forked from Ports/goldeneye-pc-port
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0e767334f7
| Author | SHA1 | Date | |
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0e767334f7 | ||
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6c183d9434 | ||
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fd7800cf80 | ||
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06856ed973 | ||
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fbc8911238 | ||
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3154efa79f | ||
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af9a3c19e6 |
No files matched your search
@@ -42,6 +42,8 @@ struct ShaderProgram {
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GLint decal_scale_location;
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int decal_mode;
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float decal_scale;
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GLint depth_prepass_location;
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int depth_prepass;
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};
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struct Framebuffer {
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@@ -83,6 +85,14 @@ static uint32_t depth_copy_width, depth_copy_height;
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static bool current_depth_test;
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static bool current_depth_decal;
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// Translucent surfaces write no depth and are only drawn in rough back-to-front order, so a farther
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// railing drawn later blended over a nearer one. Their nearly opaque texels (railing bars) first get
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// a depth-only pass, then the surface is drawn as usual: semi-transparent texels are unchanged.
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#define XLU_DEPTH_PREPASS_ALPHA "0.98"
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static bool current_depth_compare;
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static GLenum current_depth_func = GL_LESS;
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static bool current_blend;
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static int gl_glsl_version = 130;
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static char gl_glsl_version_str[16] = "130";
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static GLenum gl_mirror_clamp = GL_MIRROR_CLAMP_TO_EDGE;
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@@ -417,6 +427,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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append_line(fs_buf, &fs_len, "uniform int frame_count;");
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append_line(fs_buf, &fs_len, "uniform float noise_scale;");
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append_line(fs_buf, &fs_len, "uniform int uDecalMode;");
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append_line(fs_buf, &fs_len, "uniform int uDepthPrepass;");
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append_line(fs_buf, &fs_len, "uniform highp float uDecalPixelScale;");
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append_line(fs_buf, &fs_len, "uniform highp sampler2D uDepthTex;");
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@@ -617,6 +628,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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if (cc_features.opt_invisible) {
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append_line(fs_buf, &fs_len, " texel.a = 0.0;");
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}
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append_line(fs_buf, &fs_len, " if (uDepthPrepass != 0 && texel.a < " XLU_DEPTH_PREPASS_ALPHA ") discard;");
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append_line(fs_buf, &fs_len, " OUTPUT_COLOR = texel;");
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} else {
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@@ -740,6 +752,11 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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prg->decal_scale_location = glGetUniformLocation(shader_program, "uDecalPixelScale");
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prg->decal_mode = 0;
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prg->decal_scale = 0.0f;
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prg->depth_prepass_location = glGetUniformLocation(shader_program, "uDepthPrepass");
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prg->depth_prepass = 0;
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if (prg->depth_prepass_location >= 0) {
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glUniform1i(prg->depth_prepass_location, 0);
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}
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if (prg->decal_mode_location >= 0) {
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glUniform1i(prg->decal_mode_location, 0);
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glUniform1i(glGetUniformLocation(shader_program, "uDepthTex"), DECAL_DEPTH_TEXTURE_UNIT);
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@@ -902,6 +919,7 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
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static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode) {
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current_depth_test = depth_test;
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current_depth_compare = depth_compare;
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current_depth_decal = depth_test && depth_compare && zmode == ZMODE_DEC;
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if (depth_test) {
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@@ -912,7 +930,7 @@ static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool d
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if (depth_compare) {
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switch (zmode) {
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case ZMODE_INTER:
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(current_depth_func = GL_LEQUAL);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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break;
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@@ -920,22 +938,22 @@ static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool d
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case ZMODE_OPA:
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case ZMODE_XLU:
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if (depth_source_prim) {
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(current_depth_func = GL_LEQUAL);
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} else {
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glDepthFunc(GL_LESS);
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glDepthFunc(current_depth_func = GL_LESS);
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}
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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break;
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case ZMODE_DEC:
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(current_depth_func = GL_LEQUAL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-2, -2);
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break;
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}
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} else {
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glDepthFunc(GL_ALWAYS);
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glDepthFunc(current_depth_func = GL_ALWAYS);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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}
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@@ -961,6 +979,7 @@ static void gfx_opengl_set_scissor(int x, int y, int width, int height) {
