diff --git a/soh/include/functions.h b/soh/include/functions.h index 553630672..f0015a2c2 100644 --- a/soh/include/functions.h +++ b/soh/include/functions.h @@ -2460,6 +2460,8 @@ void Message_DrawText(PlayState* play, Gfx** gfxP); void Interface_CreateQuadVertexGroup(Vtx* vtxList, s32 xStart, s32 yStart, s32 width, s32 height, u8 flippedH); void Interface_RandoRestoreSwordless(void); +s32 Ship_CalcShouldDrawAndUpdate(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW, bool* shouldDraw, + bool* shouldUpdate); // #endregion diff --git a/soh/soh/Enhancements/presets.h b/soh/soh/Enhancements/presets.h index cac60cdef..eb7c34e2a 100644 --- a/soh/soh/Enhancements/presets.h +++ b/soh/soh/Enhancements/presets.h @@ -211,6 +211,8 @@ const std::vector enhancementsCvars = { "gDisableLOD", "gDisableDrawDistance", "gDisableKokiriDrawDistance", + "gEnhancements.WidescreenActorCulling", + "gEnhancements.ExtendedCullingExcludeGlitchActors", "gLowResMode", "gDrawLineupTick", "gQuickBongoKill", diff --git a/soh/soh/SohMenuBar.cpp b/soh/soh/SohMenuBar.cpp index ee9a2708d..ade4f7523 100644 --- a/soh/soh/SohMenuBar.cpp +++ b/soh/soh/SohMenuBar.cpp @@ -928,16 +928,39 @@ void DrawEnhancementsMenu() { } UIWidgets::PaddedEnhancementCheckbox("Disable LOD", "gDisableLOD", true, false); UIWidgets::Tooltip("Turns off the Level of Detail setting, making models use their higher-poly variants at any distance"); - if (UIWidgets::PaddedEnhancementCheckbox("Disable Draw Distance", "gDisableDrawDistance", true, false)) { - if (CVarGetInteger("gDisableDrawDistance", 0) == 0) { + if (UIWidgets::EnhancementSliderInt("Increase Actor Draw Distance: %dx", "##IncreaseActorDrawDistance", + "gDisableDrawDistance", 1, 5, "", 1, true, false)) { + if (CVarGetInteger("gDisableDrawDistance", 1) <= 1) { CVarSetInteger("gDisableKokiriDrawDistance", 0); } } - UIWidgets::Tooltip("Turns off the objects draw distance, making objects being visible from a longer range"); - if (CVarGetInteger("gDisableDrawDistance", 0) == 1) { + UIWidgets::Tooltip("Increases the range in which actors/objects are drawn"); + if (CVarGetInteger("gDisableDrawDistance", 1) > 1) { UIWidgets::PaddedEnhancementCheckbox("Kokiri Draw Distance", "gDisableKokiriDrawDistance", true, false); - UIWidgets::Tooltip("The Kokiri are mystical beings that fade into view when approached\nEnabling this will remove their draw distance"); + UIWidgets::Tooltip("The Kokiri are mystical beings that fade into view when approached\nEnabling this " + "will remove their draw distance"); } + UIWidgets::PaddedEnhancementCheckbox("Widescreen Actor Culling", "gEnhancements.WidescreenActorCulling", + true, false); + UIWidgets::Tooltip("Adjusts the horizontal culling plane to account for widescreen resolutions"); + UIWidgets::PaddedEnhancementCheckbox( + "Cull Glitch Useful Actors", "gEnhancements.ExtendedCullingExcludeGlitchActors", true, false, + !CVarGetInteger("gEnhancements.WidescreenActorCulling", 0) && + CVarGetInteger("gDisableDrawDistance", 1) <= 1, + "Requires Actor Draw Distance to be increased or Widescreen Actor Culling enabled"); + UIWidgets::Tooltip( + "Exclude actors that are useful for glitches from the extended culling ranges.\n" + "Some actors may still draw in the extended ranges, but will not \"update\" so that certain " + "glitches that leverage the original culling requirements will still work.