* Culling improvements + earlier GRAPH_RENDER_INVISIBLE check
GRAPH_RENDER_INVISIBLE is now checked during geo_process_object before any uncessesary transformation is applied to
the object, translation is still calculated for sound even if the object is invisible.
Half fov is now computed during geo_process_perspective.
Vertical culling has been added (only when bellow the screen to prevent shadow´s being culled).
Emulators have basically infinite culling aspect ratio to prevent early culling with widescreen viewport hacks.
Default culling radius is now a define.
This was written by both me and Kaze Emanuar, he provided the suggestion to use absf and informed me of
integer division being remarkably slow (although it´s only used once during geo_process_perspective).
* Badly placed new line (major fix)
* integer
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
* parenthesis
doesn´t affect order of operation, just for code quality
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
* uncessary whitespace
Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
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Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
Now its just part of HackerSM64 entirely, and HackerSM64 will be the source of all changes (as long as said changes can reasonably apply to homebrew games)
* Disable stereoheadseteffects and stub out all known code references via define
By effect this also completely removes Headset sound options from the game config, as it serves no purpose whatsoever compared to stereo.
Because it's stubbed out everywhere rather than only the necessary locations to prevent it, this should boost audio runtime slightly for everything, not just the stuff that actively used it.
* Rename DISABLE_HEADSET_STEREO_EFFECTS to ENABLE_HEADSET_STEREO_EFFECTS
* Reorganize and reduce audio Note struct
* Add performance to define description
* Rename ENABLE_HEADSET_STEREO_EFFECTS to ENABLE_STEREO_HEADSET_EFFECTS
Vanilla's ramping table sounds absolutely horrendous, most noticeably when it comes to slow volume fade-ins/outs. By default, precision has been increased by 4x vanilla US, which overall has an insignificant impact on performance. This is still half as precise as EU's volume ramping table, that's about the point where additional memory and performance aspects are impacted more significantly.
This allows sounds to start instantly without any fade-in. Using new soundbanks with delay values of 0 will not compile with base decomp, but old decomp-compliant soundbanks will work with this commit.
Refactored everything to be more memory efficient and execute fewer function calls than prior
Also accidentally discovered a significant bug with the audio modes always being forced to stereo so this is definitely 2.1 scope lmao