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Framebuffer filter docs (#1528)
* Framebuffer filter docs * PR * Format * Leading 0s
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@ -1432,7 +1432,7 @@ extern void (*sKaleidoScopeUpdateFunc)(PlayState* play);
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extern void (*sKaleidoScopeDrawFunc)(PlayState* play);
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extern s32 gTransitionTileState;
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extern Color_RGBA8_u32 gVisMonoColor;
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extern Color_RGBA8_u32 gPlayVisMonoColor;
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extern GfxMasterList* gGfxMasterDL;
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87
include/z64vis.h
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87
include/z64vis.h
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@ -0,0 +1,87 @@
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#ifndef Z64_VIS_H
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#define Z64_VIS_H
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#include "ultra64.h"
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#include "color.h"
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typedef enum FramebufferFilterType {
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/* 0 */ FB_FILTER_NONE,
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/* 1 */ FB_FILTER_CVG_RGB,
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/* 2 */ FB_FILTER_CVG_RGB_UNIFORM,
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/* 3 */ FB_FILTER_CVG_ONLY,
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/* 4 */ FB_FILTER_CVG_RGB_FOG, // Not recommended, easily overflows blender
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/* 5 */ FB_FILTER_ZBUF_IA,
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/* 6 */ FB_FILTER_ZBUF_RGBA,
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/* 7 */ FB_FILTER_MONO
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} FramebufferFilterType;
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typedef enum VisScissorType {
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/* 0 */ VIS_NO_SETSCISSOR,
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/* 1 */ VIS_SETSCISSOR
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} VisScissorType;
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typedef struct Vis {
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/* 0x0 */ u32 type;
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/* 0x4 */ u32 scissorType;
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/* 0x8 */ Color_RGBA8_u32 primColor;
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/* 0xC */ Color_RGBA8_u32 envColor;
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} Vis; // size = 0x10
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/* Cvg: Coverage */
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#define FB_FILTER_TO_CVG_TYPE(filter) (filter)
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typedef enum VisCvgType {
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/* 0 */ VIS_CVG_TYPE_NONE = FB_FILTER_TO_CVG_TYPE(FB_FILTER_NONE),
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/* 1 */ VIS_CVG_TYPE_CVG_RGB = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB),
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/* 2 */ VIS_CVG_TYPE_CVG_RGB_UNIFORM = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB_UNIFORM),
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/* 3 */ VIS_CVG_TYPE_CVG_ONLY = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_ONLY),
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/* 4 */ VIS_CVG_TYPE_CVG_RGB_FOG = FB_FILTER_TO_CVG_TYPE(FB_FILTER_CVG_RGB_FOG)
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} VisCvgType;
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typedef struct VisCvg {
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/* 0x0 */ Vis vis;
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} VisCvg; // size = 0x10
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void VisCvg_Init(VisCvg* this);
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void VisCvg_Destroy(VisCvg* this);
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void VisCvg_Draw(VisCvg* this, Gfx** gfxP);
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/* Mono: Desaturation */
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// Only one type
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typedef struct VisMono {
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/* 0x00 */ Vis vis;
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/* 0x10 */ u16* tlut;
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/* 0x14 */ Gfx* dList;
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} VisMono; // size = 0x18
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void VisMono_Init(VisMono* this);
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void VisMono_Destroy(VisMono* this);
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void VisMono_Draw(VisMono* this, Gfx** gfxP);
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/* ZBuf: Z-Buffer */
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#define FB_FILTER_TO_ZBUF_TYPE(filter) ((filter) - FB_FILTER_ZBUF_IA)
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typedef enum VisZBufType {
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/* 0 */ VIS_ZBUF_TYPE_IA = FB_FILTER_TO_ZBUF_TYPE(FB_FILTER_ZBUF_IA),
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/* 1 */ VIS_ZBUF_TYPE_RGBA = FB_FILTER_TO_ZBUF_TYPE(FB_FILTER_ZBUF_RGBA)
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} VisZBufType;
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typedef struct VisZBuf {
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/* 0x0 */ Vis vis;
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} VisZBuf; // size = 0x10
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void VisZBuf_Init(VisZBuf* this);
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void VisZBuf_Destroy(VisZBuf* this);