\n" + "\n" + "The following actors are excluded:\n" + "- White clothed Gerudos\n" + "- King Zora\n" + "- Gossip Stones\n" + "- Boulders\n" + "- Blue Warps\n" + "- Darunia\n" + "- Gold Skulltulas"); UIWidgets::PaddedEnhancementCheckbox("N64 Mode", "gLowResMode", true, false); UIWidgets::Tooltip("Sets aspect ratio to 4:3 and lowers resolution to 240p, the N64's native resolution"); UIWidgets::PaddedEnhancementCheckbox("Glitch line-up tick", "gDrawLineupTick", true, false); diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index 0accb49d0..3ccb62bd7 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -1208,14 +1208,6 @@ void Actor_Init(Actor* actor, PlayState* play) { actor->uncullZoneForward = 1000.0f; actor->uncullZoneScale = 350.0f; actor->uncullZoneDownward = 700.0f; - if (CVarGetInteger("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room - && actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence - && actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning - && (play->sceneNum != SCENE_DODONGOS_CAVERN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room - actor->uncullZoneForward = 32767.0f; - actor->uncullZoneScale = 32767.0f; - actor->uncullZoneDownward = 32767.0f; - } CollisionCheck_InitInfo(&actor->colChkInfo); actor->floorBgId = BGCHECK_SCENE; ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f); @@ -2857,34 +2849,93 @@ s32 func_800314B0(PlayState* play, Actor* actor) { s32 func_800314D4(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3) { f32 var; - if (CVarGetInteger("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room - && actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence - && actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning - && (play->sceneNum != SCENE_DODONGOS_CAVERN && actor->id != ACTOR_EN_ZF)) { // Check for DC and Lizalfos for the case where the miniboss music would still play under certains conditions and changing room - return true; - } - if ((arg2->z > -actor->uncullZoneScale) && (arg2->z < (actor->uncullZoneForward + actor->uncullZoneScale))) { var = (arg3 < 1.0f) ? 1.0f : 1.0f / arg3; - // #region SoH [Widescreen support] - // Doors will cull quite noticeably on wider screens. For these actors the zone is increased - f32 limit = 1.0f; - if (((actor->id == ACTOR_EN_DOOR) || (actor->id == ACTOR_DOOR_SHUTTER)) && CVarGetInteger("gIncreaseDoorUncullZones", 1)) { - limit = 2.0f; - } - - if ((((fabsf(arg2->x) - actor->uncullZoneScale) * var) < limit) && - (((arg2->y + actor->uncullZoneDownward) * var) > -limit) && - (((arg2->y - actor->uncullZoneScale) * var) < limit)) { + if ((((fabsf(arg2->x) - actor->uncullZoneScale) * var) < 1.0f) && + (((arg2->y + actor->uncullZoneDownward) * var) > -1.0f) && + (((arg2->y - actor->uncullZoneScale) * var) < 1.0f)) { return true; } - // #endregion } return false; } +// #region SOH [Enhancements] Allows us to increase the draw and update distance independently, +// mostly a modified version of the function above and additional tweaks for some specfic actors +s32 Ship_CalcShouldDrawAndUpdate(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW, bool* shouldDraw, + bool* shouldUpdate) { + f32 clampedProjectedW; + + // Check if the actor passes its original/vanilla culling requirements + if (func_800314D4(play, actor, projectedPos, projectedW)) { + *shouldUpdate = true; + *shouldDraw = true; + return true; + } + + // Skip cutscne actors that depend on culling to hide from camera pans + if (actor->id == ACTOR_EN_VIEWER) { + return false; + } + + s32 multiplier = CVarGetInteger("gDisableDrawDistance", 1); + multiplier = MAX(multiplier, 1); + + // Some actors have a really short forward value, so we need to add to it before the multiplier to increase the + // final strength of the forward culling + f32 adder = (actor->uncullZoneForward < 500) ? 1000.0f : 0.0f; + + if ((projectedPos->z > -actor->uncullZoneScale) && + (projectedPos->z < (((actor->uncullZoneForward + adder) * multiplier) + actor->uncullZoneScale))) { + clampedProjectedW = (projectedW < 1.0f) ? 