 2, G_TX_RENDERTILE, 0, 0, - (1 << 10), (1 << 10)); - tex += SCREEN_WIDTH * height; - } - - gDPPipeSync(gfx++); - *gfxp = gfx; -#endif -} diff --git a/soh/src/code/game.c b/soh/src/code/game.c index e1974ed98..90438b5db 100644 --- a/soh/src/code/game.c +++ b/soh/src/code/game.c @@ -6,9 +6,9 @@ #include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" SpeedMeter D_801664D0; -struct_801664F0 D_801664F0; -struct_80166500 D_80166500; -VisMono sMonoColors; +VisCvg sVisCvg; +VisZBuf sVisZBuf; +VisMono sVisMono; ViMode sViMode; FaultClient sGameFaultClient; u16 sLastButtonPressed; @@ -31,41 +31,43 @@ void GameState_FaultPrint(void) { } } -void GameState_SetFBFilter(Gfx** gfx) { - Gfx* gfxP; - gfxP = *gfx; +void GameState_SetFBFilter(Gfx** gfxP) { + Gfx* gfx = *gfxP; - if ((R_FB_FILTER_TYPE > 0) && (R_FB_FILTER_TYPE < 5)) { - D_801664F0.type = R_FB_FILTER_TYPE; - D_801664F0.color.r = R_FB_FILTER_PRIM_COLOR(0); - D_801664F0.color.g = R_FB_FILTER_PRIM_COLOR(1); - D_801664F0.color.b = R_FB_FILTER_PRIM_COLOR(2); - D_801664F0.color.a = R_FB_FILTER_A; - func_800ACE98(&D_801664F0, &gfxP); - } else if ((R_FB_FILTER_TYPE == 5) || (R_FB_FILTER_TYPE == 6)) { - D_80166500.useRgba = (R_FB_FILTER_TYPE == 6); - D_80166500.primColor.r = R_FB_FILTER_PRIM_COLOR(0); - D_80166500.primColor.g = R_FB_FILTER_PRIM_COLOR(1); - D_80166500.primColor.b = R_FB_FILTER_PRIM_COLOR(2); - D_80166500.primColor.a = R_FB_FILTER_A; - D_80166500.envColor.r = R_FB_FILTER_ENV_COLOR(0); - D_80166500.envColor.g = R_FB_FILTER_ENV_COLOR(1); - D_80166500.envColor.b = R_FB_FILTER_ENV_COLOR(2); - D_80166500.envColor.a = R_FB_FILTER_A; - func_800AD958(&D_80166500, &gfxP); - } else if (R_FB_FILTER_TYPE == 7) { - sMonoColors.unk_00 = 0; - sMonoColors.primColor.r = R_FB_FILTER_PRIM_COLOR(0); - sMonoColors.primColor.g = R_FB_FILTER_PRIM_COLOR(1); - sMonoColors.primColor.b = R_FB_FILTER_PRIM_COLOR(2); - sMonoColors.primColor.a = R_FB_FILTER_A; - sMonoColors.envColor.r = R_FB_FILTER_ENV_COLOR(0); - sMonoColors.envColor.g = R_FB_FILTER_ENV_COLOR(1); - sMonoColors.envColor.b = R_FB_FILTER_ENV_COLOR(2); - sMonoColors.envColor.a = R_FB_FILTER_A; - VisMono_Draw(&sMonoColors, &gfxP); + if ((R_FB_FILTER_TYPE >= FB_FILTER_CVG_RGB) && (R_FB_FILTER_TYPE <= FB_FILTER_CVG_RGB_FOG)) { + // Visualize coverage + sVisCvg.vis.type = FB_FILTER_TO_CVG_TYPE(R_FB_FILTER_TYPE); + sVisCvg.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0); + sVisCvg.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1); + sVisCvg.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2); + sVisCvg.vis.primColor.a = R_FB_FILTER_A; + VisCvg_Draw(&sVisCvg, &gfx); + } else if ((R_FB_FILTER_TYPE == FB_FILTER_ZBUF_IA) || (R_FB_FILTER_TYPE == FB_FILTER_ZBUF_RGBA)) { + // Visualize z-buffer + sVisZBuf.vis.type = (R_FB_FILTER_TYPE == FB_FILTER_ZBUF_RGBA); + sVisZBuf.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0); + sVisZBuf.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1); + sVisZBuf.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2); + sVisZBuf.vis.primColor.a = R_FB_FILTER_A; + sVisZBuf.vis.envColor.r = R_FB_FILTER_ENV_COLOR(0); + sVisZBuf.vis.envColor.g = R_FB_FILTER_ENV_COLOR(1); + sVisZBuf.vis.envColor.b = R_FB_FILTER_ENV_COLOR(2); + sVisZBuf.vis.envColor.a = R_FB_FILTER_A; + VisZBuf_Draw(&sVisZBuf, &gfx); + } else if (R_FB_FILTER_TYPE == FB_FILTER_MONO) { + // Monochrome filter + sVisMono.vis.type = 0; + sVisMono.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0); + sVisMono.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1); + sVisMono.