Improved transitions (#642)

* Improved transitions

Code quality improvements.
Shape transitions now all scale down to 0 instead of 16 (mario and bowser).
Ease in was added which leads to far smoother transitions.
HD_TRANSITIONS define added, makes use of the tex edge render mode to deliver smooth transition textures.
lerpf was added to math utils.

* Cleaner textures, rounding only during vertex creation

* Another attempt

* cozies naming suggestion

* Improvements and suggestions

SHARP_TRANSITION_TEXTURES is now off by default (I still think the textures for it could be improved).
lerpf, to_smoothstop, smoothstart, smoothstop and smoothstep have all been added.
make_vertex has been inlined.
make_simple_vertex has been added (colourless vertex).
Transition colors (and canon colors) are now defined using primative colour instead of setting individual vertices color´s.
Transition´s now use smoothstep (ease-in-out) instead of ease out only.
Naming has been improved.

* Proper function inling and removal of GBI_FLOATS variant of make_vertex and make_simple_vertex

* More requested changes

* Accidental final new line removal fixed

* Comment about pop in fix.

* Comment fix

The issue with writing comments for stuff is when you want to change code later on.
This commit is contained in:
Lilaa3
2023-08-29 14:57:32 +01:00
committed by GitHub
parent 1e0498ba68
commit 5e9f8c7ee0
13 changed files with 369 additions and 239 deletions

View File

@@ -2673,6 +2673,25 @@ UNUSED ALIGNED8 static const Texture texture_radial_light[] = {
#include "textures/segment2/light_quarter_circle.ia16.inc.c"
};
#ifdef SHARP_TRANSITION_TEXTURES
const Texture texture_transition_star_half[] = {
#include "textures/segment2/transition_star_half.i8.inc.c"
};
const Texture texture_transition_circle_half[] = {
#include "textures/segment2/transition_circle_half.i8.inc.c"
};
const Texture texture_transition_mario[] = {
#include "textures/segment2/transition_mario.i8.inc.c"
};
const Texture texture_transition_bowser_half[] = {
#include "textures/segment2/transition_bowser_half.i8.inc.c"
};
#else
const Texture texture_transition_star_half[] = {
#include "textures/segment2/segment2.0F458.ia8.inc.c"
};
@@ -2688,6 +2707,7 @@ const Texture texture_transition_mario[] = {
const Texture texture_transition_bowser_half[] = {
#include "textures/segment2/segment2.11458.ia8.inc.c"
};
#endif
const Texture texture_waterbox_water[] = {
#include "textures/segment2/segment2.11C58.rgba16.inc.c"

View File

@@ -138,7 +138,7 @@
/**
* Limits the horizontal fov on emulator like on console. May break viewport widescreen hacks.
*/
//#define HORIZONTAL_CULLING_ON_EMULATOR
// #define HORIZONTAL_CULLING_ON_EMULATOR
/**
* Makes objects bellow the screen be culled.
@@ -150,3 +150,13 @@
* will be used instead.
*/
#define DEFAULT_CULLING_RADIUS 300
/**
* Eases the textured screen transitions to make them look smoother.
*/
#define EASE_IN_OUT_TRANSITIONS
/**
* Makes use of the tex edge render mode to deliver smooth transition textures
*/
// #define SHARP_TRANSITION_TEXTURES

View File

@@ -598,4 +598,30 @@ ALWAYS_INLINE f32 remap(f32 x, f32 fromA, f32 toA, f32 fromB, f32 toB) {
return (x - fromA) / (toA - fromA) * (toB - fromB) + fromB;
}
ALWAYS_INLINE f32 lerpf(f32 from, f32 to, f32 amount) {
return (from + (to - from) * amount);
}
ALWAYS_INLINE f32 to_smoothstop(f32 x) {
f32 sq = sqr(1.0f - x);
return 1.0f - sq;
}
// Commonly known as ease-in
ALWAYS_INLINE f32 smoothstart(f32 from, f32 to, f32 amount) {
return lerpf(from, to, sqr(amount));
}
// Commonly known as ease-out
ALWAYS_INLINE f32 smoothstop(f32 from, f32 to, f32 amount) {
return lerpf(from, to, to_smoothstop(amount));
}
// Commonly known as ease-in-out
ALWAYS_INLINE f32 smoothstep(f32 from, f32 to, f32 amount) {
amount = sqr(amount) * (3.0f - 2.0f * amount);
return lerpf(from, to, amount);
}
#endif // MATH_UTIL_H