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}
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static void gfx_opengl_set_use_alpha(bool use_alpha, bool modulate) {
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current_blend = use_alpha && !modulate;
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if (use_alpha) {
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glEnable(GL_BLEND);
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} else {
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@@ -1084,6 +1103,26 @@ static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_
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}
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * buf_vbo_len, buf_vbo, GL_STREAM_DRAW);
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struct ShaderProgram* prg = current_shader_program;
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if (!current_depth_decal && current_depth_test && current_depth_compare && !current_depth_mask && current_blend &&
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prg != nullptr && prg->depth_prepass_location >= 0) {
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glUniform1i(prg->depth_prepass_location, 1);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_TRUE);
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glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
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glUniform1i(prg->depth_prepass_location, 0);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_FALSE);
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// The colour pass must pass where the prepass just stored this surface's own depth
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glDepthFunc(GL_LEQUAL);
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glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
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glDepthFunc(current_depth_func);
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depth_copy_dirty = true;
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return;
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}
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glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
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if (current_depth_test && current_depth_mask) {
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@@ -764,6 +764,22 @@ Gfx *sub_GAME_7F0B3C8C(Gfx *gdl)
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{
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if (i == dword_CODE_bss_8007FFA0[j].unk1)
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{
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#ifdef PORT
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/* Tinted glass stands in a window opening at the far side of
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* the room, yet it is a prop and so was drawn after the room's
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* translucent geometry. Railing balusters in front of it are
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* such geometry (an XLU quad that writes no depth), so the
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* glass painted over them (Facility main hall). Draw the room's
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* tinted glass before its translucent geometry instead. */
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if (get_debug_do_draw_obj() && sub_GAME_7F0BD8F0())
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{
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gSPMatrix(gdl++, osVirtualToPhysical((void*)currentPlayerGetProjectionMatrix()), (G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION));
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gdl = fogRenderClearFogMode(gdl);
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g_PortXluGlassPhase = 1;
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gdl = chrpropsRenderPass(gdl, dword_CODE_bss_8007FFA0[j].roomid, 1);
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}
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g_PortXluGlassPhase = 2;
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#endif
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gSPMatrix(gdl++, osVirtualToPhysical((void*)get_BONDdata_field_10E0()), (G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION));
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gdl = fogSetRenderFogColor(
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bgScissorCurrentPlayerViewF(
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@@ -792,6 +808,9 @@ Gfx *sub_GAME_7F0B3C8C(Gfx *gdl)
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gdl = chrpropsRenderPass(gdl, dword_CODE_bss_8007FFA0[j].roomid, 1);
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}
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}
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#ifdef PORT
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g_PortXluGlassPhase = 0;
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#endif
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if (1);
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}
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@@ -3358,6 +3377,38 @@ bool bgTestRayIntersectsBbox(coord3d *origin, coord3d *dir, s32 *bbox_min, s32 *
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}
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#ifdef PORT
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#include "image.h"
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/* The image id of a room triangle's texture, read like the N64 does: texLoad
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* stores the id in the 8 bytes before the texture data, and the room's
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* G_SETTIMG points at that data (a full host pointer in w1 on PC). Room GDLs
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* load into the default pool, so anything outside it is not a texture.
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* The id selects the impact decal, sound and dust puff (HIT_WATER: no decal,
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* no puff, splash sound). */
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static s32 bgTexnumFromSetTimg(Gfx *settimg)
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{
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struct texpool *pool = &ptr_texture_alloc_start;
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u8 *data = (u8 *)settimg->words.w1;
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s32 texnum;
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if (data < pool->start + 8 || data >= (u8 *)pool->end)
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{
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return -1;
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}
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texnum = *(s16 *)(data - 8);
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if (texnum < 0 || texnum >= MAX_TEXTURES)
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{
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return -1;
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}
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return texnum;
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}
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#endif
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bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomVtxBatchBounds *point, s32 roomnum, struct HitThing *hitthing)
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{
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Vertex *vtxbase;
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@@ -3555,6 +3606,11 @@ bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomV