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void VisZBuf_Draw(VisZBuf* this, Gfx** gfxP, void* zbuffer);
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#endif
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@ -1,18 +0,0 @@
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#ifndef Z64_VISCVG_H
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#define Z64_VISCVG_H
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#include "ultra64.h"
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#include "color.h"
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typedef struct VisCvg {
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/* 0x0 */ u32 type;
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/* 0x4 */ u32 setScissor;
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/* 0x8 */ Color_RGBA8_u32 color;
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/* 0xC */ Color_RGBA8 envColor;
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} VisCvg; // size = 0x10
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void VisCvg_Init(VisCvg* this);
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void VisCvg_Destroy(VisCvg* this);
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void VisCvg_Draw(VisCvg* this, Gfx** gfxp);
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#endif
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@ -1,20 +0,0 @@
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#ifndef Z64_VISMONO_H
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#define Z64_VISMONO_H
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#include "ultra64.h"
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#include "color.h"
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typedef struct VisMono {
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/* 0x00 */ u32 unk_00;
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/* 0x04 */ u32 setScissor;
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/* 0x08 */ Color_RGBA8_u32 primColor;
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/* 0x0C */ Color_RGBA8_u32 envColor;
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/* 0x10 */ u16* tlut;
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/* 0x14 */ Gfx* dList;
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} VisMono; // size = 0x18
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void VisMono_Init(VisMono* this);
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void VisMono_Destroy(VisMono* this);
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void VisMono_Draw(VisMono* this, Gfx** gfxp);
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#endif
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@ -1,18 +0,0 @@
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#ifndef Z64_VISZBUF_H
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#define Z64_VISZBUF_H
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#include "ultra64.h"
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#include "color.h"
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typedef struct VisZbuf {
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/* 0x0 */ u32 useRgba;
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/* 0x4 */ u32 setScissor;
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/* 0x8 */ Color_RGBA8_u32 primColor;
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/* 0xC */ Color_RGBA8_u32 envColor;
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} VisZbuf; // size = 0x10
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void VisZbuf_Init(VisZbuf* this);
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void VisZbuf_Destroy(VisZbuf* this);
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void VisZbuf_Draw(VisZbuf* this, Gfx** gfxP, void* zbuffer);
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#endif
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@ -7,9 +7,7 @@
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#include "z64rumble.h"
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#include "z64speed_meter.h"
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#include "z64vimode.h"
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#include "z64viscvg.h"
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#include "z64vismono.h"
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#include "z64viszbuf.h"
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#include "z64vis.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "debug.h"
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@ -20,7 +18,7 @@ f32 gFramerateDivisorThird = 1.0f / 3.0f;
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SpeedMeter sGameSpeedMeter;
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VisCvg sGameVisCvg;
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VisZbuf sGameVisZbuf;
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VisZBuf sGameVisZBuf;
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VisMono sGameVisMono;
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ViMode sGameViMode;
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@ -40,34 +38,37 @@ void GameState_SetFramerateDivisor(GameState* gameState, s32 divisor) {
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void GameState_SetFBFilter(Gfx** gfxP, void* zbuffer) {
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Gfx* gfx = *gfxP;
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if ((R_FB_FILTER_TYPE > 0) && (R_FB_FILTER_TYPE < 5)) {
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sGameVisCvg.type = R_FB_FILTER_TYPE;
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sGameVisCvg.color.r = R_FB_FILTER_PRIM_COLOR(0);
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sGameVisCvg.color.g = R_FB_FILTER_PRIM_COLOR(1);
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sGameVisCvg.color.b = R_FB_FILTER_PRIM_COLOR(2);
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sGameVisCvg.color.a = R_FB_FILTER_A;
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if ((R_FB_FILTER_TYPE >= FB_FILTER_CVG_RGB) && (R_FB_FILTER_TYPE <= FB_FILTER_CVG_RGB_FOG)) {
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// Visualize coverage
