1
0
mirror of https://github.com/zeldaret/oot.git synced 2024-09-22 21:35:27 +00:00
oot/src/code/z_vismono.c
Dragorn421 dfbc356cdf
Document vismono (#1107)
* Document and explain vismono

* Make it more clear "CFB" means Color Frame Buffer

* Rename: Update DList/TLUT -> Desaturate DList/TLUT
2022-02-27 16:21:26 -05:00

192 lines
8.3 KiB
C

/**
* Color frame buffer effect to desaturate the colors.
*/
#include "global.h"
// Height of the fragments the color frame buffer (CFB) is split into.
// It is the maximum amount of lines such that all rgba16 SCREEN_WIDTH-long lines fit into
// the half of tmem (0x800 bytes) dedicated to color-indexed data.
#define VISMONO_CFBFRAG_HEIGHT (0x800 / (SCREEN_WIDTH * G_IM_SIZ_16b_BYTES))
// Maximum size of the dlist written by `VisMono_DesaturateDList`.
// `VisMono_DesaturateDList` consistently uses `VISMONO_DLSIZE - 2` double words, so this can be 2 less.
#define VISMONO_DLSIZE (3 + SCREEN_HEIGHT / VISMONO_CFBFRAG_HEIGHT * (7 + 2 + 2 + 3) + 2 + 2)
// How much each color component contributes to the desaturated result.
// These coefficients are close to what the YUV color space defines Y (luminance) as:
// https://en.wikipedia.org/wiki/YUV#Conversion_to/from_RGB
#define VISMONO_FAC_RED 2
#define VISMONO_FAC_GREEN 4
#define VISMONO_FAC_BLUE 1
#define VISMONO_FAC_NORM (0x1F * VISMONO_FAC_RED + 0x1F * VISMONO_FAC_GREEN + 0x1F * VISMONO_FAC_BLUE)
// color framebuffer
extern u16 D_0F000000[];
void VisMono_Init(VisMono* this) {
bzero(this, sizeof(VisMono));
this->unk_00 = 0;
this->setScissor = false;
this->primColor.r = 255;
this->primColor.g = 255;
this->primColor.b = 255;
this->primColor.a = 255;
this->envColor.r = 0;
this->envColor.g = 0;
this->envColor.b = 0;
this->envColor.a = 0;
}
void VisMono_Destroy(VisMono* this) {
SystemArena_FreeDebug(this->dList, "../z_vismono.c", 137);
}
void VisMono_DesaturateTLUT(VisMono* this, u16* tlut) {
s32 i;
for (i = 0; i < 256; i++) {
// `tlut[i]` is a IA16 color
// `i` corresponds to either byte of a RGBA16 color RRRR_RGGG GGBB_BBBA from the color frame buffer
// The high byte I (intensity) corresponds to `i` being interpreted as the high byte RRRR_RGGG
// I = (RRRRR * FAC_RED + GGG00 * FAC_GREEN) * (255 / FAC_NORM)
// The low byte A (alpha) corresponds to `i` being interpreted as the low byte GGBB_BBBA
// A = (000GG * FAC_GREEN + BBBBB * FAC_BLUE) * (255 / FAC_NORM)
// Note: I + A = (RRRRR * FAC_RED + GGGGG * FAC_GREEN + BBBBB * FAC_BLUE) * (255 / FAC_NORM)
tlut[i] = GPACK_IA16(
((i >> 3 & 0x1F) * VISMONO_FAC_RED + (i << 2 & 0x1F) * VISMONO_FAC_GREEN) * 255 / VISMONO_FAC_NORM,
((i >> 6 & 0x1F) * VISMONO_FAC_GREEN + (i >> 1 & 0x1F) * VISMONO_FAC_BLUE) * 255 / VISMONO_FAC_NORM);
}
}
Gfx* VisMono_DesaturateDList(VisMono* this, Gfx* gfx) {
s32 y;
s32 height = VISMONO_CFBFRAG_HEIGHT;
u16* cfbFrag = D_0F000000;
gDPPipeSync(gfx++);
// `G_TT_IA16`: use color-indexed images, and IA16 palettes
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_IA16 | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_2CYCLE | G_PM_1PRIMITIVE,
G_AC_NONE | G_ZS_PRIM | GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1) | G_RM_CLD_SURF2);
// First color cycle sums texel 1 alpha and texel 0 color
// By using IA16 palettes, this means summing A (from the IA16 color texel 1 maps to)
// with I (from the IA16 color texel 0 maps to)
gDPSetCombineLERP(gfx++, 1, 0, TEXEL1_ALPHA, TEXEL0, 0, 0, 0, 1, PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, 0,
0, 0, PRIMITIVE);
for (y = 0; y <= SCREEN_HEIGHT - height; y += height) {
// Load a few lines of the color frame buffer
gDPLoadTextureBlock(gfx++, cfbFrag, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2, height, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
// Set texel 0 to be a CI8 image with width `SCREEN_WIDTH * 2` and height `VISMONO_CFBFRAG_HEIGHT`
// Its position in texture image space is shifted along +S by 2
gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2 * G_IM_SIZ_8b_LINE_BYTES / 8, 0x0, G_TX_RENDERTILE,
0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0);
gDPSetTileSize(gfx++, G_TX_RENDERTILE, 2 << 2, 0, (SCREEN_WIDTH * 2 + 1) << 2,
(VISMONO_CFBFRAG_HEIGHT - 1) << 2);
// Set texel 1 to be a CI8 image with width `SCREEN_WIDTH * 2` and height `VISMONO_CFBFRAG_HEIGHT`
// Its position in texture image space is shifted along +S by 1
gDPSetTile(gfx++, G_IM_FMT_CI, G_IM_SIZ_8b, SCREEN_WIDTH * 2 * G_IM_SIZ_8b_LINE_BYTES / 8, 0x0, 1, 1,
G_TX_NOMIRROR | G_TX_CLAMP, 0, 0, G_TX_NOMIRROR | G_TX_CLAMP, 0, 0);
gDPSetTileSize(gfx++, 1, 1 << 2, 0, (SCREEN_WIDTH * 2) << 2, (VISMONO_CFBFRAG_HEIGHT - 1) << 2);
// Draw a `SCREEN_WIDTH` wide, `height` high rectangle.
// Texture coordinate T (vertical) starts at 0 and changes by one each line (dtdy = 1)
// Texture coordinate S (horizontal) starts at 2 and changes by two each column (dsdx = 2)
// Because texel 0 is shifted by 2 and texel 1 only by 1 along +S,
// a pixel at S coordinates s = 2+2*n will look at the 2*n-th byte of texel 0 and the 2*n+1-th byte of texel 1.
// (in "s = 2+2*n" the first "2" is the starting S coordinate and the second "2" is the dsdx value)
// The 2*n-th byte of texel 0 is the high byte of the n-th RGBA16 color of the color frame buffer.
// The 2*n+1-th byte of texel 1 is the low byte of the n-th RGBA16 color of the color frame buffer.
// With the TLUT computed by `VisMono_DesaturateTLUT`:
// The 2*n-th byte of texel 0 maps to a IA16 color where the high byte I (intensity) corresponds to
// the high byte of the n-th RGBA16 color of the color frame buffer.
// The 2*n+1-th byte of texel 1 maps to a IA16 color where the low byte A (alpha) corresponds to
// the low byte of the n-th RGBA16 color of the color frame buffer.
// Since the combiner is in part set up to sum texel 0 color (I, intensity) with texel 1 alpha (A, alpha),
// the resulting color in the drawn rectangle is a desaturated color as defined by the `VISMONO_FAC_*` values.
gSPTextureRectangle(gfx++, 0, y << 2, SCREEN_WIDTH << 2, (y + height) << 2, G_TX_RENDERTILE, 2 << 5, 0, 2 << 10,
1 << 10);
cfbFrag += SCREEN_WIDTH * height;
}
gDPPipeSync(gfx++);
gSPEndDisplayList(gfx++);
return gfx;
}
void VisMono_Draw(VisMono* this, Gfx** gfxp) {
Gfx* gfx = *gfxp;
u16* tlut;
Gfx* dList;
Gfx* dListEnd;
if (this->tlut) {
tlut = this->tlut;
} else {
tlut = Graph_DlistAlloc(&gfx, 256 * G_IM_SIZ_16b_BYTES);
VisMono_DesaturateTLUT(this, tlut);
}
if (this->dList) {
dList = this->dList;
} else {
dList = Graph_DlistAlloc(&gfx, VISMONO_DLSIZE * sizeof(Gfx));
dListEnd = VisMono_DesaturateDList(this, dList);
if (!(dListEnd <= dList + VISMONO_DLSIZE)) {
LOG_ADDRESS("glistp_end", dListEnd, "../z_vismono.c", 257);
LOG_ADDRESS("mono_dl", dList, "../z_vismono.c", 258);
LOG_ADDRESS("mono_dl + (1+3+1+1+80*(7+2+2+3)+1)", dList + VISMONO_DLSIZE, "../z_vismono.c", 259);
LOG_ADDRESS("(1+3+1+1+80*(7+2+2+3)+1)", VISMONO_DLSIZE, "../z_vismono.c", 260);
}
ASSERT(dListEnd <= dList + VISMONO_DLSIZE, "glistp_end <= mono_dl + DLSIZE", "../z_vismono.c", 262);
}
gDPPipeSync(gfx++);
if (this->setScissor == true) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->primColor.rgba);
gDPSetColor(gfx++, G_SETENVCOLOR, this->envColor.rgba);
gDPLoadTLUT_pal256(gfx++, tlut);
gSPDisplayList(gfx++, dList);
gDPPipeSync(gfx++);
*gfxp = gfx;
}
void VisMono_DrawOld(VisMono* this) {
Gfx* dListEnd;
if (this->tlut == NULL) {
this->tlut = SystemArena_MallocDebug(256 * G_IM_SIZ_16b_BYTES, "../z_vismono.c", 283);
VisMono_DesaturateTLUT(this, this->tlut);
}
if (this->dList == NULL) {
this->dList = SystemArena_MallocDebug(VISMONO_DLSIZE * sizeof(Gfx), "../z_vismono.c", 289);
dListEnd = VisMono_DesaturateDList(this, this->dList);
ASSERT(dListEnd <= this->dList + VISMONO_DLSIZE, "glistp_end <= this->mono_dl + DLSIZE", "../z_vismono.c", 292);
}
}