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#ifdef PORT
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/* D154: KSEG0 texnum deref invalid for converted GDLs (cf. D135). D431 (#119): light fixtures are the one texture class the game acts on, so recover their image id from the fixture table. */
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texnum = lightFixtureTexnumForGfx(gdl, roomnum);
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if (texnum < 0)
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{
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texnum = bgTexnumFromSetTimg(tcmd);
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}
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#else
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temp.word = ((u32 *) tcmd)[1] - 8;
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texnum = *((u16 *) (temp.word | 0x80000000));
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@@ -3737,6 +3793,11 @@ bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomV
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#ifdef PORT
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/* D154: KSEG0 texnum deref invalid for converted GDLs (cf. D135). D431 (#119): light fixtures are the one texture class the game acts on, so recover their image id from the fixture table. */
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texnum = lightFixtureTexnumForGfx(gdl, roomnum);
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if (texnum < 0)
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{
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texnum = bgTexnumFromSetTimg(tcmd);
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}
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#else
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temp.word = ((u32 *) tcmd)[1] - 8;
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texnum = *((u16 *) (temp.word | 0x80000000));
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@@ -334,6 +334,11 @@ s32 chrpropTestPointInPolygon(coord3d *point, struct rect4f *poly
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void roomGetProps(s32 *roomids);
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ObjectRecord *scan_position_data_table_for_normal_object_at_preset(s32 arg0);
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Gfx *chrpropsRenderPass(Gfx *arg0, s32 roomid, s32 arg2);
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#ifdef PORT
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/* Translucent prop pass filter: 0 = all props, 1 = tinted glass only,
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* 2 = all but tinted glass (see bg.c). */
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extern s32 g_PortXluGlassPhase;
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#endif
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PropRecord *chrpropGetActiveTail(void);
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void propsDefragRoomProps(void);
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void chraiGetPropRoomIds(PropRecord *self, s32 *roomids);
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@@ -466,6 +466,15 @@ Gfx *chrpropRender(Gfx * gdl, PropRecord *prop, s32 withalpha)
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/**
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* Address: 7F03A6F4
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*/
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#ifdef PORT
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s32 g_PortXluGlassPhase = 0;
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static bool chrpropIsTintedGlass(PropRecord *prop)
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{
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return prop->type == PROP_TYPE_OBJ && prop->obj != NULL && prop->obj->type == PROPDEF_TINTED_GLASS;
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}
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#endif
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Gfx *chrpropsRenderPass(Gfx *gdl, s32 roomid, s32 renderpass)
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{
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s32 flag;
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@@ -542,6 +551,14 @@ Gfx *chrpropsRenderPass(Gfx *gdl, s32 roomid, s32 renderpass)
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{
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prop = *pp;
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#ifdef PORT
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if (prop != NULL && g_PortXluGlassPhase != 0
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&& chrpropIsTintedGlass(prop) != (g_PortXluGlassPhase == 1))
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{
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continue;
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}
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#endif
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if (prop != NULL)
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{
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flag = 0;
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@@ -1176,6 +1193,14 @@ void chraiDefaultWeaponFireHandler(s32 hand)
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rooms[1] = 255;
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explosionCreate(0, finalpos, hittile, 1, 0, get_cur_playernum(), rooms, 0);
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}
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#ifdef PORT
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else if (gotbghit && besttexture >= 0 && g_Textures[besttexture].hitTexture == HIT_WATER)
|
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{
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/* a splash instead of the yellow impact flash below */
|
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explosionCreateWaterSplash(finalpos, bestroom);
|
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createSpark = 0;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
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finalpos->x -= 26.0f * shotdata.dir.x;
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@@ -1590,6 +1590,9 @@ void explosionInitFlyingParticles(coord3d *spawnpos, f32 spawn_rand_scale, f32 s
|
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rand3 = (2.0f * (((f32) randomGetNext()) * (1.0f / (f32)UINT_MAX))) - 1.0f;
|
||||
|
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g_FlyingParticlesBuffer[g_NumParticleEntries].unk00 = 1;
|
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#ifdef PORT
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g_FlyingParticlesBuffer[g_NumParticleEntries].is_splash = FALSE;
|
||||
#endif
|
||||
|
||||
g_FlyingParticlesBuffer[g_NumParticleEntries].position.f[0] = spawnpos->f[0] + (spawn_rand_scale * rand1);
|
||||
g_FlyingParticlesBuffer[g_NumParticleEntries].position.f[1] = spawnpos->f[1] + (spawn_rand_scale * rand2);
|
||||
@@ -1739,6 +1742,15 @@ void explosionUpdateFlyingParticles(void)
|
||||
g_FlyingParticlesBuffer[i].unk00 = 0;
|
||||
}
|
||||
|
||||
#ifdef PORT
|
||||
if (g_FlyingParticlesBuffer[i].is_splash
|
||||
&& g_FlyingParticlesBuffer[i].position_drift.f[1] < 0.0f
|
||||
&& g_FlyingParticlesBuffer[i].position.f[1] < g_FlyingParticlesBuffer[i].splash_y)
|
||||
{
|
||||
g_FlyingParticlesBuffer[i].unk00 = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
// position-related. deletes particles that are too low or too high.
|
||||
if ((g_FlyingParticlesBuffer[i].position.f[1] < -30000.0f) || (g_FlyingParticlesBuffer[i].position.f[1] > 30000.0f))
|
||||
{
|
||||
@@ -1749,6 +1761,62 @@ void explosionUpdateFlyingParticles(void)
|
||||
}
|
||||
|
||||
|
||||
#ifdef PORT
|
||||
#include "glass.h"
|
||||
|
||||
/* Bullet hitting water (PC): the N64 only drew the yellow impact flash there.
