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Re-implement King Dodongo's Lava texture effects (#3434)
* fix alt backgrounds not always loading * include gfx lookup with the original unload * Add hook for alt toggle * handle cpu modified texture for kd lava * malloc array instead of illegal initialize
This commit is contained in:
parent
0ddb0711ad
commit
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@ -193,6 +193,8 @@ public:
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DEFINE_HOOK(OnSetGameLanguage, void());
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DEFINE_HOOK(OnAssetAltChange, void());
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// Helpers
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static bool IsSaveLoaded();
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static bool IsGameplayPaused();
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@ -181,3 +181,9 @@ void GameInteractor_ExecuteOnUpdateFileNameSelection(int16_t charCode) {
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void GameInteractor_ExecuteOnSetGameLanguage() {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSetGameLanguage>();
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}
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// MARK: - System
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void GameInteractor_RegisterOnAssetAltChange(void (*fn)(void)) {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnAssetAltChange>(fn);
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}
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@ -56,6 +56,10 @@ void GameInteractor_ExecuteOnUpdateFileNameSelection(int16_t charCode);
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// MARK: - Game
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void GameInteractor_ExecuteOnSetGameLanguage();
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// MARK: - System
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void GameInteractor_RegisterOnAssetAltChange(void (*fn)(void));
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#ifdef __cplusplus
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}
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#endif
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@ -1216,6 +1216,7 @@ extern "C" void Graph_StartFrame() {
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case KbScancode::LUS_KB_TAB: {
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// Toggle HD Assets
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CVarSetInteger("gAltAssets", !CVarGetInteger("gAltAssets", 0));
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnAssetAltChange>();
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ShouldClearTextureCacheAtEndOfFrame = true;
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break;
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}
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@ -1415,6 +1416,14 @@ extern "C" void ResourceMgr_DirtyDirectory(const char* resName) {
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LUS::Context::GetInstance()->GetResourceManager()->DirtyDirectory(resName);
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}
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extern "C" void ResourceMgr_UnloadResource(const char* resName) {
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std::string path = resName;
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if (path.substr(0, 7) == "__OTR__") {
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path = path.substr(7);
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}
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auto res = LUS::Context::GetInstance()->GetResourceManager()->UnloadResource(path);
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}
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// OTRTODO: There is probably a more elegant way to go about this...
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// Kenix: This is definitely leaking memory when it's called.
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extern "C" char** ResourceMgr_ListFiles(const char* searchMask, int* resultSize) {
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@ -1441,6 +1450,27 @@ extern "C" uint8_t ResourceMgr_FileExists(const char* filePath) {
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return ExtensionCache.contains(path);
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}
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extern "C" uint8_t ResourceMgr_FileAltExists(const char* filePath) {
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std::string path = filePath;
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if (path.substr(0, 7) == "__OTR__") {
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path = path.substr(7);
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}
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if (path.substr(0, 4) != "alt/") {
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path = "alt/" + path;
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}
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return ExtensionCache.contains(path);
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}
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// Unloads a resource if an alternate version exists when alt assets are enabled
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// The resource is only removed from the internal cache to prevent it from used in the next resource lookup
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extern "C" void ResourceMgr_UnloadOriginalWhenAltExists(const char* resName) {
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if (CVarGetInteger("gAltAssets", 0) && ResourceMgr_FileAltExists((char*) resName)) {
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ResourceMgr_UnloadResource((char*) resName);
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}
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}
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extern "C" void ResourceMgr_LoadFile(const char* resName) {
