forked from Ports/perfect_dark
IR Goggle support for 4player and 1-2p draw fixes
- allocate memory for 4player's IR goggle scanlines - fixes IR goggle alignment - fixes IR lens for players 2 and 4 - fixes off-by-one rendering error for top two players (bottom of screen) - fixes off-by-one rendering error for right-side players (right side of semicircle thing) - fixes dark area flickering; use resolved shading for props if not wearing goggles - port: fix IR goggle off-by-one draw issues
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@@ -31,7 +31,7 @@ char var800a41c0[26];
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char var800a41c0[24];
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#endif
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u8 g_IrScanlines[2][480];
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u8 g_IrScanlines[4][480];
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#if VERSION < VERSION_NTSC_1_0
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u8 var800a8b58nb[0x1c0];
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@@ -2356,6 +2356,10 @@ Gfx *bviewDrawIrLens(Gfx *gdl)
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gSPSetExtraGeometryModeEXT(gdl++, G_MODULATE_EXT);
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#endif
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// fixes off by one error w/ two top players
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if (g_Vars.currentplayernum == 0 || g_Vars.currentplayernum == 1) {
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scanbottom++;
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}
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for (i = scantop; i < scanbottom; i++) {
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#if VERSION >= VERSION_NTSC_1_0
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if (i & 1) {
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@@ -2392,6 +2396,10 @@ Gfx *bviewDrawIrLens(Gfx *gdl)
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s32 semicirclewidth = sqrtf(sqinnerradius - (s32) (f0 * f0)) * (viewwidth / (f32) SCREEN_WIDTH_LO);
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s32 semicircleright = viewcentrex + semicirclewidth;
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s32 rightsidewidth = viewwidth - semicircleright;
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// if playernum is 1 or 3, shift to the right by viewwidth
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if (g_Vars.currentplayernum == 1 || g_Vars.currentplayernum == 3) {
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rightsidewidth += viewwidth;
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}
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#ifdef PLATFORM_N64
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// Left and right of semicircle
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@@ -2405,14 +2413,22 @@ Gfx *bviewDrawIrLens(Gfx *gdl)
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gdl = bviewCopyPixels(gdl, fb, i, 5, i, 1.0f, viewleft, viewwidth);
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}
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#else
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// Left and right of semicircle
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// Scanlines to the left and right of the semicircle
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gDPFillRectangle(gdl++, viewleft, i, viewcentrex, i + 1);
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if (PLAYERCOUNT() <= 2 && g_Vars.currentplayernum == 0 && i == viewcentrey) {
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semicircleright -= 1;
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}
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else if (PLAYERCOUNT() > 2 && (g_Vars.currentplayernum == 1 || g_Vars.currentplayernum == 3 ) && i == viewcentrey) {
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semicircleright -= 1;
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}
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gDPFillRectangle(gdl++, semicircleright, i, semicircleright + rightsidewidth, i + 1);
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// The semicircle itself has a static colour
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gDPSetPrimColorViaWord(gdl++, 0, 0, 0xee0000ff);
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gDPFillRectangle(gdl++, viewcentrex, i, viewcentrex + semicirclewidth, i + 1);
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} else {
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// scanlines above and below the semicircle
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gDPFillRectangle(gdl++, viewleft, i, viewleft + viewwidth, i + 1);
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}
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#endif
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@@ -2781,6 +2797,10 @@ Gfx *bviewDrawIrBinoculars(Gfx *gdl)
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s32 viewleft = viGetViewLeft();
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s32 viewright = viewleft + viewwidth;
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s32 viewbottom = viewtop + viewheight;
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// fixes off by one error w/ two top players
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if (g_Vars.currentplayernum == 0 || g_Vars.currentplayernum == 1) {
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viewbottom++;
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}
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s32 leftx = viewleft + viewwidth / 3;
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s32 rightx = viewleft + (viewwidth * 2) / 3;
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s32 centrey = (viewtop + viewbottom) / 2;
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@@ -2798,6 +2818,13 @@ Gfx *bviewDrawIrBinoculars(Gfx *gdl)
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for (y = viewtop; y < viewbottom; y++) {
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s32 ytocentre = centrey - y;
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s32 sqytocentre = ytocentre * ytocentre;
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if (PLAYERCOUNT() <= 2) {
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sqytocentre += 1;
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} else if (PLAYERCOUNT() > 2) {
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if (g_Vars.currentplayernum == 1 || g_Vars.currentplayernum == 3) {
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sqytocentre += 1;
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}
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}
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if (sqytocentre < sqradius) {
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s32 xoffset = (viewwidth / (f32) SCREEN_WIDTH_LO) * sqrtf(sqradius - sqytocentre);
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+2
-2
@@ -1616,9 +1616,9 @@ void propCalculateShadeColour(struct prop *prop, u8 *nextcol, u16 floorcol)
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{
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s32 shade = func0f068fc8(prop, 0);
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// fix props flickering in split screen when one of the players has night vision on
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// fix props flickering in split screen when one of the players has night vision or IR Goggles on
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if (prop->type != PROPTYPE_PLAYER || g_Vars.currentplayer->prop != prop) {
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if (USINGDEVICE(DEVICE_NIGHTVISION)) {
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if (USINGDEVICE(DEVICE_NIGHTVISION) || USINGDEVICE(DEVICE_IRSCANNER)) {
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if (prop->rooms[0] >= 0) {
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shade = g_Rooms[prop->rooms[0]].br_settled_regional;
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}
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