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sGameVisCvg.vis.type = FB_FILTER_TO_CVG_TYPE(R_FB_FILTER_TYPE);
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sGameVisCvg.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
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sGameVisCvg.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
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sGameVisCvg.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
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sGameVisCvg.vis.primColor.a = R_FB_FILTER_A;
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VisCvg_Draw(&sGameVisCvg, &gfx);
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} else if ((R_FB_FILTER_TYPE == 5) || (R_FB_FILTER_TYPE == 6)) {
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sGameVisZbuf.useRgba = (R_FB_FILTER_TYPE == 6);
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sGameVisZbuf.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
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sGameVisZbuf.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
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sGameVisZbuf.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
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sGameVisZbuf.primColor.a = R_FB_FILTER_A;
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sGameVisZbuf.envColor.r = R_FB_FILTER_ENV_COLOR(0);
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sGameVisZbuf.envColor.g = R_FB_FILTER_ENV_COLOR(1);
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sGameVisZbuf.envColor.b = R_FB_FILTER_ENV_COLOR(2);
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sGameVisZbuf.envColor.a = R_FB_FILTER_A;
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VisZbuf_Draw(&sGameVisZbuf, &gfx, zbuffer);
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} else if (R_FB_FILTER_TYPE == 7) {
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sGameVisMono.unk_00 = 0;
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sGameVisMono.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
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sGameVisMono.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
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sGameVisMono.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
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sGameVisMono.primColor.a = R_FB_FILTER_A;
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sGameVisMono.envColor.r = R_FB_FILTER_ENV_COLOR(0);
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sGameVisMono.envColor.g = R_FB_FILTER_ENV_COLOR(1);
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sGameVisMono.envColor.b = R_FB_FILTER_ENV_COLOR(2);
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sGameVisMono.envColor.a = R_FB_FILTER_A;
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} else if ((R_FB_FILTER_TYPE == FB_FILTER_ZBUF_IA) || (R_FB_FILTER_TYPE == FB_FILTER_ZBUF_RGBA)) {
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// Visualize z-buffer
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sGameVisZBuf.vis.type = (R_FB_FILTER_TYPE == FB_FILTER_ZBUF_RGBA);
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sGameVisZBuf.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
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sGameVisZBuf.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
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sGameVisZBuf.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
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sGameVisZBuf.vis.primColor.a = R_FB_FILTER_A;
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sGameVisZBuf.vis.envColor.r = R_FB_FILTER_ENV_COLOR(0);
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sGameVisZBuf.vis.envColor.g = R_FB_FILTER_ENV_COLOR(1);
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sGameVisZBuf.vis.envColor.b = R_FB_FILTER_ENV_COLOR(2);
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sGameVisZBuf.vis.envColor.a = R_FB_FILTER_A;
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VisZBuf_Draw(&sGameVisZBuf, &gfx, zbuffer);
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} else if (R_FB_FILTER_TYPE == FB_FILTER_MONO) {
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// Monochrome filter
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sGameVisMono.vis.type = 0;
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sGameVisMono.vis.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
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sGameVisMono.vis.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
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sGameVisMono.vis.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
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sGameVisMono.vis.primColor.a = R_FB_FILTER_A;
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sGameVisMono.vis.envColor.r = R_FB_FILTER_ENV_COLOR(0);
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sGameVisMono.vis.envColor.g = R_FB_FILTER_ENV_COLOR(1);
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sGameVisMono.vis.envColor.b = R_FB_FILTER_ENV_COLOR(2);
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sGameVisMono.vis.envColor.a = R_FB_FILTER_A;
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VisMono_Draw(&sGameVisMono, &gfx);
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}
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@ -222,7 +223,7 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g
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init(gameState);
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VisCvg_Init(&sGameVisCvg);
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VisZbuf_Init(&sGameVisZbuf);
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VisZBuf_Init(&sGameVisZBuf);
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VisMono_Init(&sGameVisMono);
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ViMode_Init(&sGameViMode);
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SpeedMeter_Init(&sGameSpeedMeter);
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@ -243,7 +244,7 @@ void GameState_Destroy(GameState* gameState) {
