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Remove sharp transitions (#702)
* Cannon render mode fix Slipped past me. * Removed sharp transitions I like the idea but it really isn´t vanilla and causes issues. Might be worth revisiting but for now lets just get rid of it. * fixes Missing render mode set for transitions, reduced display list alloc for cannon tested more this time
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@@ -2673,25 +2673,6 @@ UNUSED ALIGNED8 static const Texture texture_radial_light[] = {
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#include "textures/segment2/light_quarter_circle.ia16.inc.c"
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};
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#ifdef SHARP_TRANSITION_TEXTURES
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const Texture texture_transition_star_half[] = {
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#include "textures/segment2/transition_star_half.i8.inc.c"
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};
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const Texture texture_transition_circle_half[] = {
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#include "textures/segment2/transition_circle_half.i8.inc.c"
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};
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const Texture texture_transition_mario[] = {
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#include "textures/segment2/transition_mario.i8.inc.c"
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};
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const Texture texture_transition_bowser_half[] = {
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#include "textures/segment2/transition_bowser_half.i8.inc.c"
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};
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#else
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const Texture texture_transition_star_half[] = {
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#include "textures/segment2/segment2.0F458.ia8.inc.c"
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};
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@@ -2707,7 +2688,6 @@ const Texture texture_transition_mario[] = {
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const Texture texture_transition_bowser_half[] = {
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#include "textures/segment2/segment2.11458.ia8.inc.c"
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};
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#endif
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const Texture texture_waterbox_water[] = {
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#include "textures/segment2/segment2.11C58.rgba16.inc.c"
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@@ -145,11 +145,6 @@
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*/
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#define EASE_IN_OUT_TRANSITIONS
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/**
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* Makes use of the tex edge render mode to deliver smooth transition textures
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*/
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// #define SHARP_TRANSITION_TEXTURES
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/**
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* Uses frustratio of 2 instead of 1.
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* Can improve performance in some circumstances, though it can also cause large tris to warp if cut off from the camera.
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@@ -13,12 +13,6 @@
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#include "segment2.h"
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#include "sm64.h"
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#ifdef SHARP_TRANSITION_TEXTURES
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#define TRANSITION_TEXTURE_TYPE G_IM_FMT_I
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#else
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#define TRANSITION_TEXTURE_TYPE G_IM_FMT_IA
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#endif
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u8 sTransitionFadeTimer = 0;
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u16 sTransitionTextureAngle = 0;
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@@ -164,21 +158,16 @@ s32 render_textured_transition(s8 transTime, struct WarpTransitionData *transDat
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gDPSetCombineLERP(gDisplayListHead++, 0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0,
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0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0);
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#ifdef SHARP_TRANSITION_TEXTURES
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gDPSetRenderMode(gDisplayListHead++, G_RM_AA_TEX_EDGE, G_RM_AA_TEX_EDGE2);
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#else
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gDPSetRenderMode(gDisplayListHead++, G_RM_AA_XLU_SURF, G_RM_AA_XLU_SURF2);
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#endif
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gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP);
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switch (transTexType) {
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case TRANS_TYPE_MIRROR:
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gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], TRANSITION_TEXTURE_TYPE, G_IM_SIZ_8b, 32, 64, 0,
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gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], G_IM_FMT_IA, G_IM_SIZ_8b, 32, 64, 0,
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G_TX_WRAP | G_TX_MIRROR, G_TX_WRAP | G_TX_MIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD);
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break;
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case TRANS_TYPE_CLAMP:
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gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], TRANSITION_TEXTURE_TYPE, G_IM_SIZ_8b, 64, 64, 0,
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gDPLoadTextureBlock(gDisplayListHead++, sTextureTransitionID[texID], G_IM_FMT_IA, G_IM_SIZ_8b, 64, 64, 0,
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G_TX_CLAMP, G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
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break;
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}
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@@ -325,7 +314,7 @@ Gfx *render_cannon_circle_base(void) {
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gSPDisplayList(g++, dl_proj_mtx_fullscreen);
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gDPSetCombineMode(g++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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gDPSetTextureFilter(g++, G_TF_BILERP);
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gDPLoadTextureBlock(g++, sTextureTransitionID[TEX_TRANS_CIRCLE], TRANSITION_TEXTURE_TYPE, G_IM_SIZ_8b, 32, 64, 0,
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gDPLoadTextureBlock(g++, sTextureTransitionID[TEX_TRANS_CIRCLE], G_IM_FMT_IA, G_IM_SIZ_8b, 32, 64, 0,
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G_TX_WRAP | G_TX_MIRROR, G_TX_WRAP | G_TX_MIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD);
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gSPTexture(g++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPVertex(g++, VIRTUAL_TO_PHYSICAL(verts), 4, 0);
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