Files
Microtransactions64/enhancements/long-render-patch.diff

119 lines
4.4 KiB
Diff

diff --git a/src/engine/math_util.c b/src/engine/math_util.c
index e5d59d8b5..75cd43a09 100644
--- a/src/engine/math_util.c
+++ b/src/engine/math_util.c
@@ -564,23 +564,17 @@ void mtxf_mul_vec3s(Mat4 mtx, Vec3s b) {
* and no crashes occur.
*/
void mtxf_to_mtx(Mtx *dest, Mat4 src) {
-#ifdef AVOID_UB
- // Avoid type-casting which is technically UB by calling the equivalent
- // guMtxF2L function. This helps little-endian systems, as well.
- guMtxF2L(src, dest);
-#else
- s32 asFixedPoint;
- register s32 i;
- register s16 *a3 = (s16 *) dest; // all integer parts stored in first 16 bytes
- register s16 *t0 = (s16 *) dest + 16; // all fraction parts stored in last 16 bytes
- register f32 *t1 = (f32 *) src;
-
- for (i = 0; i < 16; i++) {
- asFixedPoint = *t1++ * (1 << 16); //! float-to-integer conversion responsible for PU crashes
- *a3++ = GET_HIGH_S16_OF_32(asFixedPoint); // integer part
- *t0++ = GET_LOW_S16_OF_32(asFixedPoint); // fraction part
- }
-#endif
+ Mat4 temp;
+ register s32 i, j;
+
+ for( i = 0; i < 4; i++ ) {
+ for( j = 0; j < 3; j++ ) {
+ temp[i][j] = src[i][j] / WORLD_SCALE;
+ }
+ temp[i][3] = src[i][3];
+ }
+
+ guMtxF2L( temp, dest );
}
/**
diff --git a/src/engine/math_util.h b/src/engine/math_util.h
index cb37d52d1..0826a8407 100644
--- a/src/engine/math_util.h
+++ b/src/engine/math_util.h
@@ -5,6 +5,14 @@
#include "types.h"
+/* Scales the world down by this factor, increasing how far you can render on
+ * console in exchange for a slight loss in precision.
+ *
+ * For double extended boundary hacks, a value of 1.5f or 2.0f is good.
+ * For quadruple extended bounds, use 3.f or 4.f
+ */
+#define WORLD_SCALE 2.f
+
/*
* The sine and cosine tables overlap, but "#define gCosineTable (gSineTable +
* 0x400)" doesn't give expected codegen; gSineTable and gCosineTable need to
diff --git a/src/game/rendering_graph_node.c b/src/game/rendering_graph_node.c
index 58238e83f..150cff68b 100644
--- a/src/game/rendering_graph_node.c
+++ b/src/game/rendering_graph_node.c
@@ -249,7 +249,7 @@ static void geo_process_perspective(struct GraphNodePerspective *node) {
f32 aspect = (f32) gCurGraphNodeRoot->width / (f32) gCurGraphNodeRoot->height;
#endif
- guPerspective(mtx, &perspNorm, node->fov, aspect, node->near, node->far, 1.0f);
+ guPerspective(mtx, &perspNorm, node->fov, aspect, node->near / WORLD_SCALE, node->far / WORLD_SCALE, 1.0f);
gSPPerspNormalize(gDisplayListHead++, perspNorm);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(mtx), G_MTX_PROJECTION | G_MTX_LOAD | G_MTX_NOPUSH);
@@ -267,17 +267,8 @@ static void geo_process_perspective(struct GraphNodePerspective *node) {
* range of this node.
*/
static void geo_process_level_of_detail(struct GraphNodeLevelOfDetail *node) {
-#ifdef GBI_FLOATS
- Mtx *mtx = gMatStackFixed[gMatStackIndex];
- s16 distanceFromCam = (s32) -mtx->m[3][2]; // z-component of the translation column
-#else
- // The fixed point Mtx type is defined as 16 longs, but it's actually 16
- // shorts for the integer parts followed by 16 shorts for the fraction parts
- Mtx *mtx = gMatStackFixed[gMatStackIndex];
- s16 distanceFromCam = -GET_HIGH_S16_OF_32(mtx->m[1][3]); // z-component of the translation column
-#endif
-
- if (node->minDistance <= distanceFromCam && distanceFromCam < node->maxDistance) {
+ f32 distanceFromCam = -gMatStack[gMatStackIndex][3][2];
+ if ((f32)node->minDistance <= distanceFromCam && distanceFromCam < (f32)node->maxDistance) {
if (node->node.children != 0) {
geo_process_node_and_siblings(node->node.children);
}
@@ -304,6 +295,17 @@ static void geo_process_switch(struct GraphNodeSwitchCase *node) {
}
}
+static void make_roll_matrix(Mtx *mtx, s16 angle) {
+ Mat4 temp;
+
+ mtxf_identity(temp);
+ temp[0][0] = coss(angle);
+ temp[0][1] = sins(angle);
+ temp[1][0] = -temp[0][1];
+ temp[1][1] = temp[0][0];
+ guMtxF2L(temp, mtx);
+}
+
/**
* Process a camera node.
*/
@@ -315,7 +317,7 @@ static void geo_process_camera(struct GraphNodeCamera *node) {
if (node->fnNode.func != NULL) {
node->fnNode.func(GEO_CONTEXT_RENDER, &node->fnNode.node, gMatStack[gMatStackIndex]);
}
- mtxf_rotate_xy(rollMtx, node->rollScreen);
+ make_roll_matrix(rollMtx, node->rollScreen);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(rollMtx), G_MTX_PROJECTION | G_MTX_MUL | G_MTX_NOPUSH);