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2); + sVisMono.vis.primColor.a = R_FB_FILTER_A; + sVisMono.vis.envColor.r = R_FB_FILTER_ENV_COLOR(0); + sVisMono.vis.envColor.g = R_FB_FILTER_ENV_COLOR(1); + sVisMono.vis.envColor.b = R_FB_FILTER_ENV_COLOR(2); + sVisMono.vis.envColor.a = R_FB_FILTER_A; + VisMono_Draw(&sVisMono, &gfx); } - *gfx = gfxP; + *gfxP = gfx; } void func_800C4344(GameState* gameState) { @@ -420,9 +422,9 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g startTime = endTime; LOG_CHECK_NULL_POINTER("this->cleanup", gameState->destroy); - func_800ACE70(&D_801664F0); - func_800AD920(&D_80166500); - VisMono_Init(&sMonoColors); + VisCvg_Init(&sVisCvg); + VisZBuf_Init(&sVisZBuf); + VisMono_Init(&sVisMono); if (SREG(48) == 0) { ViMode_Init(&sViMode); } @@ -450,9 +452,9 @@ void GameState_Destroy(GameState* gameState) { } func_800AA0F0(); SpeedMeter_Destroy(&D_801664D0); - func_800ACE90(&D_801664F0); - func_800AD950(&D_80166500); - VisMono_Destroy(&sMonoColors); + VisCvg_Destroy(&sVisCvg); + VisZBuf_Destroy(&sVisZBuf); + VisMono_Destroy(&sVisMono); if (SREG(48) == 0) { ViMode_Destroy(&sViMode); } diff --git a/soh/src/code/z_demo.c b/soh/src/code/z_demo.c index 91d9271ff..5c2348829 100644 --- a/soh/src/code/z_demo.c +++ b/soh/src/code/z_demo.c @@ -350,16 +350,16 @@ void func_80064824(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER); break; case 22: - D_801614B0.r = 255; - D_801614B0.g = 255; - D_801614B0.b = 255; - D_801614B0.a = 255; + gVisMonoColor.r = 255; + gVisMonoColor.g = 255; + gVisMonoColor.b = 255; + gVisMonoColor.a = 255; break; case 23: - D_801614B0.r = 255; - D_801614B0.g = 180; - D_801614B0.b = 100; - D_801614B0.a = 255.0f * temp; + gVisMonoColor.r = 255; + gVisMonoColor.g = 180; + gVisMonoColor.b = 100; + gVisMonoColor.a = 255.0f * temp; break; case 24: play->roomCtx.curRoom.segment = NULL; diff --git a/soh/src/code/z_play.c b/soh/src/code/z_play.c index e7603040d..83bffcd27 100644 --- a/soh/src/code/z_play.c +++ b/soh/src/code/z_play.c @@ -21,7 +21,7 @@ TransitionUnk sTrnsnUnk; s32 gTrnsnUnkState; VisMono gPlayVisMono; -Color_RGBA8_u32 D_801614B0; +Color_RGBA8_u32 gVisMonoColor; FaultClient D_801614B8; @@ -567,7 +567,7 @@ void Play_Init(GameState* thisx) { TransitionFade_SetColor(&play->transitionFade, RGBA8(160, 160, 160, 255)); TransitionFade_Start(&play->transitionFade); VisMono_Init(&gPlayVisMono); - D_801614B0.a = 0; + gVisMonoColor.a = 0; Flags_UnsetAllEnv(play); osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&play->state.tha)); @@ -1422,11 +1422,9 @@ void Play_Draw(PlayState* play) { TransitionFade_Draw(&play->transitionFade, &gfxP); - if (D_801614B0.a > 0) { - // gPlayVisMono.vis.primColor.rgba = D_801614B0.rgba; - // VisMono_Draw(&gPlayVisMono, &gfxP); - gDPSetGrayscaleColor(gfxP++, D_801614B0.r, D_801614B0.g, D_801614B0.b, D_801614B0.a); - gSPGrayscale(gfxP++, true); + if (gVisMonoColor.a > 0) { + gPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba; + VisMono_Draw(&gPlayVisMono, &gfxP); } gSPEndDisplayList(gfxP++); @@ -1610,7 +1608,7 @@ void Play_Draw(PlayState* play) { play->unk_121C7 = 2; SREG(33) |= 1; - // 2S2H [Port] Continue to render the post world for pausing to avoid flashing the HUD + // SOH [Port] Continue to render the post world for pausing to avoid flashing the HUD if (gTrnsnUnkState == 2) { goto Play_Draw_skip; } diff --git a/soh/src/code/z_viscvg.c b/soh/src/code/z_viscvg.c new file mode 100644 index 000000000..9caf39a3f --- /dev/null +++ b/soh/src/code/z_viscvg.c @@ -0,0 +1,145 @@ +/** + * @file z_viscvg.c + * + * This file implements full-screen frame buffer effects involving the visualization of Coverage in various ways. + * + * Coverage is roughly how much of a pixel is covered by a primitive; the final coverage for a frame is stored in the + * color image alpha component where it is used for antialiasing, see PreRender.c and ยง15 of the programming manual for + * details. + * + * To understand this file, it is helpful to remember that A_MEM is essentially synonymous with coverage, and that + * `GBL_c1/2(p, a, m, b)` usually represents the RDP blender calculation `(p * a + m * b)`. + * Note the division step that is often included in the blender calculation