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Reduce hardcoded constants in Lights_GlowCheck, some more comments on the CPU driven depth test and z-buffer value conversion (#1506)
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2 changed files with 18 additions and 10 deletions
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@ -12,13 +12,14 @@ typedef enum {
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} LightningBoltState;
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} LightningBoltState;
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typedef struct {
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typedef struct {
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/* 0x00 */ s32 mantissa;
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/* 0x00 */ s32 mantissaShift; // shift applied to the mantissa of the z buffer value
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/* 0x04 */ s32 exponent;
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/* 0x04 */ s32 base; // 15.3 fixed-point base value for the exponent
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} ZBufValConversionEntry; // size = 0x8
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} ZBufValConversionEntry; // size = 0x8
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// This table needs as many values as there are values for the 3-bit exponent
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ZBufValConversionEntry sZBufValConversionTable[1 << 3] = {
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ZBufValConversionEntry sZBufValConversionTable[1 << 3] = {
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{ 6, 0x00000 }, { 5, 0x20000 }, { 4, 0x30000 }, { 3, 0x38000 },
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{ 6, 0x0000 << 3 }, { 5, 0x4000 << 3 }, { 4, 0x6000 << 3 }, { 3, 0x7000 << 3 },
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{ 2, 0x3C000 }, { 1, 0x3E000 }, { 0, 0x3F000 }, { 0, 0x3F800 },
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{ 2, 0x7800 << 3 }, { 1, 0x7C00 << 3 }, { 0, 0x7E00 << 3 }, { 0, 0x7F00 << 3 },
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};
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};
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u8 gWeatherMode = WEATHER_MODE_CLEAR; // "E_wether_flg"
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u8 gWeatherMode = WEATHER_MODE_CLEAR; // "E_wether_flg"
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@ -225,9 +226,9 @@ u16 sSandstormScroll;
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* 4: dz value (unused)
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* 4: dz value (unused)
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*/
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*/
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s32 Environment_ZBufValToFixedPoint(s32 zBufferVal) {
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s32 Environment_ZBufValToFixedPoint(s32 zBufferVal) {
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// base[exp] + mantissa << shift[exp]
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// base[exp] + (mantissa << shift[exp])
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s32 ret = (ZBUFVAL_MANTISSA(zBufferVal) << sZBufValConversionTable[ZBUFVAL_EXPONENT(zBufferVal)].mantissa) +
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s32 ret = (ZBUFVAL_MANTISSA(zBufferVal) << sZBufValConversionTable[ZBUFVAL_EXPONENT(zBufferVal)].mantissaShift) +
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sZBufValConversionTable[ZBUFVAL_EXPONENT(zBufferVal)].exponent;
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sZBufValConversionTable[ZBUFVAL_EXPONENT(zBufferVal)].base;
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return ret;
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return ret;
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}
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}
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@ -339,11 +339,18 @@ void Lights_GlowCheck(PlayState* play) {
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wY = multDest.y * cappedInvWDest;
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wY = multDest.y * cappedInvWDest;
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if ((multDest.z > 1.0f) && (fabsf(wX) < 1.0f) && (fabsf(wY) < 1.0f)) {
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if ((multDest.z > 1.0f) && (fabsf(wX) < 1.0f) && (fabsf(wY) < 1.0f)) {
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wZ = (s32)((multDest.z * cappedInvWDest) * 16352.0f) + 16352;
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// Compute screen z value assuming the viewport scale and translation both have value G_MAXZ / 2
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zBuf = gZBuffer[(s32)((wY * -120.0f) + 120.0f)][(s32)((wX * 160.0f) + 160.0f)] * 4;
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// The multiplication by 32 follows from how the RSP microcode computes the screen z value.
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wZ = (s32)((multDest.z * cappedInvWDest) * ((G_MAXZ / 2) * 32)) + ((G_MAXZ / 2) * 32);
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// Obtain the z-buffer value for the screen pixel corresponding to the center of the glow.
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zBuf = gZBuffer[(s32)((wY * -(SCREEN_HEIGHT / 2)) + (SCREEN_HEIGHT / 2))]
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[(s32)((wX * (SCREEN_WIDTH / 2)) + (SCREEN_WIDTH / 2))]
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<< 2;
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if (1) {}
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if (1) {}
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if (1) {}
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if (1) {}
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// Compare the computed screen z value to the integer part of the z-buffer value in fixed point. If
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// it is less than the value from the z-buffer the depth test passes and the glow can draw.
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if (wZ < (Environment_ZBufValToFixedPoint(zBuf) >> 3)) {
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if (wZ < (Environment_ZBufValToFixedPoint(zBuf) >> 3)) {
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params->drawGlow = true;
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params->drawGlow = true;
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}
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}
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