mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-16 14:35:06 -05:00
0f7a88bd5a
* This should fix (all?) 60fps interpolation issues left. Resolves #631 #917 * Update z_fishing.c * Re-adds Emil's interpolation in certain places. * move open/close disps out of if statments checking timer based vars, revert fishing to use recordopen/closed child * move disps out of ifs for morpha * use recordopen/recordclose for volv * recordopen/recordclose for ganondorf * switch back to recordopen/recordclose for ganondorf floor * Frame interpolation now uses a 64bit parameter rather than 32. * More 60fps fixes * Fix close child typo * add todo calls to recordopen/recordclose * fix build * revert long long frame interpolation * add some epochs * add more epochs * bongo epochs * the rest of the epochs * fix the typo fix the build * interpolation fixes pr cleanup * init/cleanup bongo epochs * bongo hand trails * Fixes niw feathers * Fixes bongo bongo hands, and replaces epoch * i with epoch + i * don't update epochs Co-authored-by: briaguya <briaguya@alice>
224 lines
9.3 KiB
C
224 lines
9.3 KiB
C
#include "global.h"
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#include "vt.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "soh/frame_interpolation.h"
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static Vtx sVertices[5] = {
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VTX(-32, -32, 0, 0, 1024, 0xFF, 0xFF, 0xFF, 0xFF),
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VTX(32, 32, 0, 1024, 0, 0xFF, 0xFF, 0xFF, 0xFF),
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VTX(-32, 32, 0, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF),
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VTX(32, -32, 0, 1024, 1024, 0xFF, 0xFF, 0xFF, 0xFF),
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};
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// original name: "EffectShieldParticle_ct"
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void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
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EffectShieldParticle* this = (EffectShieldParticle*)thisx;
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EffectShieldParticleInit* initParams = (EffectShieldParticleInit*)initParamsx;
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EffectShieldParticleElement* elem;
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if ((this != NULL) && (initParams != NULL)) {
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this->numElements = initParams->numElements;
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if (this->numElements > ARRAY_COUNT(this->elements)) {
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osSyncPrintf(VT_FGCOL(RED));
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osSyncPrintf("EffectShieldParticle_ct():パーティクル数がオーバしてます。\n");
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osSyncPrintf(VT_RST);
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return;
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}
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this->position = initParams->position;
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this->primColorStart = initParams->primColorStart;
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this->envColorStart = initParams->envColorStart;
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this->primColorMid = initParams->primColorMid;
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this->envColorMid = initParams->envColorMid;
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this->primColorEnd = initParams->primColorEnd;
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this->envColorEnd = initParams->envColorEnd;
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this->deceleration = initParams->deceleration;
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this->maxInitialSpeed = initParams->maxInitialSpeed;
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this->lengthCutoff = initParams->lengthCutoff;
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this->duration = initParams->duration;
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this->timer = 0;
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for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) {
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elem->initialSpeed = (Rand_ZeroOne() * (this->maxInitialSpeed * 0.5f)) + (this->maxInitialSpeed * 0.5f);
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elem->endX = 0.0f;
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elem->startXChange = 0.0f;
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elem->startX = 0.0f;
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elem->endXChange = elem->initialSpeed;
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elem->yaw = Rand_ZeroOne() * 65534.0f;
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elem->pitch = Rand_ZeroOne() * 65534.0f;
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elem->epoch++;
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}
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this->lightDecay = initParams->lightDecay;
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if (this->lightDecay == true) {
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this->lightInfo.type = LIGHT_POINT_NOGLOW;
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this->lightInfo.params.point = initParams->lightPoint;
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this->lightNode =
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LightContext_InsertLight(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, &this->lightInfo);
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} else {
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this->lightNode = NULL;
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}
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}
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}
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void EffectShieldParticle_Destroy(void* thisx) {
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EffectShieldParticle* this = (EffectShieldParticle*)thisx;
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if ((this != NULL) && (this->lightDecay == true)) {
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if (this->lightNode == Effect_GetGlobalCtx()->lightCtx.listHead) {
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Effect_GetGlobalCtx()->lightCtx.listHead = this->lightNode->next;
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}
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LightContext_RemoveLight(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, this->lightNode);
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}
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}
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s32 EffectShieldParticle_Update(void* thisx) {
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EffectShieldParticle* this = (EffectShieldParticle*)thisx;
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EffectShieldParticleElement* elem;
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if (this == NULL) {
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return 0;
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}
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for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) {
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elem->endXChange -= this->deceleration;
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if (elem->endXChange < 0.0f) {
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elem->endXChange = 0.0f;
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}
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if (elem->startXChange > 0.0f) {
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elem->startXChange -= this->deceleration;
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if (elem->startXChange < 0.0f) {
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elem->startXChange = 0.0f;
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}
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}
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elem->endX += elem->endXChange;
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elem->startX += elem->startXChange;
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if ((elem->startXChange == 0.0f) && (this->lengthCutoff < (elem->endX - elem->startX))) {
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elem->startXChange = elem->initialSpeed;
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}
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}
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if (this->lightDecay == true) {
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this->lightInfo.params.point.radius /= 2;
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}
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this->timer++;