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Rumble_Destroy();
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SpeedMeter_Destroy(&sGameSpeedMeter);
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VisCvg_Destroy(&sGameVisCvg);
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VisZbuf_Destroy(&sGameVisZbuf);
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VisZBuf_Destroy(&sGameVisZBuf);
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VisMono_Destroy(&sGameVisMono);
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ViMode_Destroy(&sGameViMode);
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THA_Destroy(&gameState->tha);
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@ -219,17 +219,17 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
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break;
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case CS_MISC_VISMONO_BLACK_AND_WHITE:
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gVisMonoColor.r = 255;
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gVisMonoColor.g = 255;
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gVisMonoColor.b = 255;
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gVisMonoColor.a = 255 * lerp;
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gPlayVisMonoColor.r = 255;
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gPlayVisMonoColor.g = 255;
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gPlayVisMonoColor.b = 255;
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gPlayVisMonoColor.a = 255 * lerp;
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break;
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case CS_MISC_VISMONO_SEPIA:
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gVisMonoColor.r = 255;
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gVisMonoColor.g = 180;
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gVisMonoColor.b = 100;
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gVisMonoColor.a = 255 * lerp;
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gPlayVisMonoColor.r = 255;
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gPlayVisMonoColor.g = 180;
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gPlayVisMonoColor.b = 100;
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gPlayVisMonoColor.a = 255 * lerp;
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break;
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case CS_MISC_HIDE_ROOM:
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@ -2,7 +2,7 @@
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#include "regs.h"
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#include "functions.h"
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#include "z64malloc.h"
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#include "z64vismono.h"
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#include "z64vis.h"
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#include "z64visfbuf.h"
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// Variables are put before most headers as a hacky way to bypass bss reordering
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@ -11,7 +11,7 @@ Input D_801F6C18;
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TransitionTile sTransitionTile;
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s32 gTransitionTileState;
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VisMono sPlayVisMono;
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Color_RGBA8_u32 gVisMonoColor;
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Color_RGBA8_u32 gPlayVisMonoColor;
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VisFbuf sPlayVisFbuf;
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VisFbuf* sPlayVisFbufInstance;
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BombersNotebook sBombersNotebook;
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@ -1232,8 +1232,8 @@ void Play_DrawMain(PlayState* this) {
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TransitionFade_Draw(&this->unk_18E48, &sp218);
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if (gVisMonoColor.a != 0) {
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sPlayVisMono.primColor.rgba = gVisMonoColor.rgba;
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if (gPlayVisMonoColor.a != 0) {
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sPlayVisMono.vis.primColor.rgba = gPlayVisMonoColor.rgba;
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VisMono_Draw(&sPlayVisMono, &sp218);
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}
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@ -2301,7 +2301,7 @@ void Play_Init(GameState* thisx) {
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TransitionFade_Start(&this->unk_18E48);
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VisMono_Init(&sPlayVisMono);
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gVisMonoColor.a = 0;
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gPlayVisMonoColor.a = 0;
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sPlayVisFbufInstance = &sPlayVisFbuf;
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VisFbuf_Init(sPlayVisFbufInstance);
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sPlayVisFbufInstance->lodProportion = 0.0f;
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@ -1,14 +1,43 @@
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/**
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* @file z_viscvg.c
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*
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* This file implements full-screen frame buffer effects involving the visualization of Coverage in various ways.
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*
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* Coverage is roughly how much of a pixel is covered by a primitive; the final coverage for a frame is stored in the
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* color image alpha component where it is used for antialiasing, see PreRender.c and §15 of the programming manual for
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* details.