is omitted; the division is skipped if + * force blending (FORCE_BL) is set, which is the case for all render modes used in this file. + * + * Coverage is full when not on an edge, while on an edge it is usually lower. Since coverage is treated as an alpha + * value, edges of primitives where coverage is lower will show up darker than primitive interiors in all of the + * available modes. + * + * Coverage is abbreviated to "cvg"; "FB RGB" ("framebuffer red/green/blue") is the color the pixel originally had + * before the filter is applied. + */ + +#include "global.h" + +/** + * Draws only coverage: does not retain any of the original pixel RGB, primColor is used as background color. + */ +Gfx sCoverageOnlyDL[] = { + gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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_VISCVG | G_RM_VISCVG2), + // (blendColor RGB) * (cvg) + gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), + gsDPPipeSync(), + gsDPSetBlendColor(0, 0, 0, 8), + gsSPEndDisplayList(), +}; + +/** + * Draws fog + coverage * RGB of pixels + * + * @bug This easily overflows the blender because the fog value is added to the coverage value. + */ +Gfx sCoverageRGBFogDL[] = { + gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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 | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL | + GBL_c1(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM) | + GBL_c2(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_A_MEM)), + // (fog RGB) * (fog alpha) + (FB RGB) * (cvg) + gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), + gsSPEndDisplayList(), +}; + +/** + * Draws coverage and RGB of pixels + */ +Gfx sCoverageRGBDL[] = { + gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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 | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL | + GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) | + GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)), + // (FB RGB) * (cvg) + gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), + gsSPEndDisplayList(), +}; + +/** + * Two stage filtering: + * + * 1. Apply a uniform color filter by transparently blending primColor with original frame. The "cloud surface" + * RenderMode is used to preserve the coverage for the second stage. + * 2. Second half is the same as `sCoverageRGBDL`'s, i.e. (RGB from stage 1) * cvg + */ +Gfx sCoverageRGBUniformDL[] = { + gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE), + gsDPSetOtherMode(G_AD_NOTPATTERN | G_CD_DISABLE | G_CK_NONE | G_TC_CONV | 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_CLD_SURF | G_RM_CLD_SURF2), + // stage 1 color = (primColor RGB) * (primColor Alpha) + (FB RGB) * (1 - primColor Alpha) + gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), + + gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | 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 | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL | + GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM) | + GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_A_MEM)), + // final color = (stage 1 RGB) * (cvg) + gsDPFillRectangle(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1), + gsSPEndDisplayList(), +}; + +void VisCvg_Init(VisCvg* this) { + this->vis.type = FB_FILTER_NONE; + this->vis.scissorType = VIS_NO_SETSCISSOR; + this->vis.primColor.r = 255; + this->vis.primColor.g = 255; + this->vis.primColor.b = 255; + this->vis.primColor.a = 255; +} + +void VisCvg_Destroy(VisCvg* this) { +} + +void VisCvg_Draw(VisCvg* this, Gfx** gfxP) { + Gfx* gfx = *gfxP; + + gDPPipeSync(gfx++); + gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF); + + if (this->vis.scissorType == VIS_SETSCISSOR) { + gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); + } + + switch (this->vis.type) { + case FB_FILTER_CVG_RGB: + gSPDisplayList(gfx++, sCoverageRGBDL); + break; + + case FB_FILTER_CVG_RGB_UNIFORM: + // Set primitive color for uniform color filter in custom RenderMode + gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba); + gSPDisplayList(gfx++, sCoverageRGBUniformDL); + break; + + case FB_FILTER_CVG_ONLY: + // Set background color for G_RM_VISCVG + gDPSetColor(gfx++, G_SETBLENDCOLOR, this->vis.primColor.rgba); + gSPDisplayList(gfx++, sCoverageOnlyDL); + break; + + case FB_FILTER_CVG_RGB_FOG: + // Set fog color for custom RenderMode, needs to be close to 0 to not overflow + gDPSetColor(gfx++, G_SETFOGCOLOR, this->vis.primColor.rgba); + gSPDisplayList(gfx++, sCoverageRGBFogDL); + break; + + default: + break; + } + + gDPPipeSync(gfx++); + *gfxP = gfx; +} diff --git a/soh/src/code/z_vismono.c b/soh/src/code/z_vismono.c index c277eb971..a4e77d70d 100644 --- a/soh/src/code/z_vismono.c +++ b/soh/src/code/z_vismono.c @@ -1,137 +1,218 @@ +/** + * @file z_vismono.c + * + * This file implements a full-screen framebuffer effect for desaturating the contents of the framebuffer image. + * + * Broadly, this effect is achieved by reinterpreting the contents of the RGBA16 color image as indices into an IA16 + * color palette that converts each color into the desaturated equivalent. More precise details can be found in inline + * comments. + */ + #include "global.h" -#include + +#include // memset #include +#include "soh/framebuffer_effects.h" -// (Note: 80 = SCREEN_HEIGHT/3, see VisMono_DrawTexture) -// This may not have been kept up-to-date with the code, 1+1+1+80*(7+2+2+3)+1+1 makes more sense -#define DLSIZE (1 + 3 + 1 + 1 + 80 * (7 + 2 + 2 + 3) + 1) +// Upstream TODO: Replace these ones they are served from other headers +#define ASSERT(cond, msg, file, line) assert(cond) +#define GPACK_IA16(i, a) (((i) << 8) | (a)) -// framebuffer +// Height of the fragments the color frame buffer (CFB) is split into. +// It is the maximum amount of lines such that all rgba16 SCREEN_WIDTH-long lines fit into +// the half of TMEM dedicated to color-indexed data. +#define VISMONO_CFBFRAG_HEIGHT ((TMEM_SIZE / 2) / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES)) + +// Maximum size of the dlist written by `VisMono_DesaturateDList`. +// `VisMono_DesaturateDList` consistently uses `VISMONO_DLSIZE - 2` double words, so this can be 2 less. +#define VISMONO_DLSIZE (3 + SCREEN_HEIGHT / VISMONO_CFBFRAG_HEIGHT * (7 + 2 + 2 + 3) + 2 + 2) + +// How much each color component contributes to the desaturated result. +// These coefficients are close to what the YUV color space defines Y (luminance) as: +// https://en.wikipedia.org/wiki/YUV#Conversion_to/from_RGB +#define VISMONO_FAC_RED 2 +#define VISMONO_FAC_GREEN 4 +#define VISMONO_FAC_BLUE 1 +#define VISMONO_FAC_NORM (0x1F * VISMONO_FAC_RED + 0x1F * VISMONO_FAC_GREEN + 0x1F * VISMONO_FAC_BLUE) + +// color framebuffer extern u16 D_0F000000[]; void VisMono_Init(VisMono* this) { memset(this, 0, sizeof(VisMono)); - this->unk_00 = 0; - this->setScissor = false; - this->primColor.r = 255; - this->primColor.g = 255; - this->primColor.b = 255; - this->primColor.a = 255; - this->envColor.r = 0; - this->envColor.g = 0; - this->envColor.b = 0; - this->envColor.a = 0; + this->vis.type = 0; + this->vis.scissorType = VIS_NO_SETSCISSOR; + this->vis.primColor.r = 255; + this->vis.primColor.g = 255; + this->vis.primColor.b = 255; + this->vis.primColor.a = 255; + this->vis.envColor.r = 0; + this->vis.envColor.g = 0; + this->vis.envColor.b = 0; + this->vis.envColor.a = 0; } void VisMono_Destroy(VisMono* this) { - SYSTEM_ARENA_FREE_DEBUG(this->monoDl); + SYSTEM_ARENA_FREE(this->dList, "../z_vismono.c", 137); } -void VisMono_UpdateTexture(VisMono* this, u16* tex) { +void VisMono_DesaturateTLUT(VisMono* this, u16* tlut) { s32 i; for (i = 0; i < 256; i++) { - tex[i] = ((((i >> 3 & 0x1F) * 2 + (i << 2 & 0x1F) * 4) * 