Match Environment_DrawSkyboxStarsImpl (z_kankyo OK), introduce rand.h (#1476)

* match Environment_DrawSkyboxStarsImpl

* revert

* PR Review

* small fix

* group pads together

* Color_RGBA8_u32
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engineer124 2023-11-10 10:28:16 +11:00 committed by GitHub
parent e96f18d4e7
commit 2823a720bc
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8 changed files with 55 additions and 46 deletions

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@ -13,6 +13,12 @@
#define ALIGNED(x) __attribute__ ((aligned (x)))
#endif
#ifdef __sgi /* IDO compiler */
#define UNALIGNED __unaligned
#else
#define UNALIGNED
#endif
#ifdef __sgi /* IDO compiler */
#define ALIGNOF(x) __builtin_alignof(x)
#elif (__STDC_VERSION__ >= 201112L) /* C11 */

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@ -1,5 +1,5 @@
#ifndef _COLOR_H_
#define _COLOR_H_
#ifndef COLOR_H
#define COLOR_H
#include "PR/ultratypes.h"

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@ -65,15 +65,6 @@ void MtxConv_L2F(MtxF* mtx, Mtx* mf);
s32 func_80086620(OSMesgQueue* param_1, PadMgr* param_2, OSContStatus* param_3);
u32 Rand_Next(void);
void Rand_Seed(u32 seed);
f32 Rand_ZeroOne(void);
f32 Rand_Centered(void);
void Rand_Seed_Variable(u32* rndNum, u32 seed);
u32 Rand_Next_Variable(u32* rndNum);
f32 Rand_ZeroOne_Variable(u32* rndNum);
f32 Rand_Centered_Variable(u32* rndNum);
s32 PrintUtils_VPrintf(PrintCallback* pfn, const char* fmt, va_list args);
s32 PrintUtils_Printf(PrintCallback* pfn, const char* fmt, ...);
void Sleep_Cycles(OSTime time);

23
include/rand.h Normal file
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@ -0,0 +1,23 @@
#ifndef RAND_H
#define RAND_H
#include "PR/ultratypes.h"
//! These values are recommended by the algorithms book *Numerical Recipes in C. The Art of Scientific Computing*, 2nd
//! Edition, 1992, ISBN 0-521-43108-5. (p. 284):
//! > This is about as good as any 32-bit linear congruential generator, entirely adequate for many uses.
#define RAND_MULTIPLIER 1664525
#define RAND_INCREMENT 1013904223
u32 Rand_Next(void);
void Rand_Seed(u32 seed);
f32 Rand_ZeroOne(void);
f32 Rand_Centered(void);
void Rand_Seed_Variable(u32* rndNum, u32 seed);
u32 Rand_Next_Variable(u32* rndNum);
f32 Rand_ZeroOne_Variable(u32* rndNum);
f32 Rand_Centered_Variable(u32* rndNum);
extern u32 gRandFloat;
#endif

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@ -31,7 +31,6 @@ extern u8* sYaz0MaxPtr;
extern void* gYaz0DecompressDstEnd;
// extern UNK_TYPE4 D_8009CD10;
extern u32 gRandFloat;
// extern UNK_TYPE4 sArenaLockMsg;
extern DmaEntry dmadata[1568];

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@ -24,6 +24,7 @@
#include "gfx.h"
#include "gfxprint.h"
#include "padutils.h"
#include "rand.h"
#include "sys_matrix.h"
#include "tha.h"
#include "thga.h"

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@ -1,4 +1,4 @@
#include "global.h"
#include "rand.h"
//! The latest generated random number, used to generate the next number in the sequence.
static u32 sRandInt = 1;
@ -7,12 +7,6 @@ static u32 sRandInt = 1;
//! This can't be static because it is used in z_kankyo.
u32 gRandFloat;
//! These values are recommended by the algorithms book *Numerical Recipes in C. The Art of Scientific Computing*, 2nd
//! Edition, 1992, ISBN 0-521-43108-5. (p. 284):
//! > This is about as good as any 32-bit linear congruential generator, entirely adequate for many uses.
#define RAND_MULTIPLIER 1664525
#define RAND_INCREMENT 1013904223
/**
* Generates the next pseudo-random integer.
*/