View File

@@ -349,22 +349,34 @@ void play_transition(s16 transType, s16 time, Color red, Color green, Color blue
gWarpTransition.data.endTexX = SCREEN_CENTER_X;
gWarpTransition.data.endTexY = SCREEN_CENTER_Y;
gWarpTransition.data.texTimer = 0;
gWarpTransition.data.angleSpeed = DEGREES(0);
s16 fullRadius = GFX_DIMENSIONS_FULL_RADIUS;
// HackerSM64: this fixes the pop-in with texture transition, comment out this switch
// statement if you want to restore the original full radius.
switch (transType){
case WARP_TRANSITION_TYPE_BOWSER:
case WARP_TRANSITION_FADE_INTO_BOWSER:
fullRadius *= 4;
break;
case WARP_TRANSITION_FADE_FROM_MARIO:
case WARP_TRANSITION_FADE_INTO_MARIO:
case WARP_TRANSITION_FADE_FROM_STAR:
case WARP_TRANSITION_FADE_INTO_STAR:
fullRadius *= 1.5f;
break;
}
if (transType & WARP_TRANSITION_FADE_INTO) { // Is the image fading in?
gWarpTransition.data.startTexRadius = GFX_DIMENSIONS_FULL_RADIUS;
if (transType >= WARP_TRANSITION_FADES_INTO_LARGE) {
gWarpTransition.data.endTexRadius = 16;
} else {
gWarpTransition.data.endTexRadius = 0;
}
gWarpTransition.data.startTexRadius = fullRadius;
gWarpTransition.data.endTexRadius = 0;
} else { // The image is fading out. (Reverses start & end circles)
if (transType >= WARP_TRANSITION_FADES_FROM_LARGE) {
gWarpTransition.data.startTexRadius = 16;
} else {
gWarpTransition.data.startTexRadius = 0;
}
gWarpTransition.data.endTexRadius = GFX_DIMENSIONS_FULL_RADIUS;
gWarpTransition.data.startTexRadius = 0;
gWarpTransition.data.endTexRadius = fullRadius;
}
}
#endif
@@ -419,7 +431,7 @@ void render_game(void) {
if (gWarpTransition.isActive) {
if (gWarpTransDelay == 0) {
gWarpTransition.isActive = !render_screen_transition(0, gWarpTransition.type, gWarpTransition.time,
gWarpTransition.isActive = !render_screen_transition(gWarpTransition.type, gWarpTransition.time,
&gWarpTransition.data);
if (!gWarpTransition.isActive) {
if (gWarpTransition.type & WARP_TRANSITION_FADE_INTO) {

View File

@@ -93,7 +93,7 @@ struct WarpTransitionData {
/*0x0C*/ s16 endTexX;
/*0x0E*/ s16 endTexY;
/*0x10*/ s16 texTimer; // always 0, does seems to affect transition when disabled
/*0x10*/ s16 angleSpeed;
};
enum WarpTransitionFadeDirections {

View File

@@ -36,31 +36,6 @@ static s16 sFlyingCarpetRippleTimer = 0;
s8 gFlyingCarpetState;
/**
* Create a vertex with the given parameters and insert it into `vtx` at
* position `n`.
*
* Texture coordinates are s10.5 fixed-point, which means you should left-shift the actual coordinates by 5.
*/
#ifndef GBI_FLOATS
void make_vertex(Vtx *vtx, s32 n, s16 x, s16 y, s16 z, s16 tx, s16 ty, u8 r, u8 g, u8 b, u8 a) {
#else
void make_vertex(Vtx *vtx, s32 n, f32 x, f32 y, f32 z, s16 tx, s16 ty, u8 r, u8 g, u8 b, u8 a) {
#endif
vtx[n].v.ob[0] = x;
vtx[n].v.ob[1] = y;
vtx[n].v.ob[2] = z;
vtx[n].v.flag = 0;
vtx[n].v.tc[0] = tx;
vtx[n].v.tc[1] = ty;
vtx[n].v.cn[0] = r;
vtx[n].v.cn[1] = g;
vtx[n].v.cn[2] = b;
vtx[n].v.cn[3] = a;
}
#define NUM_STARS_REQUIRED_FOR_WING_CAP_LIGHT 10
/**

