Restore pause link drawing behavior to use the work buffer (#5038)

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Archez 2025-02-11 16:36:12 -05:00 committed by GitHub
commit 46c6d2f526
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2 changed files with 36 additions and 17 deletions

View file

@ -2141,12 +2141,11 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
// Note: the viewport x and y values are overwritten below, before usage
static Vp viewport = { (PAUSE_EQUIP_PLAYER_WIDTH / 2) << 2, (PAUSE_EQUIP_PLAYER_HEIGHT / 2) << 2, G_MAXZ / 2, 0,
(PAUSE_EQUIP_PLAYER_WIDTH / 2) << 2, (PAUSE_EQUIP_PLAYER_HEIGHT / 2) << 2, G_MAXZ / 2, 0 };
static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, 172);
static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, -84);
static Vec3f lightDir = { 89.8f, 0.0f, 89.8f };
u8 playerSwordAndShield[2];
Gfx* opaRef;
Gfx* xluRef;
Gfx* kalRef;
u16 perspNorm;
Mtx* perspMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
Mtx* lookAtMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
@ -2155,8 +2154,18 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
OPEN_DISPS(play->state.gfxCtx);
opaRef = POLY_OPA_DISP;
POLY_OPA_DISP++;
xluRef = POLY_XLU_DISP;
POLY_XLU_DISP++;
gSPDisplayList(WORK_DISP++, POLY_OPA_DISP);
gSPDisplayList(WORK_DISP++, POLY_XLU_DISP);
if (mirrorWorldActive) {
gSPSetExtraGeometryMode(POLY_OPA_DISP++, G_EX_INVERT_CULLING);
gSPSetExtraGeometryMode(POLY_XLU_DISP++, G_EX_INVERT_CULLING);
}
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
@ -2170,7 +2179,14 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
// Also matches if some of the previous graphics commands are moved inside this block too. Possible macro?
if (1) {
s32 pad[2];
gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
}
gDPSetScissor(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width, height);
gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1);
@ -2192,8 +2208,8 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
gDPSetDepthImage(POLY_OPA_DISP++, depthFrameBuffer);
viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * 2;
viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * 2;
viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * ((1 << 2) / 2);
viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * ((1 << 2) / 2);
gSPViewport(POLY_OPA_DISP++, &viewport);
guPerspective(perspMtx, &perspNorm, fovy, (f32)width / (f32)height, 10.0f, 4000.0f, 1.0f);
@ -2226,28 +2242,26 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
if (CVarGetInteger(CVAR_GENERAL("PauseMenuAnimatedLinkTriforce"), 0)) {
Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
if (CVarGetInteger(CVAR_GENERAL("PauseMenuAnimatedLinkTriforce"), 0)) {
Matrix_SetTranslateRotateYXZ(pos->x - (LINK_AGE_IN_YEARS == YEARS_ADULT ? 25 : 0),
pos->y + 280 + (LINK_AGE_IN_YEARS == YEARS_ADULT ? 48 : 0), pos->z, rot);
Matrix_Scale(scale * (mirrorWorldActive ? -1 : 1), scale * 1, scale * 1, MTXMODE_APPLY);
Gfx* ohNo = POLY_XLU_DISP;
POLY_XLU_DISP = POLY_OPA_DISP;
Pause_DrawTriforceSpot(play, 1);
POLY_OPA_DISP = POLY_XLU_DISP;
POLY_XLU_DISP = ohNo;
}
if (mirrorWorldActive) {
gSPClearExtraGeometryMode(POLY_OPA_DISP++, G_EX_INVERT_CULLING);
gSPClearExtraGeometryMode(POLY_XLU_DISP++, G_EX_INVERT_CULLING);
}
POLY_OPA_DISP = Play_SetFog(play, POLY_OPA_DISP++);
gSPEndDisplayList(POLY_OPA_DISP++);
gSPEndDisplayList(POLY_XLU_DISP++);
gSPBranchList(opaRef, POLY_OPA_DISP);
gSPBranchList(xluRef, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx);
}

View file

@ -148,7 +148,10 @@ void KaleidoScope_DrawPlayerWork(PlayState* play) {
scale = 0.047f;
}
gsSPSetFB(play->state.gfxCtx->polyOpa.p++, gPauseLinkFrameBuffer);
// SOH [Port] Draw the pause Link on a separate framebuffer starting in the work buffer
OPEN_DISPS(play->state.gfxCtx);
gsSPSetFB(WORK_DISP++, gPauseLinkFrameBuffer);
rot.y = 32300;
rot.x = rot.z = 0;
Player_DrawPause(play, pauseCtx->playerSegment, &pauseCtx->playerSkelAnime, &pos, &rot, scale,
@ -156,7 +159,9 @@ void KaleidoScope_DrawPlayerWork(PlayState* play) {
TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC)),
SHIELD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD)),
BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS)));
gsSPResetFB(play->state.gfxCtx->polyOpa.p++);
gsSPResetFB(WORK_DISP++);
CLOSE_DISPS(play->state.gfxCtx);
}
void KaleidoScope_DrawEquipment(PlayState* play) {