0xFF / 0xD9) << 8) | - (((i >> 6 & 0x1F) * 4 + (i >> 1 & 0x1F)) * 0xFF / 0xD9); + // `tlut[i]` is a IA16 color + // `i` corresponds to either byte of a RGBA16 color RRRR_RGGG GGBB_BBBA from the color frame buffer + + // The high byte I (intensity) corresponds to `i` being interpreted as the high byte RRRR_RGGG + // I = (RRRRR * FAC_RED + GGG00 * FAC_GREEN) * (255 / FAC_NORM) + + // The low byte A (alpha) corresponds to `i` being interpreted as the low byte GGBB_BBBA + // A = (000GG * FAC_GREEN + BBBBB * FAC_BLUE) * (255 / FAC_NORM) + + // Note: I + A = (RRRRR * FAC_RED + GGGGG * FAC_GREEN + BBBBB * FAC_BLUE) * (255 / FAC_NORM) + + tlut[i] = GPACK_IA16( + ((i >> 3 & 0x1F) * VISMONO_FAC_RED + (i << 2 & 0x1F) * VISMONO_FAC_GREEN) * 255 / VISMONO_FAC_NORM, + ((i >> 6 & 0x1F) * VISMONO_FAC_GREEN + (i >> 1 & 0x1F) * VISMONO_FAC_BLUE) * 255 / VISMONO_FAC_NORM); } } -Gfx* VisMono_DrawTexture(VisMono* this, Gfx* gfx) -{ -// OTRTODO -#if 1 +Gfx* VisMono_DesaturateDList(VisMono* this, Gfx* gfx) { s32 y; - s32 height = 3; - //u16* tex = D_0F000000; - u16* tex = SEG_ADDR(0xF, 0); + s32 height = VISMONO_CFBFRAG_HEIGHT; + u16* cfbFrag = D_0F000000; gDPPipeSync(gfx++); + // `G_TT_IA16`: use color-indexed images, and IA16 palettes gDPSetOtherMode(gfx++, G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_IA16 | G_TL_TILE | G_TD_CLAMP | G_TP_NONE | G_CYC_2CYCLE | G_PM_1PRIMITIVE, - G_AC_NONE | G_ZS_PRIM | GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1) | G_RM_CLD_SURF2); + G_AC_NONE | G_ZS_PRIM | G_RM_PASS | G_RM_CLD_SURF2); + // First color cycle sums texel 1 alpha and texel 0 color + // By using IA16 palettes, this means summing A (from the IA16 color texel 1 maps to) + // with I (from the IA16 color texel 0 maps to) gDPSetCombineLERP(gfx++, 1, 0, TEXEL1_ALPHA, TEXEL0, 0, 0, 0, 1, PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, 0, 0, 0, PRIMITIVE); for (y = 0; y <= SCREEN_HEIGHT - height; y += height) { - gDPLoadTextureBlock(gfx++, tex, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2, height, 0, + // Load a few lines of the color frame buffer + gDPLoadTextureBlock(gfx++, cfbFrag, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2, height, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); - gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, 80, 0x0, G_TX_RENDERTILE, 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, - G_TX_NOMIRROR | G_TX_CLAMP, 0, 0); - gDPSetTileSize(gfx++, G_TX_RENDERTILE, (2 << 2), 0, ((SCREEN_WIDTH * 2 + 1) << 2), (2 << 2)); + // Set texel 0 to be a CI8 image with width `SCREEN_WIDTH * 2` and height `VISMONO_CFBFRAG_HEIGHT` + // Its position in texture image space is shifted along +S by 2 + gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2 * G_IM_SIZ_8b_LINE_BYTES / 8, 0x0, G_TX_RENDERTILE, + 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0); + gDPSetTileSize(gfx++, G_TX_RENDERTILE, 2 << 2, 0, (SCREEN_WIDTH * 2 + 1) << 2, + (VISMONO_CFBFRAG_HEIGHT - 1) << 2); - gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, 80, 0x0, 1, 1, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, - G_TX_NOMIRROR | G_TX_CLAMP, 0, 0); - gDPSetTileSize(gfx++, 1, (1 << 2), 0, ((SCREEN_WIDTH * 2) << 2), (2 << 2)); + // Set texel 1 to be a CI8 image with width `SCREEN_WIDTH * 2` and height `VISMONO_CFBFRAG_HEIGHT` + // Its position in texture image space is shifted along +S by 1 + // Note the palette index for this tile has also been incremented from 0 to 1, however the palette index is + // ignored for CI8 texture sampling. + gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2 * G_IM_SIZ_8b_LINE_BYTES / 8, 0x0, 1, 1, + G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0); + gDPSetTileSize(gfx++, 1, 1 << 2, 0, (SCREEN_WIDTH * 2) << 2, (VISMONO_CFBFRAG_HEIGHT - 1) << 2); - gSPTextureRectangle(gfx++, 0, y << 2, (SCREEN_WIDTH << 2), (y + height) << 2, G_TX_RENDERTILE, 