View File

@@ -12,15 +12,50 @@ enum FlyingCarpetState {
extern s8 gFlyingCarpetState;
#ifndef GBI_FLOATS
extern void make_vertex(
Vtx *vtx, s32 n, s16 x, s16 y, s16 z, s16 tx, s16 ty, u8 r, u8 g, u8 b, u8 a
);
#else
extern void make_vertex(
Vtx *vtx, s32 n, f32 x, f32 y, f32 z, s16 tx, s16 ty, u8 r, u8 g, u8 b, u8 a
);
#endif
/**
* Create a vertex with the given parameters and insert it into `vtx` at
* position `n`.
*
* Texture coordinates are s10.5 fixed-point, which means you should left-shift the actual coordinates by 5.
*/
ALWAYS_INLINE void make_vertex(Vtx *vtx, s32 n, s16 x, s16 y, s16 z, s16 tx, s16 ty, u8 r, u8 g, u8 b, u8 a) {
vtx[n].v.ob[0] = x;
vtx[n].v.ob[1] = y;
vtx[n].v.ob[2] = z;
vtx[n].v.flag = 0;
vtx[n].v.tc[0] = tx;
vtx[n].v.tc[1] = ty;
vtx[n].v.cn[0] = r;
vtx[n].v.cn[1] = g;
vtx[n].v.cn[2] = b;
vtx[n].v.cn[3] = a;
}
/**
* Create a colourless vertex with the given parameters and insert it into `vtx` at
* position `n`.
*
* Texture coordinates are s10.5 fixed-point, which means you should left-shift the actual coordinates by 5.
*/
ALWAYS_INLINE void make_simple_vertex(Vtx *vtx, s32 n, s16 x, s16 y, s16 z, s16 tx, s16 ty) {
vtx[n].v.ob[0] = x;
vtx[n].v.ob[1] = y;
vtx[n].v.ob[2] = z;
vtx[n].v.flag = 0;
vtx[n].v.tc[0] = tx;
vtx[n].v.tc[1] = ty;
vtx[n].v.cn[0] = 255;
vtx[n].v.cn[1] = 255;
vtx[n].v.cn[2] = 255;
vtx[n].v.cn[3] = 255;
}
extern Gfx *geo_exec_inside_castle_light(s32 callContext, struct GraphNode *node, UNUSED Mat4 mtx);
extern Gfx *geo_exec_flying_carpet_timer_update(s32 callContext, struct GraphNode *node, UNUSED Mat4 mtx);
extern Gfx *geo_exec_flying_carpet_create(s32 callContext, struct GraphNode *node, UNUSED Mat4 mtx);