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*
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* To understand this file, it is helpful to remember that A_MEM is essentially synonymous with coverage, and that
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* `GBL_c1/2(p, a, m, b)` usually represents the RDP blender calculation `(p * a + m * b)`.
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* Note the division step that is often included in the blender calculation is omitted; the division is skipped if
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* force blending (FORCE_BL) is set, which is the case for all render modes used in this file.
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*
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* Coverage is full when not on an edge, while on an edge it is usually lower. Since coverage is treated as an alpha
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* value, edges of primitives where coverage is lower will show up darker than primitive interiors in all of the
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* available modes.
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*
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* Coverage is abbreviated to "cvg"; "FB RGB" ("framebuffer red/green/blue") is the color the pixel originally had
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* before the filter is applied.
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*/
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#include "z64vis.h"
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#include "global.h"
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#include "z64viscvg.h"
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Gfx D_801C5DD0[] = {
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/**
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* Draws only coverage: does not retain any of the original pixel RGB, primColor is used as background color.
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*/
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Gfx sCoverageOnlyDL[] = {
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gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
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G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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G_AC_NONE | G_ZS_PRIM | G_RM_VISCVG | G_RM_VISCVG2),
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gsSPBranchList(D_0E000000.fillRect),
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};
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Gfx D_801C5DE0[] = {
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/**
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* Draws fog + coverage * RGB of pixels
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*
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* @bug This easily overflows the blender because the fog value is added to the coverage value.
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*/
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Gfx sCoverageRGBFogDL[] = {
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gsDPSetOtherMode(G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
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G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