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LUS::Context::GetInstance()->GetResourceManager()->LoadResource(resName);
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}
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@ -1480,6 +1510,11 @@ extern "C" char* ResourceMgr_LoadFileFromDisk(const char* filePath) {
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return data;
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}
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extern "C" uint8_t ResourceMgr_TexIsRaw(const char* texPath) {
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auto res = std::static_pointer_cast<LUS::Texture>(GetResourceByNameHandlingMQ(texPath));
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return res->Flags & TEX_FLAG_LOAD_AS_RAW;
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}
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extern "C" uint8_t ResourceMgr_ResourceIsBackground(char* texPath) {
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auto res = GetResourceByNameHandlingMQ(texPath);
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return res->GetInitData()->Type == LUS::ResourceType::SOH_Background;
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@ -1565,6 +1600,11 @@ extern "C" void ResourceMgr_PushCurrentDirectory(char* path)
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extern "C" Gfx* ResourceMgr_LoadGfxByName(const char* path)
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{
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// When an alt resource exists for the DL, we need to unload the original asset
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// to clear the cache so the alt asset will be loaded instead
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// OTRTODO: If Alt loading over original cache is fixed, this line can most likely be removed
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ResourceMgr_UnloadOriginalWhenAltExists(path);
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auto res = std::static_pointer_cast<LUS::DisplayList>(GetResourceByNameHandlingMQ(path));
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return (Gfx*)&res->Instructions[0];
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}
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@ -86,11 +86,15 @@ uint32_t ResourceMgr_GetGameVersion(int index);
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uint32_t ResourceMgr_GetGamePlatform(int index);
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uint32_t ResourceMgr_GetGameRegion(int index);
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void ResourceMgr_LoadDirectory(const char* resName);
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void ResourceMgr_UnloadResource(const char* resName);
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char** ResourceMgr_ListFiles(const char* searchMask, int* resultSize);
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uint8_t ResourceMgr_FileExists(const char* resName);
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uint8_t ResourceMgr_FileAltExists(const char* resName);
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void ResourceMgr_UnloadOriginalWhenAltExists(const char* resName);
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char* GetResourceDataByNameHandlingMQ(const char* path);
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void ResourceMgr_LoadFile(const char* resName);
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char* ResourceMgr_LoadFileFromDisk(const char* filePath);
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uint8_t ResourceMgr_TexIsRaw(const char* texPath);
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uint8_t ResourceMgr_ResourceIsBackground(char* texPath);
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char* ResourceMgr_LoadJPEG(char* data, size_t dataSize);
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uint16_t ResourceMgr_LoadTexWidthByName(char* texPath);
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@ -907,6 +907,7 @@ void DrawEnhancementsMenu() {
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if (ImGui::BeginMenu("Mods")) {
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if (UIWidgets::PaddedEnhancementCheckbox("Use Alternate Assets", "gAltAssets", false, false)) {
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ShouldClearTextureCacheAtEndOfFrame = true;
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnAssetAltChange>();
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}
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UIWidgets::Tooltip("Toggle between standard assets and alternate assets. Usually mods will indicate if this setting has to be used or not.");
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UIWidgets::PaddedEnhancementCheckbox("Disable Bomb Billboarding", "gDisableBombBillboarding", true, false);
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@ -277,6 +277,11 @@ void func_8009638C(Gfx** displayList, void* source, void* tlut, u16 width, u16 h
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bg->b.imagePal = 0;
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bg->b.imageFlip = CVarGetInteger("gMirroredWorld", 0) ? G_BG_FLAG_FLIPS : 0;
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// When an alt resource exists for the background, we need to unload the original asset
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// to clear the cache so the alt asset will be loaded instead
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// OTRTODO: If Alt loading over original cache is fixed, this line can most likely be removed
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ResourceMgr_UnloadOriginalWhenAltExists((char*) source);
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if (ResourceMgr_ResourceIsBackground((char*) source)) {
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char* blob = (char*) ResourceGetDataByName((char *) source);
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swapAndConvertJPEG(blob);
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@ -5,6 +5,14 @@