View File

@@ -13,150 +13,8 @@
#include "segment2.h"
#include "sm64.h"
u8 sTransitionColorFadeCount[4] = { 0 };
u16 sTransitionTextureFadeCount[2] = { 0 };
s32 set_and_reset_transition_fade_timer(s8 fadeTimer, u8 transTime) {
s32 reset = FALSE;
sTransitionColorFadeCount[fadeTimer]++;
if (sTransitionColorFadeCount[fadeTimer] >= transTime) {
sTransitionColorFadeCount[fadeTimer] = 0;
sTransitionTextureFadeCount[fadeTimer] = 0;
reset = TRUE;
}
return reset;
}
u8 set_transition_color_fade_alpha(s8 fadeType, s8 fadeTimer, u8 transTime) {
u8 time = 0;
switch (fadeType) {
case COLOR_TRANS_FADE_INTO_COLOR:
time = (f32) sTransitionColorFadeCount[fadeTimer] * 255.0 / (f32)(transTime - 1) + 0.5; // fade in
break;
case COLOR_TRANS_FADE_FROM_COLOR:
time = (1.0 - sTransitionColorFadeCount[fadeTimer] / (f32)(transTime - 1)) * 255.0 + 0.5; // fade out
break;
}
return time;
}
Vtx *vertex_transition_color(struct WarpTransitionData *transData, u8 alpha) {
Vtx *verts = alloc_display_list(4 * sizeof(*verts));
u8 r = transData->red;
u8 g = transData->green;
u8 b = transData->blue;
if (verts != NULL) {
make_vertex(verts, 0, GFX_DIMENSIONS_FROM_LEFT_EDGE(0), 0, -1, 0, 0, r, g, b, alpha);
make_vertex(verts, 1, GFX_DIMENSIONS_FROM_RIGHT_EDGE(0), 0, -1, 0, 0, r, g, b, alpha);
make_vertex(verts, 2, GFX_DIMENSIONS_FROM_RIGHT_EDGE(0), SCREEN_HEIGHT, -1, 0, 0, r, g, b, alpha);
make_vertex(verts, 3, GFX_DIMENSIONS_FROM_LEFT_EDGE(0), SCREEN_HEIGHT, -1, 0, 0, r, g, b, alpha);
}
return verts;
}
s32 dl_transition_color(s8 fadeTimer, u8 transTime, struct WarpTransitionData *transData, u8 alpha) {
Vtx *verts = vertex_transition_color(transData, alpha);
if (verts != NULL) {
gSPDisplayList(gDisplayListHead++, dl_proj_mtx_fullscreen);
gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE);
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_XLU_SURF, G_RM_AA_XLU_SURF2);
gSPVertex(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(verts), 4, 0);
gSPDisplayList(gDisplayListHead++, dl_draw_quad_verts_0123);
gSPDisplayList(gDisplayListHead++, dl_screen_transition_end);
}
return set_and_reset_transition_fade_timer(fadeTimer, transTime);
}
s32 render_fade_transition_from_color(s8 fadeTimer, u8 transTime, struct WarpTransitionData *transData) {
u8 alpha = set_transition_color_fade_alpha(COLOR_TRANS_FADE_FROM_COLOR, fadeTimer, transTime);
return dl_transition_color(fadeTimer, transTime, transData, alpha);
}
s32 render_fade_transition_into_color(s8 fadeTimer, u8 transTime, struct WarpTransitionData *transData) {
u8 alpha = set_transition_color_fade_alpha(COLOR_TRANS_FADE_INTO_COLOR, fadeTimer, transTime);
return dl_transition_color(fadeTimer, transTime, transData, alpha);
}
s16 calc_tex_transition_radius(s8 fadeTimer, s8 transTime, struct WarpTransitionData *transData) {
f32 texRadius = transData->endTexRadius - transData->startTexRadius;
f32 radiusTime = sTransitionColorFadeCount[fadeTimer] * texRadius / (f32)(transTime - 1);
f32 result = transData->startTexRadius + radiusTime;
return (s16)(result + 0.5f);
}
f32 calc_tex_transition_time(s8 fadeTimer, s8 transTime, struct WarpTransitionData *transData) {
f32 startX = transData->startTexX;
f32 startY = transData->startTexY;
f32 endX = transData->endTexX;
f32 endY = transData->endTexY;
f32 sqrtfXY = sqrtf((startX - endX) * (startX - endX) + (startY - endY) * (startY - endY));
f32 result = (f32) sTransitionColorFadeCount[fadeTimer] * sqrtfXY / (f32)(transTime - 1);
return result;
}
u16 convert_tex_transition_angle_to_pos(struct WarpTransitionData *transData) {
f32 x = transData->endTexX - transData->startTexX;
f32 y = transData->endTexY - transData->startTexY;
return atan2s(x, y);
}
s16 center_tex_transition_x(struct WarpTransitionData *transData, f32 texTransTime, u16 texTransPos) {
f32 x = transData->startTexX + coss(texTransPos) * texTransTime;
return (s16)(x + 0.5);
}
s16 center_tex_transition_y(struct WarpTransitionData *transData, f32 texTransTime, u16 texTransPos) {
f32 y = transData->startTexY + sins(texTransPos) * texTransTime;
return (s16)(y + 0.5);
}
void make_tex_transition_vertex(Vtx *verts, s32 n, s8 fadeTimer, struct WarpTransitionData *transData, s16 centerTransX, s16 centerTransY,
s16 texRadius1, s16 texRadius2, s16 tx, s16 ty) {
u8 r = transData->red;