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G_AC_NONE | G_ZS_PRIM | IM_RD | CVG_DST_CLAMP | ZMODE_OPA | FORCE_BL |
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@ -17,7 +46,10 @@ Gfx D_801C5DE0[] = {
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gsSPBranchList(D_0E000000.fillRect),
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};
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Gfx D_801C5DF0[] = {
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/**
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* Draws coverage and RGB of pixels
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*/
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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 |
|
||||
@ -26,7 +58,14 @@ Gfx D_801C5DF0[] = {
|
||||
gsSPBranchList(D_0E000000.fillRect),
|
||||
};
|
||||
|
||||
Gfx D_801C5E00[] = {
|
||||
/**
|
||||
* 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,
|
||||
@ -41,45 +80,45 @@ Gfx D_801C5E00[] = {
|
||||
};
|
||||
|
||||
void VisCvg_Init(VisCvg* this) {
|
||||
this->type = 0;
|
||||
this->setScissor = false;
|
||||
this->color.r = 255;
|
||||
this->color.g = 255;
|
||||
this->color.b = 255;
|
||||
this->color.a = 255;
|
||||
this->vis.type = VIS_CVG_TYPE_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;
|
||||
void VisCvg_Draw(VisCvg* this, Gfx** gfxP) {
|
||||
Gfx* gfx = *gfxP;
|
||||
|
||||
gDPPipeSync(gfx++);
|
||||
gDPSetPrimDepth(gfx++, -1, -1);
|
||||
|
||||
if (this->setScissor == true) {
|
||||
if (this->vis.scissorType == VIS_SETSCISSOR) {
|
||||
gSPDisplayList(gfx++, D_0E000000.setScissor);
|
||||
}
|
||||
|
||||
switch (this->type) {
|
||||
case 1:
|
||||
gSPDisplayList(gfx++, D_801C5DF0);
|
||||
switch (this->vis.type) {
|
||||
case VIS_CVG_TYPE_CVG_RGB:
|
||||
gSPDisplayList(gfx++, sCoverageRGBDL);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->color.rgba);
|
||||
gSPDisplayList(gfx++, D_801C5E00);
|
||||
case VIS_CVG_TYPE_CVG_RGB_UNIFORM:
|
||||
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->vis.primColor.rgba);
|
||||
gSPDisplayList(gfx++, sCoverageRGBUniformDL);
|
||||
break;
|
||||
|
||||
case 3:
|
||||
gDPSetColor(gfx++, G_SETBLENDCOLOR, this->color.rgba);
|
||||
gSPDisplayList(gfx++, D_801C5DD0);
|
||||
case VIS_CVG_TYPE_CVG_ONLY:
|
||||
gDPSetColor(gfx++, G_SETBLENDCOLOR, this->vis.primColor.rgba);
|
||||
gSPDisplayList(gfx++, sCoverageOnlyDL);
|
||||
break;
|
||||
|
||||
case 4:
|
||||
gDPSetColor(gfx++, G_SETFOGCOLOR, this->color.rgba);
|
||||
gSPDisplayList(gfx++, D_801C5DE0);
|
||||
case VIS_CVG_TYPE_CVG_RGB_FOG:
|
||||
gDPSetColor(gfx++, G_SETFOGCOLOR, this->vis.primColor.rgba);
|
||||
gSPDisplayList(gfx++, sCoverageRGBFogDL);
|
||||
break;
|
||||
|
||||
default:
|
||||
@ -87,5 +126,5 @@ void VisCvg_Draw(VisCvg* this, Gfx** gfxp) {
|
||||
}
|
||||
|
||||
gDPPipeSync(gfx++);
|
||||
*gfxp = gfx;
|
||||
*gfxP = gfx;
|
||||
}
|
||||
|
@ -1,16 +1,20 @@
|
||||
/*
|
||||
* File: z_vismono.c
|
||||
* Description: Color frame buffer effect to desaturate the colors.
|
||||
/**
|
||||
* @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 "z64vis.h"
|
||||
#include "global.h"
|
||||
#include "z64vismono.h"
|
||||
#include "libc64/malloc.h"
|
||||
|
||||
// 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 (0x800 bytes) dedicated to color-indexed data.