1.0f : 1.0f / projectedW; + + f32 ratioAdjusted = 1.0f; + + if (CVarGetInteger("gEnhancements.WidescreenActorCulling", 0)) { + f32 originalAspectRatio = 4.0f / 3.0f; + f32 currentAspectRatio = OTRGetAspectRatio(); + ratioAdjusted = MAX(currentAspectRatio / originalAspectRatio, 1.0f); + } + + if ((((fabsf(projectedPos->x) - actor->uncullZoneScale) * (clampedProjectedW / ratioAdjusted)) < 1.0f) && + (((projectedPos->y + actor->uncullZoneDownward) * clampedProjectedW) > -1.0f) && + (((projectedPos->y - actor->uncullZoneScale) * clampedProjectedW) < 1.0f)) { + + if (CVarGetInteger("gEnhancements.ExtendedCullingExcludeGlitchActors", 0)) { + // These actors are safe to draw without impacting glitches + if ((actor->id == ACTOR_OBJ_BOMBIWA || actor->id == ACTOR_OBJ_HAMISHI || + actor->id == ACTOR_EN_ISHI) || // Boulders (hookshot through collision) + actor->id == ACTOR_EN_GS || // Gossip stones (text delay) + actor->id == ACTOR_EN_GE1 || // White gerudos (gate clip/archery room transition) + actor->id == ACTOR_EN_KZ || // King Zora (unfreeze glitch) + actor->id == ACTOR_EN_DU || // Darunia (Fire temple BK skip) + actor->id == ACTOR_DOOR_WARP1 // Blue warps (wrong warps) + ) { + *shouldDraw = true; + return true; + } + + // Skip these actors entirely as their draw funcs impacts glitches + if ((actor->id == ACTOR_EN_SW && + (((actor->params & 0xE000) >> 0xD) == 1 || + ((actor->params & 0xE000) >> 0xD) == 2)) // Gold Skulltulas (hitbox at 0,0) + ) { + return false; + } + } + + *shouldDraw = true; + *shouldUpdate = true; + return true; + } + } + + return false; +} +// #endregion + void func_800315AC(PlayState* play, ActorContext* actorCtx) { s32 invisibleActorCounter; Actor* invisibleActors[INVISIBLE_ACTOR_MAX]; @@ -2920,18 +2971,35 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { } } + // #region SOH [Enhancement] Extended culling updates + bool shipShouldDraw = false; + bool shipShouldUpdate = false; if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(70) == 0)) { - if (func_800314B0(play, actor)) { - actor->flags |= ACTOR_FLAG_ACTIVE; + if (CVarGetInteger("gDisableDrawDistance", 1) > 1 || + CVarGetInteger("gEnhancements.WidescreenActorCulling", 0)) { + Ship_CalcShouldDrawAndUpdate(play, actor, &actor->projectedPos, actor->projectedW, &shipShouldDraw, + &shipShouldUpdate); + + if (shipShouldUpdate) { + actor->flags |= ACTOR_FLAG_ACTIVE; + } else { + actor->flags &= ~ACTOR_FLAG_ACTIVE; + } } else { - actor->flags &= ~ACTOR_FLAG_ACTIVE; + if (func_800314B0(play, actor)) { + actor->flags |= ACTOR_FLAG_ACTIVE; + } else { + actor->flags &= ~ACTOR_FLAG_ACTIVE; + } } } actor->isDrawn = false; if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) { - if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_DRAW_WHILE_CULLED | ACTOR_FLAG_ACTIVE))) { + if ((actor->init == NULL) && (actor->draw != NULL) && + ((actor->flags & (ACTOR_FLAG_DRAW_WHILE_CULLED | ACTOR_FLAG_ACTIVE)) || shipShouldDraw)) { + // #endregion if ((actor->flags & ACTOR_FLAG_LENS) && ((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) || play->actorCtx.lensActive || (actor->room != play->roomCtx.curRoom.num))) { diff --git a/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c b/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c index 4adb7afe7..0ff04f5db 100644 --- a/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c +++ b/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c @@ -101,13 +101,18 @@ static f32 sSpawnSin; s32 EnWood02_SpawnZoneCheck(EnWood02* this, PlayState* play, Vec3f* pos) { f32 phi_f12; - if (CVarGetInteger("gDisableDrawDistance", 0) != 0) { - return true; - } - SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, pos, &this->actor.projectedPos, &this->actor.projectedW); + // #region SOH [Enhancement] Use the extended culling calculation + if (CVarGetInteger("gDisableDrawDistance", 0) || CVarGetInteger("gEnhancements.WidescreenActorCulling", 0)) { + bool shipShouldDraw = false; + bool shipShouldUpdate = false; + return Ship_CalcShouldDrawAndUpdate(play, &this->actor, &this->actor.projectedPos, this->actor.projectedW, + &shipShouldDraw, &shipShouldUpdate); + } + // #endregion + phi_f12 = ((this->actor.projectedW == 0.0f) ? 