u8 g = transData->green;
u8 b = transData->blue;
u16 zeroTimer = sTransitionTextureFadeCount[fadeTimer];
f32 centerX = texRadius1 * coss(zeroTimer) - texRadius2 * sins(zeroTimer) + centerTransX;
f32 centerY = texRadius1 * sins(zeroTimer) + texRadius2 * coss(zeroTimer) + centerTransY;
s16 x = roundf(centerX);
s16 y = roundf(centerY);
make_vertex(verts, n, x, y, -1, tx * 32, ty * 32, r, g, b, 255);
}
void load_tex_transition_vertex(Vtx *verts, s8 fadeTimer, struct WarpTransitionData *transData, s16 centerTransX, s16 centerTransY,
s16 texTransRadius, s8 transTexType) {
switch (transTexType) {
case TRANS_TYPE_MIRROR:
make_tex_transition_vertex(verts, 0, fadeTimer, transData, centerTransX, centerTransY, -texTransRadius, -texTransRadius, -31, 63);
make_tex_transition_vertex(verts, 1, fadeTimer, transData, centerTransX, centerTransY, texTransRadius, -texTransRadius, 31, 63);
make_tex_transition_vertex(verts, 2, fadeTimer, transData, centerTransX, centerTransY, texTransRadius, texTransRadius, 31, 0);
make_tex_transition_vertex(verts, 3, fadeTimer, transData, centerTransX, centerTransY, -texTransRadius, texTransRadius, -31, 0);
break;
case TRANS_TYPE_CLAMP:
make_tex_transition_vertex(verts, 0, fadeTimer, transData, centerTransX, centerTransY, -texTransRadius, -texTransRadius, 0, 63);
make_tex_transition_vertex(verts, 1, fadeTimer, transData, centerTransX, centerTransY, texTransRadius, -texTransRadius, 63, 63);
make_tex_transition_vertex(verts, 2, fadeTimer, transData, centerTransX, centerTransY, texTransRadius, texTransRadius, 63, 0);
make_tex_transition_vertex(verts, 3, fadeTimer, transData, centerTransX, centerTransY, -texTransRadius, texTransRadius, 0, 0);
break;
}
make_tex_transition_vertex(verts, 4, fadeTimer, transData, centerTransX, centerTransY, -2000, -2000, 0, 0);
make_tex_transition_vertex(verts, 5, fadeTimer, transData, centerTransX, centerTransY, 2000, -2000, 0, 0);
make_tex_transition_vertex(verts, 6, fadeTimer, transData, centerTransX, centerTransY, 2000, 2000, 0, 0);
make_tex_transition_vertex(verts, 7, fadeTimer, transData, centerTransX, centerTransY, -2000, 2000, 0, 0);
}
u8 sTransitionFadeTimer = 0;
u16 sTransitionTextureAngle = 0;
void *sTextureTransitionID[] = {
texture_transition_star_half,
@@ -165,108 +23,302 @@ void *sTextureTransitionID[] = {
texture_transition_bowser_half,
};
s32 render_textured_transition(s8 fadeTimer, s8 transTime, struct WarpTransitionData *transData, s8 texID, s8 transTexType) {
f32 texTransTime = calc_tex_transition_time(fadeTimer, transTime, transData);
u16 texTransPos = convert_tex_transition_angle_to_pos(transData);
s16 centerTransX = center_tex_transition_x(transData, texTransTime, texTransPos);
s16 centerTransY = center_tex_transition_y(transData, texTransTime, texTransPos);
s16 texTransRadius = calc_tex_transition_radius(fadeTimer, transTime, transData);
Vtx *verts = alloc_display_list(8 * sizeof(*verts));
s32 set_and_reset_transition_fade_timer(u8 transTime) {
sTransitionFadeTimer++;
if (sTransitionFadeTimer >= transTime) {
sTransitionFadeTimer = 0;
sTransitionTextureAngle = 0;
return TRUE;
}
return FALSE;
}
void make_tex_transition_vertex(Vtx *verts, s32 n, f32 centerTransX, f32 centerTransY,
f32 vertX, f32 vertY, s16 tx, s16 ty) {
// Rotate around the center
s16 angle = sTransitionTextureAngle;
f32 x = vertX * coss(angle) - vertY * sins(angle) + centerTransX;
f32 y = vertX * sins(angle) + vertY * coss(angle) + centerTransY;
s16 roundedX = roundf(x);
s16 roundedY = roundf(y);
make_simple_vertex(verts, n, roundedX, roundedY, -1, tx * 32, ty * 32);
}
#define SOLID_COL_RADIUS 2000
void make_tex_transition_vertices(Vtx *verts, f32 centerTransX, f32 centerTransY, f32 texTransRadius,
s8 transTexType) {
s16 leftUV, rightUV, downUV, upUV;
if (transTexType == TRANS_TYPE_MIRROR) {
leftUV = -31;
rightUV = 31;
downUV = 0;
upUV = 63;
}
else {
leftUV = 0;
rightUV = 63;
downUV = 0;
upUV = 63;
}
// Shape texture
make_tex_transition_vertex(verts, 0, centerTransX, centerTransY, -texTransRadius, -texTransRadius, leftUV, upUV);
make_tex_transition_vertex(verts, 1, centerTransX, centerTransY, texTransRadius, -texTransRadius, rightUV, upUV);
make_tex_transition_vertex(verts, 2, centerTransX, centerTransY, texTransRadius, texTransRadius, rightUV, downUV);