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#include "scenes/dungeons/ddan_boss/ddan_boss_room_1.h"
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#include "soh/frame_interpolation.h"
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#include "soh/Enhancements/boss-rush/BossRush.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include <stdlib.h> // malloc
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#include <string.h> // memcpy
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// OTRTODO: Replace usage of this method when we can clear the cache
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// for a single texture without the need of a DL opcode in the render code
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void gfx_texture_cache_clear();
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#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
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@ -59,6 +67,13 @@ static u8 sMaskTex8x8[8 * 8] = { { 0 } };
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static u8 sMaskTex8x32[8 * 32] = { { 0 } };
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static u8 sMaskTexLava[32 * 64] = { { 0 } };
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static u32* sLavaFloorModifiedTexRaw = NULL;
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static u32* sLavaWavyTexRaw = NULL;
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static u16 sLavaFloorModifiedTex[4096];
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static u16 sLavaWavyTex[2048];
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static u8 hasRegisteredBlendedHook = 0;
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, 0x0C, ICHAIN_CONTINUE),
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@ -66,6 +81,70 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(targetArrowOffset, 8200.0f, ICHAIN_STOP),
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};
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void BossDodongo_RegisterBlendedLavaTextureUpdate() {
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// Not in scene so there is nothing to do
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if (gPlayState == NULL || gPlayState->sceneNum != SCENE_DODONGOS_CAVERN_BOSS) {
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return;
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}
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// Free old textures
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if (sLavaFloorModifiedTexRaw != NULL) {
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free(sLavaFloorModifiedTexRaw);
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sLavaFloorModifiedTexRaw = NULL;
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}
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if (sLavaWavyTexRaw != NULL) {
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free(sLavaWavyTexRaw);
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sLavaWavyTexRaw = NULL;
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}
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// Unload original textures to bypass cache result for lookups
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ResourceMgr_UnloadOriginalWhenAltExists(sLavaFloorLavaTex);
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ResourceMgr_UnloadOriginalWhenAltExists(sLavaFloorRockTex);
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ResourceMgr_UnloadOriginalWhenAltExists(gDodongosCavernBossLavaFloorTex);
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// When the texture is HD (raw) we need to work with u32 values for RGBA32
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// Otherwise the original asset is u16 for RGBA16
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if (ResourceMgr_TexIsRaw(sLavaFloorLavaTex)) {
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u32* lavaTex = ResourceGetDataByName(sLavaFloorLavaTex);
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size_t lavaSize = ResourceGetSizeByName(sLavaFloorLavaTex);
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size_t floorSize = ResourceGetSizeByName(gDodongosCavernBossLavaFloorTex);
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sLavaFloorModifiedTexRaw = malloc(lavaSize);
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sLavaWavyTexRaw = malloc(floorSize);
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memcpy(sLavaFloorModifiedTexRaw, lavaTex, lavaSize);
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// When KD is dead, just immediately copy the rock texture
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if (Flags_GetClear(gPlayState, gPlayState->roomCtx.curRoom.num)) {
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u32* rockTex = ResourceGetDataByName(sLavaFloorRockTex);
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size_t rockSize = ResourceGetSizeByName(sLavaFloorRockTex);
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memcpy(sLavaFloorModifiedTexRaw, rockTex, rockSize);
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}
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memcpy(sLavaWavyTexRaw, sLavaFloorModifiedTexRaw, floorSize);
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// Register the blended effect for the raw texture
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Gfx_RegisterBlendedTexture(gDodongosCavernBossLavaFloorTex, sMaskTexLava, sLavaWavyTexRaw);
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} else {
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u16* lavaTex = ResourceGetDataByName(sLavaFloorLavaTex);
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memcpy(sLavaFloorModifiedTex, lavaTex, sizeof(sLavaFloorModifiedTex));
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// When KD is dead, just immediately copy the rock texture
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if (Flags_GetClear(gPlayState, gPlayState->roomCtx.curRoom.num)) {
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u16* rockTex = ResourceGetDataByName(sLavaFloorRockTex);