|
||||
#define VISMONO_CFBFRAG_HEIGHT (0x800 / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES))
|
||||
// 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.
|
||||
@ -26,16 +30,16 @@
|
||||
|
||||
void VisMono_Init(VisMono* this) {
|
||||
bzero(this, 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) {
|
||||
@ -95,6 +99,8 @@ Gfx* VisMono_DesaturateDList(Gfx* gfx) {
|
||||
|
||||
// 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);
|
||||
@ -129,8 +135,8 @@ Gfx* VisMono_DesaturateDList(Gfx* gfx) {
|
||||
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* dList;
|
||||
Gfx* dListEnd;
|
||||
@ -151,12 +157,12 @@ void VisMono_Draw(VisMono* this, Gfx** gfxp) {
|
||||
|
||||
gDPPipeSync(gfx++);
|
||||
|
||||
if (this->setScissor == true) {
|
||||
if (this->vis.scissorType == VIS_SETSCISSOR) {
|
||||
gSPDisplayList(gfx++, D_0E000000.setScissor);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
@ -164,7 +170,7 @@ void VisMono_Draw(VisMono* this, Gfx** gfxp) {
|
||||
|
||||
gDPPipeSync(gfx++);
|
||||
|
||||
*gfxp = gfx;
|
||||
*gfxP = gfx;
|
||||
}
|
||||
|
||||
void VisMono_DrawOld(VisMono* this) {
|
||||
|
@ -1,55 +1,100 @@
|
||||
/**
|
||||
* @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 "z64vis.h"
|
||||
#include "global.h"
|
||||
#include "z64viszbuf.h"
|
||||
#include "sys_cfb.h"
|
||||
#include "libc/stdbool.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 / (gCfbWidth * G_IM_SIZ_16b_BYTES))
|
||||
|
||||
void VisZbuf_Init(VisZbuf* 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.r = 0;
|
||||
this->envColor.g = 0;
|
||||
this->envColor.b = 0;
|
||||
this->envColor.a = 255;
|
||||
/**
|
||||
* 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;
|
||||
this->vis.envColor.r = 0;
|
||||
this->vis.envColor.g = 0;
|
||||
this->vis.envColor.b = 0;
|
||||
this->vis.envColor.a = 255;
|
||||
}
|
||||
|
||||
void VisZbuf_Destroy(VisZbuf* this) {
|
||||
void VisZBuf_Destroy(VisZBuf* this) {
|
||||
}
|
||||
|
||||
void VisZbuf_Draw(VisZbuf* this, Gfx** gfxP, void* zbuffer) {
|
||||
void VisZBuf_Draw(VisZBuf* this, Gfx** gfxP, void* zbuffer) {
|
||||
Gfx* gfx = *gfxP;
|
||||
s32 height = VISZBUF_ZBUFFRAG_HEIGHT;
|
||||
s32 y;
|
||||
s32 fmt = !this->useRgba ? G_IM_FMT_IA : G_IM_FMT_RGBA;
|
||||
s32 fmt = (this->vis.type == VIS_ZBUF_TYPE_IA) ? G_IM_FMT_IA : G_IM_FMT_RGBA;
|
||||
|
||||
if (zbuffer == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
gDPPipeSync(gfx++);
|
||||
if (this->setScissor == true) {
|
||||
if (this->vis.scissorType == VIS_SETSCISSOR) {
|
||||
gSPDisplayList(gfx++, D_0E000000.setScissor);
|
||||
}
|
||||
|
||||
// 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->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);
|
||||
|
||||
for (y = 0; y < (gCfbHeight - height) + 1; y += height) {
|
||||
// Load a few lines of the z-buffer, as many as can fit in TMEM at once.
|
||||
gDPLoadTextureTile(gfx++, zbuffer, fmt, G_IM_SIZ_16b, gCfbWidth, 0, 0, y, gCfbWidth - 1, (y + height) - 1, 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, gCfbWidth << 2, (y + height) << 2, G_TX_RENDERTILE, 0, y << 5, 1 << 10,
|
||||
1 << 10);
|
||||
}
|
||||
|
@ -2775,9 +2775,9 @@
|
||||
0x80141C34:("VisMono_DesaturateDList",),
|
||||
0x80141E60:("VisMono_Draw",),
|
||||
0x8014204C:("VisMono_DrawOld",),
|
||||
0x801420C0:("VisZbuf_Init",),
|
||||
0x801420F4:("VisZbuf_Destroy",),
