Shipwright/soh/soh/framebuffer_effects.c
Archez bd7155179e
Port pause menu framebuffer handling from 2Ship (#4346)
* bring over framebuffer effects methods

* Implement framebuffer capture and drawing for pause menu

* revert hookshot and title cards to draw using original buffers

* remove old game over crash fix

* Adjust mirror mode handling for kaleido

* Avoid flashing the hud when pausing
2024-10-10 16:45:11 -07:00

178 lines
7.6 KiB
C

#include "framebuffer_effects.h"
#include "global.h"
#include "OTRGlobals.h"
int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height,
uint8_t resize);
s32 gPauseFrameBuffer = -1;
s32 gBlurFrameBuffer = -1;
// A framebuffer that should only be used for drawing in the same frame that it is copied too
// i.e. the VisMono and VisFbuf effects
s32 gReusableFrameBuffer = -1;
// N64 resolution sized buffer (320x240), used by picto box and deku bubble
s32 gN64ResFrameBuffer = -1;
void FB_CreateFramebuffers(void) {
if (gPauseFrameBuffer == -1) {
gPauseFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
}
if (gBlurFrameBuffer == -1) {
gBlurFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
}
if (gReusableFrameBuffer == -1) {
gReusableFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, true);
}
if (gN64ResFrameBuffer == -1) {
gN64ResFrameBuffer = gfx_create_framebuffer(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, false);
}
}
/**
* Copies the current texture data from the source frame buffer to the destination frame buffer
* Setting oncePerFrame ensures that the copy will only happen once every game frame. This
* is important for effects that could be affected by increased frame interpolation (like motion blur).
* A pointer to a boolean is passed to the render for the render to set once the copy has been performed.
* This function uses opcodes from f3dex2 but may be called when s2dex is loaded, such as during shrink window. Make
* sure f3dex2 is loaded before this function is called.
*/
void FB_CopyToFramebuffer(Gfx** gfxp, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8* hasCopied) {
Gfx* gfx = *gfxp;
gSPMatrix(gfx++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | 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);
gSPClearGeometryMode(gfx++, G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
gDPSetBlendColor(gfx++, 255, 255, 255, 8);
gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
gDPSetEnvColor(gfx++, 255, 255, 255, 255);
gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
ENVIRONMENT);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPCopyFB(gfx++, fb_dest, fb_src, oncePerFrame, hasCopied);
*gfxp = gfx;
}
/**
* Copies a 4:3 slice of the current framebuffer scaled down to 320x240 to a CPU buffer address.
* The buffer output will be in RGBA16 format.
* Specify the byteswap flag to force the buffer data to be written as BigEndian, which is
* required if the buffer is being used as a texture in F3D.
*/
void FB_WriteFramebufferSliceToCPU(Gfx** gfxp, void* buffer, u8 byteSwap) {
Gfx* gfx = *gfxp;
FB_CopyToFramebuffer(&gfx, 0, gReusableFrameBuffer, false, NULL);
// Set the N64 resolution framebuffer as the draw target (320x240)
gsSPSetFB(gfx++, gN64ResFrameBuffer);
// Reset scissor for new framebuffer
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
int16_t s0 = 0, t0 = 0;
int16_t s1 = OTRGetGameRenderWidth();
int16_t t1 = OTRGetGameRenderHeight();
float aspectRatio = OTRGetAspectRatio();
float fourByThree = 4.0f / 3.0f;
// Adjust the texture coordinates so that only a 4:3 region from the center is drawn
// to the N64 resolution buffer. Currently ratios smaller than 4:3 will just stretch to fill.
if (aspectRatio > fourByThree) {
int16_t adjustedWidth = OTRGetGameRenderWidth() / (aspectRatio / fourByThree);
s0 = (OTRGetGameRenderWidth() - adjustedWidth) / 2;
s1 -= s0;
}
gDPSetTextureImageFB(gfx++, 0, 0, 0, gReusableFrameBuffer);
gDPImageRectangle(gfx++, 0 << 2, 0 << 2, s0, t0, SCREEN_WIDTH << 2, SCREEN_HEIGHT << 2, s1, t1, G_TX_RENDERTILE,
OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
// Read the final N64 framebuffer back as rgba16 into the CPU-side buffer
gDPReadFB(gfx++, gN64ResFrameBuffer, buffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, byteSwap);
gsSPResetFB(gfx++);
// Reset scissor for original framebuffer
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
*gfxp = gfx;
}
/**
* Draws the texture data from the specified frame buffer as a full screen image
*/
void FB_DrawFromFramebuffer(Gfx** gfxp, s32 fb, u8 alpha) {
Gfx* gfx = *gfxp;
gSPMatrix(gfx++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
gDPSetOtherMode(gfx++,
G_AD_NOISE | G_CD_NOISE | 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_CLD_SURF | G_RM_CLD_SURF2);
gSPClearGeometryMode(gfx++, G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
gSPSetGeometryMode(gfx++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
ENVIRONMENT);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetTextureImageFB(gfx++, 0, 0, 0, fb);
gDPImageRectangle(gfx++, OTRGetRectDimensionFromLeftEdge(0) << 2, 0 << 2, 0, 0,
OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH) << 2, SCREEN_HEIGHT << 2, OTRGetGameRenderWidth(),
OTRGetGameRenderHeight(), G_TX_RENDERTILE, OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
*gfxp = gfx;
}
/**
* Similar to FB_DrawFromFramebuffer, but scales the image relative to the center of the screen.
* This function uses opcodes from f3dex2 but may be called when s2dex is loaded, such as during shrink window. Make
* sure f3dex2 is loaded before this function is called.
*/
void FB_DrawFromFramebufferScaled(Gfx** gfxp, s32 fb, u8 alpha, float scaleX, float scaleY) {
Gfx* gfx = *gfxp;
gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
gDPSetOtherMode(gfx++,
G_AD_NOISE | G_CD_NOISE | 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_CLD_SURF | G_RM_CLD_SURF2);
gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
ENVIRONMENT);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetTextureImageFB(gfx++, 0, 0, 0, fb);
float x0 = gScreenWidth * 0.5f * scaleX;
float y0 = gScreenHeight * 0.5f * scaleY;
gDPImageRectangle(gfx++, OTRGetRectDimensionFromLeftEdge(x0) << 2, (int)(y0) << 2, 0, 0,
OTRGetRectDimensionFromRightEdge((float)(gScreenWidth - x0)) << 2,
(int)((float)(gScreenHeight - y0)) << 2, OTRGetGameRenderWidth(), OTRGetGameRenderHeight(),
G_TX_RENDERTILE, OTRGetGameRenderWidth(), OTRGetGameRenderHeight());
*gfxp = gfx;
}