1000.0f : fabsf(1.0f / this->actor.projectedW)); if ((-this->actor.uncullZoneScale < this->actor.projectedPos.z) && diff --git a/soh/src/overlays/actors/ovl_Obj_Mure/z_obj_mure.c b/soh/src/overlays/actors/ovl_Obj_Mure/z_obj_mure.c index 2f5cf4ee3..2821b47fe 100644 --- a/soh/src/overlays/actors/ovl_Obj_Mure/z_obj_mure.c +++ b/soh/src/overlays/actors/ovl_Obj_Mure/z_obj_mure.c @@ -275,7 +275,12 @@ void ObjMure_InitialAction(ObjMure* this, PlayState* play) { } void ObjMure_CulledState(ObjMure* this, PlayState* play) { - if (fabsf(this->actor.projectedPos.z) < sZClip[this->type] || CVarGetInteger("gDisableDrawDistance", 0) != 0) { + // #region SOH [Enhancements] Extended draw distance + s32 distanceMultiplier = CVarGetInteger("gDisableDrawDistance", 1); + distanceMultiplier = MAX(distanceMultiplier, 1); + + if (fabsf(this->actor.projectedPos.z) < sZClip[this->type] * distanceMultiplier) { + // #endregion this->actionFunc = ObjMure_ActiveState; this->actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED; ObjMure_SpawnActors(this, play); @@ -398,8 +403,13 @@ static ObjMureActionFunc sTypeGroupBehaviorFunc[] = { void ObjMure_ActiveState(ObjMure* this, PlayState* play) { ObjMure_CheckChildren(this, play); - if (sZClip[this->type] + 40.0f <= fabsf(this->actor.projectedPos.z) && - CVarGetInteger("gDisableDrawDistance", 1) != 0) { + + // #region SOH [Enhancements] Extended draw distance + s32 distanceMultiplier = CVarGetInteger("gDisableDrawDistance", 1); + distanceMultiplier = MAX(distanceMultiplier, 1); + + if ((sZClip[this->type] + 40.0f) * distanceMultiplier <= fabsf(this->actor.projectedPos.z)) { + // #endregion this->actionFunc = ObjMure_CulledState; this->actor.flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED; ObjMure_KillActors(this, play); diff --git a/soh/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c b/soh/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c index b883072b9..1b8905ee2 100644 --- a/soh/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c +++ b/soh/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c @@ -190,8 +190,7 @@ void func_80B9A658(ObjMure2* this) { void func_80B9A668(ObjMure2* this, PlayState* play) { if (Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z) < - (sDistSquared1[this->actor.params & 3] * this->unk_184) || - CVarGetInteger("gDisableDrawDistance", 0) != 0) { + (sDistSquared1[this->actor.params & 3] * this->unk_184)) { this->actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED; ObjMure2_SpawnActors(this, play); func_80B9A6E8(this); @@ -205,12 +204,8 @@ void func_80B9A6E8(ObjMure2* this) { void func_80B9A6F8(ObjMure2* this, PlayState* play) { func_80B9A534(this); - if (CVarGetInteger("gDisableDrawDistance", 0) != 0) { - return; - } - if ((sDistSquared2[this->actor.params & 3] * this->unk_184) <= - Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z)) { + Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z)) { this->actor.flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED; ObjMure2_CleanupAndDie(this, play); func_80B9A658(this); @@ -225,5 +220,20 @@ void ObjMure2_Update(Actor* thisx, PlayState* play) { } else { this->unk_184 = 4.0f; } + + // SOH [Enhancements] Extended draw distance + s32 distanceMultiplier = CVarGetInteger("gDisableDrawDistance", 1); + if (CVarGetInteger("gEnhancements.WidescreenActorCulling", 0) || distanceMultiplier > 1) { + f32 originalAspectRatio = 4.0f / 3.0f; + f32 currentAspectRatio = OTRGetAspectRatio(); + // Adjust ratio difference based on field of view testing + f32 ratioAdjusted = 1.0f + (MAX(currentAspectRatio / originalAspectRatio, 1.0f) / 1.5f); + // Distance multiplier is squared due to the checks above for squared distances + distanceMultiplier = SQ(MAX(distanceMultiplier, 1)); + + // Prefer the largest of the three values + this->unk_184 = MAX(MAX((f32)distanceMultiplier, ratioAdjusted), this->unk_184); + } + this->actionFunc(this, play); }