#include #include "sm64.h" #include "gfx_dimensions.h" #include "area.h" #include "game/game_init.h" #include "engine/math_util.h" #include "engine/graph_node.h" #include "screen_transition.h" #include "memory.h" #include "geo_misc.h" #include "segment2.h" #include "camera.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; switch (fadeType) { case 0: time = (f32) sTransitionColorFadeCount[fadeTimer] * 255.0 / (f32)(transTime - 1) + 0.5; // fade in break; case 1: 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); } else { } 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(1, 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(0, 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 + 0.5);; } 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 = round_float(centerX); s16 y = round_float(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); } void *sTextureTransitionID[] = { texture_transition_star_half, texture_transition_circle_half, texture_transition_mario, 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)); if (verts != NULL) { load_tex_transition_vertex(verts, fadeTimer, transData, centerTransX, centerTransY, texTransRadius, transTexType); gSPDisplayList(gDisplayListHead++, dl_proj_mtx_fullscreen) gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE); 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); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_XLU_SURF, G_RM_AA_XLU_SURF2); 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; } 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; } else { } return set_and_reset_transition_fade_timer(fadeTimer, transTime); } int render_screen_transition(s8 fadeTimer, s8 transType, u8 transTime, struct WarpTransitionData *transData) { switch (transType) { case WARP_TRANSITION_FADE_FROM_COLOR: return render_fade_transition_from_color(fadeTimer, transTime, transData); break; case WARP_TRANSITION_FADE_INTO_COLOR: return render_fade_transition_into_color(fadeTimer, transTime, transData); break; case WARP_TRANSITION_FADE_FROM_STAR: return render_textured_transition(fadeTimer, 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); break; case WARP_TRANSITION_FADE_FROM_CIRCLE: return render_textured_transition(fadeTimer, 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); break; case WARP_TRANSITION_FADE_FROM_MARIO: return render_textured_transition(fadeTimer, 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); break; case WARP_TRANSITION_FADE_FROM_BOWSER: return render_textured_transition(fadeTimer, 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); break; } } Gfx *render_cannon_circle_base(void) { #ifdef TARGET_N64 Vtx *verts = alloc_display_list(4 * sizeof(*verts)); Gfx *dlist = alloc_display_list(16 * sizeof(*dlist)); #else Vtx *verts = alloc_display_list(8 * sizeof(*verts)); Gfx *dlist = alloc_display_list(20 * sizeof(*dlist)); #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); #ifndef TARGET_N64 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); #endif gSPDisplayList(g++, dl_proj_mtx_fullscreen); gDPSetCombineMode(g++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA); 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); gSPTexture(g++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gSPVertex(g++, VIRTUAL_TO_PHYSICAL(verts), 4, 0); gSPDisplayList(g++, dl_draw_quad_verts_0123); gSPTexture(g++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF); #ifndef TARGET_N64 gDPSetCombineMode(g++, G_CC_SHADE, G_CC_SHADE); gSPVertex(g++, VIRTUAL_TO_PHYSICAL(verts + 4), 4, 4); gSP2Triangles(g++, 4, 0, 3, 0, 4, 3, 7, 0); gSP2Triangles(g++, 1, 5, 6, 0, 1, 6, 2, 0); #endif gSPDisplayList(g++, dl_screen_transition_end); gSPEndDisplayList(g); } else { return NULL; } return dlist; } Gfx *geo_cannon_circle_base(s32 callContext, struct GraphNode *node, UNUSED f32 mtx[4][4]) { struct GraphNodeGenerated *graphNode = (struct GraphNodeGenerated *) node; Gfx *dlist = NULL; if (callContext == GEO_CONTEXT_RENDER && gCurrentArea != NULL && gCurrentArea->camera->mode == CAMERA_MODE_INSIDE_CANNON) { graphNode->fnNode.node.flags = (graphNode->fnNode.node.flags & 0xFF) | 0x500; dlist = render_cannon_circle_base(); } return dlist; }