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@ -3108,10 +3108,6 @@ void Environment_DrawSkyboxStar(Gfx** gfxp, f32 x, f32 y, s32 width, s32 height)
*gfxp = gfx;
}
#ifdef NON_MATCHING
// `D_801DD900`is loading unaligned but storing aligned
// Also small float regalloc at the gRandFloat section
// https://decomp.me/scratch/3zFop
void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
static const Vec3s D_801DD880[] = {
{ 0x0384, 0x2328, 0xD508 }, { 0x09C4, 0x2328, 0xDA1C }, { 0x0E74, 0x22D8, 0xDA1C }, { 0x1450, 0x2468, 0xD8F0 },
@ -3119,24 +3115,26 @@ void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
{ 0xD058, 0x4C2C, 0x3A98 }, { 0xD8F0, 0x36B0, 0x47E0 }, { 0xD954, 0x3264, 0x3E1C }, { 0xD8F0, 0x3070, 0x37DC },
{ 0xD8F0, 0x1F40, 0x5208 }, { 0xD760, 0x1838, 0x27D8 }, { 0x0000, 0x4E20, 0x4A38 }, { 0x076C, 0x2328, 0xDCD8 },
};
// Possibly Color_RGBA8_u32
static const u32 D_801DD8E0[] = {
0x41A4FFFF, 0x83A4E6FF, 0x62CDFFFF, 0x5252FFFF, 0x7BA4A4FF, 0x62CDFFFF, 0x62A4E6FF, 0xFF5A00FF,
static const Color_RGBA8_u32 D_801DD8E0[] = {
{ 65, 164, 255, 255 }, { 131, 164, 230, 255 }, { 98, 205, 255, 255 }, { 82, 82, 255, 255 },
{ 123, 164, 164, 255 }, { 98, 205, 255, 255 }, { 98, 164, 230, 255 }, { 255, 90, 0, 255 },
};
static const u32 D_801DD900[] = {
0x405070FF, 0x606080FF, 0x807090FF, 0xA080A0FF, 0xC090A8FF, 0xE0A0B0FF, 0xE0A0B0FF, 0x686888FF,
0x887898FF, 0xA888A8FF, 0xC898B8FF, 0xE8A8B8FF, 0xE0B0B8FF, 0xF0C0C0FF, 0xE8B8C0FF, 0xF8C8C0FF,
UNALIGNED static const Color_RGBA8_u32 D_801DD900[] = {
{ 64, 80, 112, 255 }, { 96, 96, 128, 255 }, { 128, 112, 144, 255 }, { 160, 128, 160, 255 },
{ 192, 144, 168, 255 }, { 224, 160, 176, 255 }, { 224, 160, 176, 255 }, { 104, 104, 136, 255 },
{ 136, 120, 152, 255 }, { 168, 136, 168, 255 }, { 200, 152, 184, 255 }, { 232, 168, 184, 255 },
{ 224, 176, 184, 255 }, { 240, 192, 192, 255 }, { 232, 184, 192, 255 }, { 248, 200, 192, 255 },
};
Vec3f pos;
s32 pad1;
f32 imgY; // spF4
f32 imgX; // spF0
f32 temp;
f32 imgY;
f32 imgX;
Gfx* gfx;
s32 phi_v1; // spE8
s32 negateY; // spE4
s32 phi_v1;
s32 negateY;
f32 invScale;
f32 temp_f20;
Gfx* gfxTemp; // spD8
Gfx* gfxTemp;
f32 scale;
s32 i;
u32 randInt;
@ -3190,17 +3188,18 @@ void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
f32 temp_f2;
// temp_f4 = Rand_ZeroOne_Variable(&randInt);
randInt = (randInt * 1664525) + 1013904223;
randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
gRandFloat = (randInt >> 9) | 0x3F800000;
temp_f4 = *((f32*)&gRandFloat) - 1.0f;
temp = *((f32*)&gRandFloat);
temp_f4 = temp - 1.0f;
// temp_f20 = Rand_ZeroOne_Variable(&randInt);
randInt = (randInt * 1664525) + 1013904223;
randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
gRandFloat = (randInt >> 9) | 0x3F800000;
temp_f20 = ((*((f32*)&gRandFloat) - 1.0f) + temp_f4) * 0.5f;
// randInt = Rand_Next_Variable(&randInt);
randInt = (randInt * 1664525) + 1013904223;
randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
// Set random position
pos.y = play->view.eye.y + (SQ(temp_f20) * SQ(128.0f)) - 1000.0f;
@ -3208,7 +3207,7 @@ void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
pos.z = play->view.eye.z + (Math_CosS(randInt) * (1.2f - temp_f20) * SQ(128.0f));
// temp_f2 = Rand_ZeroOne_Variable(&randInt);
randInt = (randInt * 1664525) + 1013904223;
randInt = (randInt * RAND_MULTIPLIER) + RAND_INCREMENT;
gRandFloat = ((randInt >> 9) | 0x3F800000);
temp_f2 = *((f32*)&gRandFloat) - 1.0f;
@ -3221,9 +3220,9 @@ void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
}
if ((i < 15) || ((i == 15) && ((((void)0, gSaveContext.save.day) % 7) == 0))) {
gDPSetColor(gfx++, G_SETPRIMCOLOR, D_801DD8E0[i % ARRAY_COUNTU(D_801DD8E0)]);
gDPSetColor(gfx++, G_SETPRIMCOLOR, D_801DD8E0[i % ARRAY_COUNTU(D_801DD8E0)].rgba);
} else if (((i & 0x3F) == 0) || (i == 16)) {
gDPSetColor(gfx++, G_SETPRIMCOLOR, D_801DD900[phi_v1 % ARRAY_COUNTU(D_801DD900)]);
gDPSetColor(gfx++, G_SETPRIMCOLOR, D_801DD900[phi_v1 % ARRAY_COUNTU(D_801DD900)].rgba);
phi_v1++;
}
@ -3265,10 +3264,6 @@ void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
gDPPipeSync(gfx++);
*gfxP = gfx;
}
#else
void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP);
#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/Environment_DrawSkyboxStarsImpl.s")
#endif
void Environment_Draw(PlayState* play) {
Environment_SetupSkyboxStars(play);