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if (this->duration < this->timer) {
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return 1;
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}
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return 0;
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}
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void EffectShieldParticle_GetColors(EffectShieldParticle* this, Color_RGBA8* primColor, Color_RGBA8* envColor) {
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s32 halfDuration = this->duration * 0.5f;
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f32 ratio;
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if (halfDuration == 0) {
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primColor->r = this->primColorStart.r;
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primColor->g = this->primColorStart.g;
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primColor->b = this->primColorStart.b;
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primColor->a = this->primColorStart.a;
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envColor->r = this->envColorStart.r;
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envColor->g = this->envColorStart.g;
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envColor->b = this->envColorStart.b;
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envColor->a = this->envColorStart.a;
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} else if (this->timer < halfDuration) {
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ratio = this->timer / (f32)halfDuration;
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primColor->r = this->primColorStart.r + (this->primColorMid.r - this->primColorStart.r) * ratio;
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primColor->g = this->primColorStart.g + (this->primColorMid.g - this->primColorStart.g) * ratio;
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primColor->b = this->primColorStart.b + (this->primColorMid.b - this->primColorStart.b) * ratio;
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primColor->a = this->primColorStart.a + (this->primColorMid.a - this->primColorStart.a) * ratio;
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envColor->r = this->envColorStart.r + (this->envColorMid.r - this->envColorStart.r) * ratio;
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envColor->g = this->envColorStart.g + (this->envColorMid.g - this->envColorStart.g) * ratio;
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envColor->b = this->envColorStart.b + (this->envColorMid.b - this->envColorStart.b) * ratio;
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envColor->a = this->envColorStart.a + (this->envColorMid.a - this->envColorStart.a) * ratio;
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} else {
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ratio = (this->timer - halfDuration) / (f32)halfDuration;
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primColor->r = this->primColorMid.r + (this->primColorEnd.r - this->primColorMid.r) * ratio;
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primColor->g = this->primColorMid.g + (this->primColorEnd.g - this->primColorMid.g) * ratio;
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primColor->b = this->primColorMid.b + (this->primColorEnd.b - this->primColorMid.b) * ratio;
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primColor->a = this->primColorMid.a + (this->primColorEnd.a - this->primColorMid.a) * ratio;
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envColor->r = this->envColorMid.r + (this->envColorEnd.r - this->envColorMid.r) * ratio;
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envColor->g = this->envColorMid.g + (this->envColorEnd.g - this->envColorMid.g) * ratio;
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envColor->b = this->envColorMid.b + (this->envColorEnd.b - this->envColorMid.b) * ratio;
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envColor->a = this->envColorMid.a + (this->envColorEnd.a - this->envColorMid.a) * ratio;
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}
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}
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void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
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EffectShieldParticle* this = (EffectShieldParticle*)thisx;
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EffectShieldParticleElement* elem;
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Color_RGBA8 primColor;
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Color_RGBA8 envColor;
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OPEN_DISPS(gfxCtx);
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if (this != NULL) {
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x26);
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gDPSetCycleType(POLY_XLU_DISP++, G_CYC_2CYCLE);
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gDPPipeSync(POLY_XLU_DISP++);
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gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPLoadTextureBlock(POLY_XLU_DISP++, gUnknownCircle6Tex, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0, 0, 0,
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0, COMBINED, 0, 0, 0, COMBINED);
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gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_ZB_CLD_SURF2);
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gSPClearGeometryMode(POLY_XLU_DISP++, G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
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gSPSetGeometryMode(POLY_XLU_DISP++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
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EffectShieldParticle_GetColors(this, &primColor, &envColor);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, primColor.r, primColor.g, primColor.b, primColor.a);
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gDPSetEnvColor(POLY_XLU_DISP++, envColor.r, envColor.g, envColor.b, envColor.a);
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gDPPipeSync(POLY_XLU_DISP++);
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for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) {
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FrameInterpolation_RecordOpenChild(elem, elem->epoch);
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Mtx* mtx;
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MtxF sp104;
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MtxF spC4;
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MtxF sp84;
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f32 temp1 = (s16)((elem->endX + elem->startX) * 0.5f);
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f32 temp2 = elem->endX - elem->startX;
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f32 temp3 = (s16)((temp2 * (1.0f / 64.0f)) / 0.02f);
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if (temp3 < 1.0f) {
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temp3 = 1.0f;
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}
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SkinMatrix_SetTranslate(&spC4, this->position.x, this->position.y, this->position.z);
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SkinMatrix_SetRotateZYX(&sp104, 0, elem->yaw, 0);
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SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);
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SkinMatrix_SetRotateZYX(&sp104, 0, 0, elem->pitch);
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SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4);
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SkinMatrix_SetTranslate(&sp104, temp1, 0.0f, 0.0f);
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SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);
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SkinMatrix_SetScale(&sp104, temp3 * 0.02f, 0.02f, 0.02f);
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SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4);
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mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &spC4);
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if (mtx == NULL) {
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break;
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}
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gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPVertex(POLY_XLU_DISP++, sVertices, 4, 0);
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gSP2Triangles(POLY_XLU_DISP++, 0, 1, 2, 0, 0, 3, 1, 0);
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FrameInterpolation_RecordCloseChild();
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}
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}
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CLOSE_DISPS(gfxCtx);
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}
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