make_tex_transition_vertex(verts, 3, centerTransX, centerTransY, -texTransRadius, texTransRadius, leftUV, downUV);
// Solid color
make_tex_transition_vertex(verts, 4, centerTransX, centerTransY, -SOLID_COL_RADIUS, -SOLID_COL_RADIUS, 0, 0);
make_tex_transition_vertex(verts, 5, centerTransX, centerTransY, SOLID_COL_RADIUS, -SOLID_COL_RADIUS, 0, 0);
make_tex_transition_vertex(verts, 6, centerTransX, centerTransY, SOLID_COL_RADIUS, SOLID_COL_RADIUS, 0, 0);
make_tex_transition_vertex(verts, 7, centerTransX, centerTransY, -SOLID_COL_RADIUS, SOLID_COL_RADIUS, 0, 0);
}
f32 calc_tex_transition_radius(s8 transTime, struct WarpTransitionData *transData) {
f32 amount = (f32) sTransitionFadeTimer / (f32) (transTime - 1);
#ifdef EASE_IN_OUT_TRANSITIONS
return smoothstep(transData->startTexRadius, transData->endTexRadius, amount);
#else
return lerpf(transData->startTexRadius, transData->endTexRadius, amount);
#endif
}
f32 center_tex_transition_x(struct WarpTransitionData *transData, f32 posDistance, u16 texTransDir) {
f32 x = transData->startTexX + coss(texTransDir) * posDistance;
return x;
}
f32 center_tex_transition_y(struct WarpTransitionData *transData, f32 posDistance, u16 texTransDir) {
f32 y = transData->startTexY + sins(texTransDir) * posDistance;
return y;
}
f32 calc_tex_transition_pos_distance(s8 transTime, struct WarpTransitionData *transData) {
f32 startX = transData->startTexX;
f32 startY = transData->startTexY;
f32 endX = transData->endTexX;
f32 endY = transData->endTexY;
f32 distance = sqrtf(sqr(startX - endX) + sqr(startY - endY));
f32 amount = (f32) sTransitionFadeTimer / (f32)(transTime - 1);
return distance * amount;
}
u16 calc_tex_transition_direction(struct WarpTransitionData *transData) {
f32 x = transData->endTexX - transData->startTexX;
f32 y = transData->endTexY - transData->startTexY;
return atan2s(x, y);
}
/*
* Called during render_screen_transition.
* Handles shape transitions (such as the star, circle and Mario and bowser´s heads).
*/
s32 render_textured_transition(s8 transTime, struct WarpTransitionData *transData, s8 texID, s8 transTexType) {
u16 texTransDir = calc_tex_transition_direction(transData);
f32 posDistance = calc_tex_transition_pos_distance(transTime, transData);
f32 centerTransX = center_tex_transition_x(transData, posDistance, texTransDir);
f32 centerTransY = center_tex_transition_y(transData, posDistance, texTransDir);
f32 texTransRadius = calc_tex_transition_radius(transTime, transData);
Vtx *verts = alloc_display_list(8 * sizeof(Vtx));
if (verts != NULL) {
load_tex_transition_vertex(verts, fadeTimer, transData, centerTransX, centerTransY, texTransRadius, transTexType);
make_tex_transition_vertices(verts, centerTransX, centerTransY, texTransRadius, transTexType);
gSPDisplayList(gDisplayListHead++, dl_proj_mtx_fullscreen);
gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE);
u8 r = transData->red;
u8 g = transData->green;
u8 b = transData->blue;
gDPSetPrimColor(gDisplayListHead++, 0, 0, r, g, b, 255);
gDPSetCombineMode(gDisplayListHead++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_OPA_SURF, G_RM_AA_OPA_SURF2);
gSPVertex(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(verts), 8, 0);
gSPDisplayList(gDisplayListHead++, dl_transition_draw_filled_region);
gDPPipeSync(gDisplayListHead++);
gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA);
gDPSetCombineLERP(gDisplayListHead++, 0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0,
0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0);
#ifdef SHARP_TRANSITION_TEXTURES
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_TEX_EDGE, G_RM_AA_TEX_EDGE2);
s32 textureType = G_IM_FMT_I;
#else
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_XLU_SURF, G_RM_AA_XLU_SURF2);
s32 textureType = G_IM_FMT_IA;
#endif
gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP);
switch (transTexType) {
case TRANS_TYPE_MIRROR:
gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], G_IM_FMT_IA, G_IM_SIZ_8b, 32, 64, 0,
G_TX_WRAP | G_TX_MIRROR, G_TX_WRAP | G_TX_MIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD);
break;
case TRANS_TYPE_CLAMP:
gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], G_IM_FMT_IA, G_IM_SIZ_8b, 64, 64, 0,
G_TX_CLAMP, G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