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size_t rockSize = ResourceGetSizeByName(sLavaFloorRockTex);
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memcpy(sLavaFloorModifiedTex, rockTex, rockSize);
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}
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// Register the blended effect for the non-raw texture
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memcpy(sLavaWavyTex, sLavaFloorModifiedTex, sizeof(sLavaWavyTex));
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Gfx_RegisterBlendedTexture(gDodongosCavernBossLavaFloorTex, sMaskTexLava, sLavaWavyTex);
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}
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gfx_texture_cache_clear();
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}
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void func_808C12C4(u8* arg1, s16 arg2) {
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if (arg2[arg1] != 0) {
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sMaskTex8x16[arg2 / 2] = 1;
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@ -86,12 +165,51 @@ void func_808C12C4(u8* arg1, s16 arg2) {
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}
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}
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void func_808C1554(void* arg0, void* floorTex, s32 arg2, f32 arg3) {
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arg0 = GetResourceDataByNameHandlingMQ(arg0);
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floorTex = ResourceGetDataByName(floorTex);
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// Same as func_808C1554 but works with u32 values for RGBA32 raw textures
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void func_808C1554_Raw(void* arg0, void* floorTex, s32 arg2, f32 arg3) {
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u16 width = ResourceGetTexWidthByName(arg0);
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s32 size = ResourceGetTexHeightByName(arg0) * width;
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u16* temp_s3 = SEGMENTED_TO_VIRTUAL(arg0);
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u16* temp_s1 = SEGMENTED_TO_VIRTUAL(floorTex);
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u32* temp_s3 = sLavaWavyTexRaw;
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u32* temp_s1 = sLavaFloorModifiedTexRaw;
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s32 i;
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s32 i2;
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u32* sp54 = malloc(size * sizeof(u32)); // Match the size for lava floor tex
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s32 temp;
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s32 temp2;
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// Multiplier is used to try to scale the wavy effect to match the scale of the HD texture
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// Applying sqrt(multiplier) to arg3 is to control how many pixels move left/right for the selected row
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// Applying to arg2 and M_PI help to space out the wave effect
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// It's not perfect but close enough
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u16 multiplier = width / 32;
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for (i = 0; i < size; i += width) {
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temp = sinf((((i / width) + (s32)(((arg2 * multiplier) * 50.0f) / 100.0f)) & (width - 1)) * (M_PI / (16 * multiplier))) * (arg3 * sqrt(multiplier));
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for (i2 = 0; i2 < width; i2++) {
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sp54[i + ((temp + i2) & (width - 1))] = temp_s1[i + i2];
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}
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}
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for (i = 0; i < width; i++) {
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temp = sinf(((i + (s32)(((arg2 * multiplier) * 80.0f) / 100.0f)) & (width - 1)) * (M_PI / (16 * multiplier))) * (arg3 * sqrt(multiplier));
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temp *= width;
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for (i2 = 0; i2 < size; i2 += width) {
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temp2 = (temp + i2) & (size - 1);
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temp_s3[i + temp2] = sp54[i + i2];
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}
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}
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free(sp54);
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// Need to clear the cache after updating sLavaWavyTexRaw
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gfx_texture_cache_clear();
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}
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// Modified to support CPU modified texture with the resource system
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// Used for the original non-raw asset working with u16 values
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void func_808C1554(void* arg0, void* floorTex, s32 arg2, f32 arg3) {
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u16* temp_s3 = sLavaWavyTex;
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u16* temp_s1 = sLavaFloorModifiedTex;
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s16 i;
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s16 i2;
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u16 sp54[2048];
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@ -112,6 +230,9 @@ void func_808C1554(void* arg0, void* floorTex, s32 arg2, f32 arg3) {
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temp_s3[i + temp2] = sp54[i + i2];
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}
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}