|
||||
* Use the chr hit puffs instead (chrCreateHitPuffs: the small impact puff and
|
||||
* the larger burst), tinted to the water colour, plus droplets (the wall-hit
|
||||
* dust particles, recoloured) thrown up and removed when they fall back
|
||||
* through the surface. */
|
||||
#define WATER_SPLASH_R 0xA0
|
||||
#define WATER_SPLASH_G 0xC8
|
||||
#define WATER_SPLASH_B 0xF0
|
||||
#define WATER_SPLASH_DROPLETS 12
|
||||
|
||||
static void explosionTintSpark(s_bullet_spark *spark)
|
||||
{
|
||||
if (spark != NULL)
|
||||
{
|
||||
spark->unk28 = WATER_SPLASH_R;
|
||||
spark->unk29 = WATER_SPLASH_G;
|
||||
spark->unk2A = WATER_SPLASH_B;
|
||||
spark->unk2B = 0xFF;
|
||||
}
|
||||
}
|
||||
|
||||
void explosionCreateWaterSplash(coord3d *pos, s16 room)
|
||||
{
|
||||
s32 i;
|
||||
s32 j;
|
||||
|
||||
explosionTintSpark(bullet_spark_create(pos, 3, 43.0f, room));
|
||||
explosionTintSpark(bullet_spark_create(pos, 1, 21.0f, room));
|
||||
|
||||
for (i = 0; i < WATER_SPLASH_DROPLETS; i++)
|
||||
{
|
||||
struct FlyingParticles *drop = &g_FlyingParticlesBuffer[g_NumParticleEntries];
|
||||
|
||||
explosionInitFlyingParticles(pos, 2.0f, 1.0f, 6.0f, 3.0f);
|
||||
|
||||
drop->is_splash = TRUE;
|
||||
drop->splash_y = pos->f[1];
|
||||
|
||||
for (j = 0; j < 4; j++)
|
||||
{
|
||||
/* vary the brightness per vertex, keep the water hue */
|
||||
s32 shade = 0xC0 + (randomGetNext() & 0x3F);
|
||||
|
||||
drop->vertex_list[j].v.cn[0] = (WATER_SPLASH_R * shade) / 0xFF;
|
||||
drop->vertex_list[j].v.cn[1] = (WATER_SPLASH_G * shade) / 0xFF;
|
||||
drop->vertex_list[j].v.cn[2] = (WATER_SPLASH_B * shade) / 0xFF;
|
||||
drop->vertex_list[j].v.cn[3] = 0xB0;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
extern Gfx globalDL_0xa50;
|
||||
|
||||
/***
|
||||
@@ -2065,6 +2133,21 @@ void explosionCreateBulletImpact(struct coord3d *pos, struct coord3d *arg1, s16
|
||||
impact_type = 0x10;
|
||||
}
|
||||
|
||||
#ifdef PORT
|
||||
/* Glass objects: the bulletproof/unbreakable ones take the texture-based
|
||||
* hole, a decal drawn in the opaque pass. Transparent glass writes no
|
||||
* depth there, so the decal depth test (RDP ZMODE_DEC, emulated exactly)
|
||||
* rejects every pixel. Use the window crack the breakable glass gets: it
|
||||
* is drawn after the glass in the translucent pass, without the decal
|
||||
* test. */
|
||||
if ((prop != NULL) && (impact_type != 0x10)
|
||||
&& ((prop->obj->type == PROPDEF_GLASS) || (prop->obj->type == PROPDEF_TINTED_GLASS))
|
||||
&& ((g_ImpactTypes[impact_type].unk2 >= 2) || (g_ImpactTypes[impact_type].unk1 != 2)))
|
||||
{
|
||||
impact_type = (randomGetNext() % 3) + 0x11;
|
||||
}
|
||||
#endif
|
||||
|
||||
spA0.f[0] = pos->f[0];
|
||||
spA0.f[1] = pos->f[1];
|
||||
spA0.f[2] = pos->f[2];
|
||||
|
||||
@@ -148,6 +148,11 @@ struct FlyingParticles {
|
||||
s32 unk34;
|
||||
|
||||
Vtx vertex_list[4];
|
||||
#ifdef PORT
|
||||
/* water splash droplet: removed once it falls back below splash_y */
|
||||
s32 is_splash;
|
||||
f32 splash_y;
|
||||
#endif
|
||||
};
|
||||
|
||||
extern f32 g_SpExplosionDamageMult;
|
||||
@@ -178,6 +183,9 @@ Gfx *explosionRenderPropSmoke(PropRecord *arg0, Gfx *arg1, s32 withalpha);
|
||||
Gfx *explosionRenderBulletImpactOnProp(Gfx *arg0, PropRecord *arg1, s32 arg2);
|
||||
|
||||
void explosionCreateSmoke(coord3d *pos, StandTile *stan, s16 smoke_type, u8 *rooms, s32 flags);
|
||||
#ifdef PORT
|
||||
void explosionCreateWaterSplash(coord3d *pos, s16 room);
|
||||
#endif
|
||||
void explosionUpdateFlyingParticles(void);
|
||||
u8 explosionChrpropSmokeTick(PropRecord* prop);
|
||||
u8 explosionChrpropExplosionTick(PropRecord* prop);
|
||||
|
||||
Reference in new issue
Block a user