break;
case TRANS_TYPE_MIRROR:
gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], textureType, G_IM_SIZ_8b, 32, 64, 0,
G_TX_WRAP | G_TX_MIRROR, G_TX_WRAP | G_TX_MIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD);
break;
case TRANS_TYPE_CLAMP:
gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], textureType, G_IM_SIZ_8b, 64, 64, 0,
G_TX_CLAMP, G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
break;
}
gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gSPVertex(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(verts), 4, 0);
gSPDisplayList(gDisplayListHead++, dl_draw_quad_verts_0123);
gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF);
gSPDisplayList(gDisplayListHead++, dl_screen_transition_end);
sTransitionTextureFadeCount[fadeTimer] += transData->texTimer;
sTransitionTextureAngle += transData->angleSpeed;
}
return set_and_reset_transition_fade_timer(fadeTimer, transTime);
return set_and_reset_transition_fade_timer(transTime);
}
s32 render_screen_transition(s8 fadeTimer, s8 transType, u8 transTime, struct WarpTransitionData *transData) {
Vtx *vertex_transition_color() {
Vtx *verts = alloc_display_list(4 * sizeof(Vtx));
if (verts != NULL) {
make_simple_vertex(verts, 0, GFX_DIMENSIONS_FROM_LEFT_EDGE(0), 0, -1, 0, 0);
make_simple_vertex(verts, 1, GFX_DIMENSIONS_FROM_RIGHT_EDGE(0), 0, -1, 0, 0);
make_simple_vertex(verts, 2, GFX_DIMENSIONS_FROM_RIGHT_EDGE(0), SCREEN_HEIGHT, -1, 0, 0);
make_simple_vertex(verts, 3, GFX_DIMENSIONS_FROM_LEFT_EDGE(0), SCREEN_HEIGHT, -1, 0, 0);
}
return verts;
}
s32 dl_transition_color(u8 transTime, struct WarpTransitionData *transData, u8 alpha) {
Vtx *verts = vertex_transition_color();
if (verts != NULL) {
u8 r = transData->red;
u8 g = transData->green;
u8 b = transData->blue;
gDPSetPrimColor(gDisplayListHead++, 0, 0, r, g, b, alpha);
gSPDisplayList(gDisplayListHead++, dl_proj_mtx_fullscreen);
gDPSetCombineMode(gDisplayListHead++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_XLU_SURF, G_RM_AA_XLU_SURF2);
gSPVertex(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(verts), 4, 0);
gSPDisplayList(gDisplayListHead++, dl_draw_quad_verts_0123);
gSPDisplayList(gDisplayListHead++, dl_screen_transition_end);
}
return set_and_reset_transition_fade_timer(transTime);
}
u8 set_transition_color_fade_alpha(s8 fadeType, u8 transTime) {
u8 time = 0;
f32 amount = (f32) sTransitionFadeTimer / (f32) (transTime - 1);
switch (fadeType) {
case COLOR_TRANS_FADE_INTO_COLOR:
time = lerpf(0.f, 255.0f, amount);
break;
case COLOR_TRANS_FADE_FROM_COLOR:
time = lerpf(255.0f, 0.f, amount);
break;
}
return roundf(time);
}
s32 render_fade_transition_from_color(u8 transTime, struct WarpTransitionData *transData) {
u8 alpha = set_transition_color_fade_alpha(COLOR_TRANS_FADE_FROM_COLOR, transTime);
return dl_transition_color(transTime, transData, alpha);
}
s32 render_fade_transition_into_color(u8 transTime, struct WarpTransitionData *transData) {
u8 alpha = set_transition_color_fade_alpha(COLOR_TRANS_FADE_INTO_COLOR, transTime);
return dl_transition_color(transTime, transData, alpha);
}
/*
* Called during rendering if gWarpTransition.isActive is on.
* Handles solid colour transitions and shape transitions
* (such as the star, circle and Mario and bowser´s heads).
*/
s32 render_screen_transition(s8 transType, u8 transTime, struct WarpTransitionData *transData) {
switch (transType) {
case WARP_TRANSITION_FADE_FROM_COLOR:
return render_fade_transition_from_color(fadeTimer, transTime, transData);
return render_fade_transition_from_color(transTime, transData);
break;
case WARP_TRANSITION_FADE_INTO_COLOR:
return render_fade_transition_into_color(fadeTimer, transTime, transData);
return render_fade_transition_into_color(transTime, transData);
break;
case WARP_TRANSITION_FADE_FROM_STAR:
return render_textured_transition(fadeTimer, transTime, transData, TEX_TRANS_STAR, TRANS_TYPE_MIRROR);
return render_textured_transition(transTime, transData, TEX_TRANS_STAR, TRANS_TYPE_MIRROR);
break;
case WARP_TRANSITION_FADE_INTO_STAR:
return render_textured_transition(fadeTimer, transTime, transData, TEX_TRANS_STAR, TRANS_TYPE_MIRROR);
return render_textured_transition(transTime, transData, TEX_TRANS_STAR, TRANS_TYPE_MIRROR);
break;
case WARP_TRANSITION_FADE_FROM_CIRCLE:
return render_textured_transition(fadeTimer, transTime, transData, TEX_TRANS_CIRCLE, TRANS_TYPE_MIRROR);
return render_textured_transition(transTime, transData, TEX_TRANS_CIRCLE, TRANS_TYPE_MIRROR);
break;
case WARP_TRANSITION_FADE_INTO_CIRCLE:
return render_textured_transition(fadeTimer, transTime, transData, TEX_TRANS_CIRCLE, TRANS_TYPE_MIRROR);
return render_textured_transition(transTime, transData, TEX_TRANS_CIRCLE, TRANS_TYPE_MIRROR);
break;
case WARP_TRANSITION_FADE_FROM_MARIO:
return render_textured_transition(fadeTimer, transTime, transData, TEX_TRANS_MARIO, TRANS_TYPE_CLAMP);
return render_textured_transition(transTime, transData, TEX_TRANS_MARIO, TRANS_TYPE_CLAMP);
break;
case WARP_TRANSITION_FADE_INTO_MARIO:
return render_textured_transition(fadeTimer, transTime, transData, TEX_TRANS_MARIO, TRANS_TYPE_CLAMP);
return render_textured_transition(transTime, transData, TEX_TRANS_MARIO, TRANS_TYPE_CLAMP);
break;
case WARP_TRANSITION_FADE_FROM_BOWSER:
return render_textured_transition(fadeTimer, transTime, transData, TEX_TRANS_BOWSER, TRANS_TYPE_MIRROR);
return render_textured_transition(transTime, transData, TEX_TRANS_BOWSER, TRANS_TYPE_MIRROR);
break;
case WARP_TRANSITION_FADE_INTO_BOWSER:
return render_textured_transition(fadeTimer, transTime, transData, TEX_TRANS_BOWSER, TRANS_TYPE_MIRROR);
return render_textured_transition(transTime, transData, TEX_TRANS_BOWSER, TRANS_TYPE_MIRROR);
break;
}
return FALSE;
}
Gfx *render_cannon_circle_base(void) {
#ifdef WIDESCREEN
Vtx *verts = alloc_display_list(8 * sizeof(*verts));
Gfx *dlist = alloc_display_list(20 * sizeof(*dlist));
Vtx *verts = alloc_display_list(8 * sizeof(Vtx));
Gfx *dlist = alloc_display_list(20 * sizeof(Gfx));
#else
Vtx *verts = alloc_display_list(4 * sizeof(*verts));
Gfx *dlist = alloc_display_list(16 * sizeof(*dlist));
Vtx *verts = alloc_display_list(4 * sizeof(Vtx));
Gfx *dlist = alloc_display_list(16 * sizeof(Gfx));
#endif
Gfx *g = dlist;
if (verts != NULL && dlist != NULL) {
make_vertex(verts, 0, 0, 0, -1, -1152, 1824, 0, 0, 0, 255);
make_vertex(verts, 1, SCREEN_WIDTH, 0, -1, 1152, 1824, 0, 0, 0, 255);
make_vertex(verts, 2, SCREEN_WIDTH, SCREEN_HEIGHT, -1, 1152, 192, 0, 0, 0, 255);
make_vertex(verts, 3, 0, SCREEN_HEIGHT, -1, -1152, 192, 0, 0, 0, 255);
gDPSetPrimColor(gDisplayListHead++, 0, 0, 0, 0, 0, 255);
make_simple_vertex(verts, 0, 0, 0, -1, -1152, 1824);
make_simple_vertex(verts, 1, SCREEN_WIDTH, 0, -1, 1152, 1824);
make_simple_vertex(verts, 2, SCREEN_WIDTH, SCREEN_HEIGHT, -1, 1152, 192);
make_simple_vertex(verts, 3, 0, SCREEN_HEIGHT, -1, -1152, 192);
#ifdef WIDESCREEN
// Render black rectangles outside the 4:3 area.
make_vertex(verts, 4, GFX_DIMENSIONS_FROM_LEFT_EDGE(0), 0, -1, 0, 0, 0, 0, 0, 255);
make_vertex(verts, 5, GFX_DIMENSIONS_FROM_RIGHT_EDGE(0), 0, -1, 0, 0, 0, 0, 0, 255);
make_vertex(verts, 6, GFX_DIMENSIONS_FROM_RIGHT_EDGE(0), SCREEN_HEIGHT, -1, 0, 0, 0, 0, 0, 255);
make_vertex(verts, 7, GFX_DIMENSIONS_FROM_LEFT_EDGE(0), SCREEN_HEIGHT, -1, 0, 0, 0, 0, 0, 255);
make_simple_vertex(verts, 4, GFX_DIMENSIONS_FROM_LEFT_EDGE(0), 0, -1, 0, 0, 0);
make_simple_vertex(verts, 5, GFX_DIMENSIONS_FROM_RIGHT_EDGE(0), 0, -1, 0, 0, 0);
make_simple_vertex(verts, 6, GFX_DIMENSIONS_FROM_RIGHT_EDGE(0), SCREEN_HEIGHT, -1, 0, 0);
make_simple_vertex(verts, 7, GFX_DIMENSIONS_FROM_LEFT_EDGE(0), SCREEN_HEIGHT, -1, 0, 0);
#endif
gSPDisplayList(g++, dl_proj_mtx_fullscreen);
gDPSetCombineMode(g++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA);
gDPSetCombineMode(g++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetTextureFilter(g++, G_TF_BILERP);
gDPLoadTextureBlock(g++, sTextureTransitionID[TEX_TRANS_CIRCLE], G_IM_FMT_IA, G_IM_SIZ_8b, 32, 64, 0,
G_TX_WRAP | G_TX_MIRROR, G_TX_WRAP | G_TX_MIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD);

View File

@@ -24,7 +24,7 @@ enum ColorTransitionFade {
COLOR_TRANS_FADE_FROM_COLOR,
};
s32 render_screen_transition(s8 fadeTimer, s8 transType, u8 transTime, struct WarpTransitionData *transData);
s32 render_screen_transition(s8 transType, u8 transTime, struct WarpTransitionData *transData);
Gfx *geo_cannon_circle_base(s32 callContext, struct GraphNode *node, UNUSED Mat4 mtx);
#endif // SCREEN_TRANSITION_H

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