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// Need to clear the cache after updating sLavaWavyTex
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gfx_texture_cache_clear();
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}
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void func_808C17C8(PlayState* play, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4, s16 arg5) {
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@ -187,27 +308,21 @@ void BossDodongo_Init(Actor* thisx, PlayState* play) {
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Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->items);
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if (Flags_GetClear(play, play->roomCtx.curRoom.num)) { // KD is dead
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u16* LavaFloorTex = ResourceGetDataByName(gDodongosCavernBossLavaFloorTex);
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u16* LavaFloorRockTex = ResourceGetDataByName(sLavaFloorRockTex);
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temp_s1_3 = SEGMENTED_TO_VIRTUAL(LavaFloorTex);
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temp_s2 = SEGMENTED_TO_VIRTUAL(LavaFloorRockTex);
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// SOH [General]
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// Applying the "cooled off" lava rock CPU modified texture for re-visiting the scene
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// is now handled by BossDodongo_RegisterBlendedLavaTextureUpdate below
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Actor_Kill(&this->actor);
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Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, -890.0f, -1523.76f,
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-3304.0f, 0, 0, 0, WARP_DUNGEON_CHILD);
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Actor_Spawn(&play->actorCtx, play, ACTOR_BG_BREAKWALL, -890.0f, -1523.76f, -3304.0f, 0, 0, 0, 0x6000, true);
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Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -690.0f, -1523.76f, -3304.0f, 0, 0, 0, 0, true);
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for (int i = 0; i < ARRAY_COUNT(sMaskTexLava); i++) {
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sMaskTexLava[i] = 1;
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}
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} else {
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for (int i = 0; i < ARRAY_COUNT(sMaskTexLava); i++) {
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sMaskTexLava[i] = 0;
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}
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}
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this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
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// #region SOH [General]
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// Init mask values for all blended textures
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for (int i = 0; i < ARRAY_COUNT(sMaskTex8x16); i++) {
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sMaskTex8x16[i] = 0;
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}
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@ -223,6 +338,12 @@ void BossDodongo_Init(Actor* thisx, PlayState* play) {
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for (int i = 0; i < ARRAY_COUNT(sMaskTex32x16); i++) {
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sMaskTex32x16[i] = 0;
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}
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// Set all true for the lava as it will always replace the scene texture
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for (int i = 0; i < ARRAY_COUNT(sMaskTexLava); i++) {
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sMaskTexLava[i] = 1;
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}
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// Register all blended textures
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Gfx_RegisterBlendedTexture(object_kingdodongo_Tex_015890, sMaskTex8x16, NULL);
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Gfx_RegisterBlendedTexture(object_kingdodongo_Tex_017210, sMaskTex8x32, NULL);
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Gfx_RegisterBlendedTexture(object_kingdodongo_Tex_015D90, sMaskTex16x16, NULL);
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@ -234,10 +355,14 @@ void BossDodongo_Init(Actor* thisx, PlayState* play) {
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Gfx_RegisterBlendedTexture(object_kingdodongo_Tex_016990, sMaskTex32x16, NULL);
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Gfx_RegisterBlendedTexture(object_kingdodongo_Tex_016E10, sMaskTex32x16, NULL);
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// OTRTODO: This is causing OOB memory reads with HD assets
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// commenting this out means the lava will stay lava even after beating king d
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//
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// Gfx_RegisterBlendedTexture(gDodongosCavernBossLavaFloorTex, sMaskTexLava, sLavaFloorRockTex);
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BossDodongo_RegisterBlendedLavaTextureUpdate();
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// Register alt listener to update the blended lava for the replacement texture based on alt path
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if (!hasRegisteredBlendedHook) {
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||||
GameInteractor_RegisterOnAssetAltChange(BossDodongo_RegisterBlendedLavaTextureUpdate);
|
||||
hasRegisteredBlendedHook = 1;
|
||||
}
|
||||
// #endregion
|
||||
}
|
||||
|
||||
void BossDodongo_Destroy(Actor* thisx, PlayState* play) {
|
||||
@ -1014,21 +1139,64 @@ void BossDodongo_Update(Actor* thisx, PlayState* play2) {
|
||||
}
|
||||
}
|
||||
|
||||
// TODO The lave floor bubbles with an effect that modifies the texture. This needs to be recreated shader-side.