|
||||
0x80142100:("VisZbuf_Draw",),
|
||||
0x801420C0:("VisZBuf_Init",),
|
||||
0x801420F4:("VisZBuf_Destroy",),
|
||||
0x80142100:("VisZBuf_Draw",),
|
||||
0x80142440:("Skybox_CalculateFace128",),
|
||||
0x80143148:("Skybox_Calculate128",),
|
||||
0x801431E8:("Skybox_Setup",),
|
||||
|
@ -1897,10 +1897,10 @@
|
||||
0x801C5D60:("gShadowMaterialDL","UNK_TYPE1","",0x1),
|
||||
0x801C5D80:("gShadowModelDL","UNK_TYPE1","",0x1),
|
||||
0x801C5DB0:("gOneVec3f","UNK_TYPE1","",0x1),
|
||||
0x801C5DD0:("D_801C5DD0","UNK_TYPE1","",0x1),
|
||||
0x801C5DE0:("D_801C5DE0","UNK_TYPE1","",0x1),
|
||||
0x801C5DF0:("D_801C5DF0","UNK_TYPE1","",0x1),
|
||||
0x801C5E00:("D_801C5E00","UNK_TYPE1","",0x1),
|
||||
0x801C5DD0:("sCoverageOnlyDL","UNK_TYPE1","",0x1),
|
||||
0x801C5DE0:("sCoverageRGBFogDL","UNK_TYPE1","",0x1),
|
||||
0x801C5DF0:("sCoverageRGBDL","UNK_TYPE1","",0x1),
|
||||
0x801C5E00:("sCoverageRGBUniformDL","UNK_TYPE1","",0x1),
|
||||
0x801C5E30:("sSkybox128TexOffsets","UNK_TYPE1","",0x1),
|
||||
0x801C5E48:("sSkybox128VtxBufIndices","UNK_TYPE2","",0x2),
|
||||
0x801C5E88:("sSkybox128TexSCoords","UNK_TYPE4","",0x4),
|
||||
@ -3973,7 +3973,7 @@
|
||||
0x801F6C30:("sTransitionTile","TransitionTile","",0xE0),
|
||||
0x801F6D10:("gTransitionTileState","UNK_TYPE4","",0x4),
|
||||
0x801F6D18:("sPlayVisMono","VisMono","",0x18),
|
||||
0x801F6D30:("gVisMonoColor","Color_RGBA8","",0x4),
|
||||
0x801F6D30:("gPlayVisMonoColor","Color_RGBA8","",0x4),
|
||||
0x801F6D38:("sPlayVisFbuf","UNK_TYPE1","",0x1),
|
||||
0x801F6D4C:("sPlayVisFbufInstance","UNK_TYPE4","",0x4),
|
||||
0x801F6D50:("sBombersNotebook","UNK_TYPE1","",0x1),
|
||||
@ -3985,7 +3985,7 @@
|
||||
0x801F6FE8:("sSlowlyStack","u8","[4096]",0x1000),
|
||||
0x801F7FF0:("sGameSpeedMeter","SpeedMeter","", 0x20),
|
||||
0x801F8010:("sGameVisCvg","VisCvg","",0x10),
|
||||
0x801F8020:("sGameVisZbuf","VisZbuf","",0x10),
|
||||
0x801F8020:("sGameVisZBuf","VisZBuf","",0x10),
|
||||
0x801F8030:("sGameVisMono","VisMono","",0x18),
|
||||
0x801F8048:("sGameViMode","ViMode","",0x88),
|
||||
0x801F80D0:("sGraphFaultAddrConvClient","FaultAddrConvClient","",0xc),
|
||||
|
@ -2289,9 +2289,9 @@ asm/non_matchings/code/z_vismono/VisMono_DesaturateTLUT.s,VisMono_DesaturateTLUT
|
||||
asm/non_matchings/code/z_vismono/VisMono_DesaturateDList.s,VisMono_DesaturateDList,0x80141C34,0x8B
|
||||
asm/non_matchings/code/z_vismono/VisMono_Draw.s,VisMono_Draw,0x80141E60,0x7B
|
||||
asm/non_matchings/code/z_vismono/VisMono_DrawOld.s,VisMono_DrawOld,0x8014204C,0x1D
|
||||
asm/non_matchings/code/z_viszbuf/VisZbuf_Init.s,VisZbuf_Init,0x801420C0,0xD
|
||||
asm/non_matchings/code/z_viszbuf/VisZbuf_Destroy.s,VisZbuf_Destroy,0x801420F4,0x3
|
||||
asm/non_matchings/code/z_viszbuf/VisZbuf_Draw.s,VisZbuf_Draw,0x80142100,0xD0
|
||||
asm/non_matchings/code/z_viszbuf/VisZBuf_Init.s,VisZBuf_Init,0x801420C0,0xD
|
||||
asm/non_matchings/code/z_viszbuf/VisZBuf_Destroy.s,VisZBuf_Destroy,0x801420F4,0x3
|
||||
asm/non_matchings/code/z_viszbuf/VisZBuf_Draw.s,VisZBuf_Draw,0x80142100,0xD0
|
||||
asm/non_matchings/code/z_vr_box/Skybox_CalculateFace128.s,Skybox_CalculateFace128,0x80142440,0x342
|
||||
asm/non_matchings/code/z_vr_box/Skybox_Calculate128.s,Skybox_Calculate128,0x80143148,0x28
|
||||
asm/non_matchings/code/z_vr_box/Skybox_Setup.s,Skybox_Setup,0x801431E8,0x4F
|
||||
|
|
Loading…
Reference in New Issue
Block a user