2 << 5, 0, - 2 << 10, 1 << 10); - tex += SCREEN_WIDTH * height; + // Draw a `SCREEN_WIDTH` wide, `height` high rectangle. + // Texture coordinate T (vertical) starts at 0 and changes by one each line (dtdy = 1) + // Texture coordinate S (horizontal) starts at 2 and changes by two each column (dsdx = 2) + + // Because texel 0 is shifted by 2 and texel 1 only by 1 along +S, + // a pixel at S coordinates s = 2+2*n will look at the 2*n-th byte of texel 0 and the 2*n+1-th byte of texel 1. + // (in "s = 2+2*n" the first "2" is the starting S coordinate and the second "2" is the dsdx value) + + // The 2*n-th byte of texel 0 is the high byte of the n-th RGBA16 color of the color frame buffer. + // The 2*n+1-th byte of texel 1 is the low byte of the n-th RGBA16 color of the color frame buffer. + + // With the TLUT computed by `VisMono_DesaturateTLUT`: + // The 2*n-th byte of texel 0 maps to a IA16 color where the high byte I (intensity) corresponds to + // the high byte of the n-th RGBA16 color of the color frame buffer. + // The 2*n+1-th byte of texel 1 maps to a IA16 color where the low byte A (alpha) corresponds to + // the low byte of the n-th RGBA16 color of the color frame buffer. + + // Since the combiner is in part set up to sum texel 0 color (I, intensity) with texel 1 alpha (A, alpha), + // the resulting color in the drawn rectangle is a desaturated color as defined by the `VISMONO_FAC_*` values. + + gSPTextureRectangle(gfx++, 0, y << 2, SCREEN_WIDTH << 2, (y + height) << 2, G_TX_RENDERTILE, 2 << 5, 0, 2 << 10, + 1 << 10); + cfbFrag += SCREEN_WIDTH * height; } gDPPipeSync(gfx++); gSPEndDisplayList(gfx++); -#endif return gfx; } -void VisMono_Draw(VisMono* this, Gfx** gfxp) { - Gfx* gfx = *gfxp; +void VisMono_Draw(VisMono* this, Gfx** gfxP) { + Gfx* gfx = *gfxP; u16* tlut; - Gfx* monoDL; - Gfx* glistpEnd; + Gfx* dList; + Gfx* dListEnd; + // SOH [Port] Implement VisMono by performing a framebuffer copy and redraw with an active + // grayscale command to set the mono color + FB_CopyToFramebuffer(&gfx, 0, gReusableFrameBuffer, false, NULL); + gDPSetGrayscaleColor(gfx++, this->vis.primColor.r, this->vis.primColor.g, this->vis.primColor.b, + this->vis.primColor.a); + gSPGrayscale(gfx++, true); + FB_DrawFromFramebuffer(&gfx, gReusableFrameBuffer, 255); + gSPGrayscale(gfx++, false); + +#if 0 if (this->tlut) { tlut = this->tlut; } else { - tlut = Graph_DlistAlloc(&gfx, 256 * sizeof(u16)); - VisMono_UpdateTexture(this, tlut); + tlut = Graph_DlistAlloc(&gfx, 256 * G_IM_SIZ_16b_BYTES); + VisMono_DesaturateTLUT(this, tlut); } - if (this->monoDl) { - monoDL = this->monoDl; + if (this->dList) { + dList = this->dList; } else { - monoDL = Graph_DlistAlloc(&gfx, DLSIZE * sizeof(Gfx)); - glistpEnd = VisMono_DrawTexture(this, monoDL); + dList = Graph_DlistAlloc(&gfx, VISMONO_DLSIZE * sizeof(Gfx)); + dListEnd = VisMono_DesaturateDList(this, dList); - if (!(glistpEnd <= monoDL + DLSIZE)) { - LOG_ADDRESS("glistp_end", glistpEnd); - LOG_ADDRESS("mono_dl", monoDL); - LOG_ADDRESS("mono_dl + (1+3+1+1+80*(7+2+2+3)+1)", monoDL + DLSIZE); - LOG_ADDRESS("(1+3+1+1+80*(7+2+2+3)+1)", DLSIZE); + if (!(dListEnd <= dList + VISMONO_DLSIZE)) { + LOG_ADDRESS("glistp_end", dListEnd); + LOG_ADDRESS("mono_dl", dList); + LOG_ADDRESS("mono_dl + (1+3+1+1+80*(7+2+2+3)+1)", dList + VISMONO_DLSIZE); + LOG_ADDRESS("(1+3+1+1+80*(7+2+2+3)+1)", VISMONO_DLSIZE); } - assert(glistpEnd <= monoDL + DLSIZE); + ASSERT(dListEnd <= dList + VISMONO_DLSIZE, "glistp_end <= mono_dl + DLSIZE", "../z_vismono.c", 262); } gDPPipeSync(gfx++); - if (this->setScissor == true) { + + if (this->vis.scissorType == VIS_SETSCISSOR) { gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); } - gDPSetColor(gfx++, G_SETPRIMCOLOR, this->primColor.rgba); - gDPSetColor(gfx++, G_SETENVCOLOR, this->envColor.rgba); + gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba); + gDPSetColor(gfx++, G_SETENVCOLOR, this->vis.envColor.rgba); gDPLoadTLUT_pal256(gfx++, tlut); - gSPDisplayList(gfx++, monoDL); - gDPPipeSync(gfx++); + gSPDisplayList(gfx++, dList); - *gfxp = gfx; + gDPPipeSync(gfx++); +#endif + + *gfxP = gfx; } void VisMono_DrawOld(VisMono* this) { - Gfx* glistpEnd; + Gfx* dListEnd; - if (!this->tlut) { - this->tlut = SYSTEM_ARENA_MALLOC_DEBUG(256 * sizeof(u16)); - VisMono_UpdateTexture(this, this->tlut); + if (this->tlut == NULL) { + this->tlut = SYSTEM_ARENA_MALLOC(256 * G_IM_SIZ_16b_BYTES, "../z_vismono.c", 283); + VisMono_DesaturateTLUT(this, this->tlut); } - if (!this->monoDl) { - this->monoDl = SYSTEM_ARENA_MALLOC_DEBUG(DLSIZE * sizeof(Gfx)); - glistpEnd = VisMono_DrawTexture(this, this->monoDl); - assert(glistpEnd <= this->monoDl + DLSIZE); + if (this->dList == NULL) { + this->dList = SYSTEM_ARENA_MALLOC(VISMONO_DLSIZE * sizeof(Gfx), "../z_vismono.c", 289); + dListEnd = VisMono_DesaturateDList(this, this->dList); + ASSERT(dListEnd <= this->dList + VISMONO_DLSIZE, "glistp_end <= this->mono_dl + DLSIZE", "../z_vismono.c", 292); } } diff --git a/soh/src/code/z_viszbuf.c b/soh/src/code/z_viszbuf.c new file mode 100644 index 000000000..5a542bc12 --- /dev/null +++ b/soh/src/code/z_viszbuf.c @@ -0,0 +1,116 @@ +/** + * @file z_viszbuf.c + * + * This file implements a full-screen framebuffer effect for visualizing the z-buffer (AKA depth buffer), using either + * cycling RGBA or a single fading color. + * + * This is done by reading the z-buffer as if it were a color image, the format of which is specified by the selected + * vis type: + * - VIS_ZBUF_TYPE_IA : Produces a monotonic fade from primColor to envColor as depth increases. + * - VIS_ZBUF_TYPE_RGBA : Produces vibrant almost-periodic-looking bands. + * + * In both cases this occurs because of the format the depth information takes: it is 18-bit, and is a nonnegative + * floating-point number with + * bbb mmmmmmmmmmm dd|dd + * exponent mantissa dz value (only first 16 bits visible to CPU, the least significant 2 bits of dz are ignored) + * + * Reading z-buffer as IA16: + * bbbmmmmm mmmmmmdd + * iiiiiiii aaaaaaaa + * + * Since floating-point numbers of this format have the same ordering as their binary/hex representation, increasing + * the depth also increases the intensity in the IA16 representation and hence the interpolation parameter used to + * combine primColor and envColor. The alpha is ignored by the RenderMode. + * + * Reading z-buffer as RGBA16: + * bbbmm mmmmm mmmmd d + * rrrrr ggggg bbbbb a + * + * The red increases monotonically with the depth. The significant visible oscillation is the green component, because + * it rolls over every time the second-most-significant bit of the mantissa increments. The blue component oscillates + * too rapidly to be particularly visible (it rolls over when the 7th-most-significant bit increments). The alpha is + * again ignored by the RenderMode. + */ + +#include "global.h" + +// Height of the fragments the z-buffer is split into. +// It is the maximum amount of lines such that all rgba16 SCREEN_WIDTH-long lines fit into TMEM. +#define VISZBUF_ZBUFFRAG_HEIGHT (TMEM_SIZE / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES)) + +// z-buffer +extern u16 D_0E000000[]; + +/** + * Initialise to IA type with white and black as default colors. + */ +void VisZBuf_Init(VisZBuf* this) { + this->vis.type = VIS_ZBUF_TYPE_IA; + this->vis.scissorType = VIS_NO_SETSCISSOR; + + this->vis.primColor.r = 255; + this->vis.primColor.g = 255; + this->vis.primColor.b = 255; + this->vis.primColor.a = 255; + + // clang-format off + this->vis.envColor.r = 0; \ + this->vis.envColor.g = 0; \ + this->vis.envColor.b = 0; \ + this->vis.envColor.a = 255; + // clang-format on +} + +void VisZBuf_Destroy(VisZBuf* this) { +} + +void VisZBuf_Draw(VisZBuf* this, Gfx** gfxP) { + Gfx* gfx = *gfxP; + s32 pad; + u16* zbufFrag = D_0E000000; + s32 fmt; + s32 y; + s32 height; + + if (this->vis.type == VIS_ZBUF_TYPE_IA) { + fmt = G_IM_FMT_IA; + } else { // VIS_ZBUF_TYPE_RGBA + fmt = G_IM_FMT_RGBA; + } + + height = VISZBUF_ZBUFFRAG_HEIGHT; + + gDPPipeSync(gfx++); + // Scissoring is only required if the scissor has not been set prior. + if (this->vis.scissorType == VIS_SETSCISSOR) { + gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); + } + + // No palette so can use all of TMEM. + // G_RM_OPA_SURF discards all information previously in the pixel, and the current alpha, leaving only the color + // from this filter. + gDPSetOtherMode(gfx++, + G_AD_DISABLE | G_CD_MAGICSQ | 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_OPA_SURF | G_RM_OPA_SURF2); + + // LERP between primColor and envColor in 1-cycle mode using the z-buffer value. + gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, + PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT); + gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba); + gDPSetColor(gfx++, G_SETENVCOLOR, this->vis.envColor.rgba); + + for (y = 0; y <= SCREEN_HEIGHT - height; y += height) { + // Load a few lines of the z-buffer, as many as can fit in TMEM at once. + gDPLoadTextureBlock(gfx++, zbufFrag, fmt, G_IM_SIZ_16b, SCREEN_WIDTH, height, 0, G_TX_NOMIRROR | G_TX_CLAMP, + G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD); + + // Overwrite them with the calculated colors. + gSPTextureRectangle(gfx++, 0, y << 2, SCREEN_WIDTH << 2, (y + height) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, + 1 << 10); + zbufFrag += SCREEN_WIDTH * height; + } + + gDPPipeSync(gfx++); + *gfxP = gfx; +} diff --git a/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c b/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c index dba3e9210..b139b2b56 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c @@ -196,10 +196,10 @@ void BgHaka_Draw(Actor* thisx, PlayState* play) { play->envCtx.adjLight1Color[0] = newColor.r; play->envCtx.adjLight1Color[1] = newColor.g; play->envCtx.adjLight1Color[2] = newColor.b; - D_801614B0.r = newColor.r; - D_801614B0.g = newColor.g; - D_801614B0.b = newColor.b; - D_801614B0.a = 255; + gVisMonoColor.r = newColor.r; + gVisMonoColor.g = newColor.g; + gVisMonoColor.b = newColor.b; + gVisMonoColor.a = 255; gDPSetGrayscaleColor(POLY_OPA_DISP++, newColor.r, newColor.g, newColor.b, 255); gSPGrayscale(POLY_OPA_DISP++, true); } diff --git a/soh/src/overlays/actors/ovl_End_Title/z_end_title.c b/soh/src/overlays/actors/ovl_End_Title/z_end_title.c index af13255a8..3e83e5ae3 100644 --- a/soh/src/overlays/actors/ovl_End_Title/z_end_title.c +++ b/soh/src/overlays/actors/ovl_End_Title/z_end_title.c @@ -84,8 +84,6 @@ void EndTitle_DrawFull(Actor* thisx, PlayState* play) { } OVERLAY_DISP = Gfx_SetupDL_64(OVERLAY_DISP); - if (D_801614B0.a > 0) - gSPGrayscale(OVERLAY_DISP++, false); gDPSetTextureLUT(OVERLAY_DISP++, G_TT_NONE); gDPSetEnvColor(OVERLAY_DISP++, 255, 120, 30, 0); gDPSetRenderMode(OVERLAY_DISP++, G_RM_PASS, G_RM_XLU_SURF2); @@ -110,8 +108,6 @@ void EndTitle_DrawFull(Actor* thisx, PlayState* play) { G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 0, 0, 0, 0); gSPTextureRectangle(OVERLAY_DISP++, 104 << 2, 177 << 2, 216 << 2, 192 << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10); - if (D_801614B0.a > 0) - gSPGrayscale(OVERLAY_DISP++, true); CLOSE_DISPS(play->state.gfxCtx); } diff --git a/soh/src/overlays/gamestates/ovl_title/z_title.c b/soh/src/overlays/gamestates/ovl_title/z_title.c index 8893d9d5f..5a3181a36 100644 --- a/soh/src/overlays/gamestates/ovl_title/z_title.c +++ b/soh/src/overlays/gamestates/ovl_title/z_title.c @@ -293,8 +293,6 @@ void Title_Init(GameState* thisx) { //ResourceMgr_LoadDirectory("nintendo_rogo_static*"); - // Disable vismono - D_801614B0.a = 0; R_UPDATE_RATE = 1; Matrix_Init(&this->state); View_Init(&this->view, this->state.gfxCtx);