|
||||
//func_808C1554(gDodongosCavernBossLavaFloorTex, sLavaFloorLavaTex, this->unk_19E, this->unk_224);
|
||||
// The lava bubbles with a wavy effect as a CPU modified texture
|
||||
// This has been done by maintaining copied/modified texture values in the actor code
|
||||
// The "cooling off" effect for the lava is pre-applied to the lava texture before applying
|
||||
// the wavy effect. Since this is two effects and closely related to the actor, I've opted
|
||||
// to handle them here rather than as a shader effect.
|
||||
//
|
||||
// Apply the corresponding wavy effect based on the texture being raw or not
|
||||
if (ResourceMgr_TexIsRaw(gDodongosCavernBossLavaFloorTex)) {
|
||||
func_808C1554_Raw(gDodongosCavernBossLavaFloorTex, sLavaFloorLavaTex, this->unk_19E, this->unk_224);
|
||||
} else {
|
||||
func_808C1554(gDodongosCavernBossLavaFloorTex, sLavaFloorLavaTex, this->unk_19E, this->unk_224);
|
||||
}
|
||||
}
|
||||
|
||||
// Apply the "cooling off" effect for the lava
|
||||
if (this->unk_1C6 != 0) {
|
||||
u16* ptr1 = ResourceGetDataByName(sLavaFloorLavaTex);
|
||||
u16* ptr2 = ResourceGetDataByName(sLavaFloorRockTex);
|
||||
s16 i2;
|
||||
// Similar to above, the cooling off effect is a CPU modified texture effect
|
||||
// Apply corresponding to the texture being raw or not
|
||||
if (ResourceMgr_TexIsRaw(sLavaFloorRockTex)) {
|
||||
u32* ptr1 = sLavaFloorModifiedTexRaw;
|
||||
u32* ptr2 = ResourceGetDataByName(sLavaFloorRockTex);
|
||||
u16 width = ResourceGetTexWidthByName(sLavaFloorRockTex);
|
||||
u16 height = ResourceGetTexHeightByName(sLavaFloorRockTex);
|
||||
s16 i2;
|
||||
|
||||
for (i2 = 0; i2 < 20; i2++) {
|
||||
s16 new_var = this->unk_1C2 & 0x7FF;
|
||||
// Get the scale based on the original texture size
|
||||
u16 widthScale = width / 32;
|
||||
u16 heightScale = height / 64;
|
||||
u32 size = width * height;
|
||||
|
||||
sMaskTexLava[new_var] = 1;
|
||||
this->unk_1C2 += 37;
|
||||
for (i2 = 0; i2 < 20; i2++) {
|
||||
s16 new_var = this->unk_1C2 & 0x7FF;
|
||||
// Compute the index to a scaled position (scaling pseudo x,y as a 1D value)
|
||||
s32 indexStart = ((new_var % 32) * widthScale) + ((new_var / 32) * width * heightScale);
|
||||
|
||||
// From the starting index, apply extra pixels right/down based on the scale
|
||||
for (size_t j = 0; j < heightScale; j++) {
|
||||
for (size_t i3 = 0; i3 < widthScale; i3++) {
|
||||
s32 scaledIndex = (indexStart + i3 + (j * width)) & (size - 1);
|
||||
ptr1[scaledIndex] = ptr2[scaledIndex];
|
||||
}
|
||||
}
|
||||
|
||||
this->unk_1C2 += 37;
|
||||
}
|
||||
} else {
|
||||
u16* ptr1 = sLavaFloorModifiedTex;
|
||||
u16* ptr2 = ResourceGetDataByName(sLavaFloorRockTex);
|
||||
s16 i2;
|
||||
|
||||
for (i2 = 0; i2 < 20; i2++) {
|
||||
s16 new_var = this->unk_1C2 & 0x7FF;
|
||||
|
||||
ptr1[new_var] = ptr2[new_var];
|
||||
this->unk_1C2 += 37;
|
||||
}
|
||||
}
|
||||
|
||||
Math_SmoothStepToF(&this->unk_224, 0.0f, 1.0f, 0.01f, 0.0f);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user