Files
UnleashedRecomp-hedge-dev/UnleashedRecomp/patches/video_patches.cpp

144 lines
5.1 KiB
C++

#include <user/config.h>
#include <api/SWA.h>
#include <ui/game_window.h>
#include <gpu/video.h>
#include "aspect_ratio_patches.h"
using SVertexData = SWA::Sequence::Utility::CPlayMovieWrapper::CRender::SVertexData;
// Update movie player aspect ratio.
PPC_FUNC_IMPL(__imp__sub_82AE30D8);
PPC_FUNC(sub_82AE30D8)
{
auto pViewportWidth = (be<uint32_t>*)g_memory.Translate(ctx.r4.u32 + 0x14);
auto pViewportHeight = (be<uint32_t>*)g_memory.Translate(ctx.r4.u32 + 0x18);
auto pTopLeft = (SVertexData*)g_memory.Translate(ctx.r4.u32 + 0x6C);
auto pTopRight = (SVertexData*)g_memory.Translate(ctx.r4.u32 + 0x6C + sizeof(SVertexData));
auto pBottomRight = (SVertexData*)g_memory.Translate(ctx.r4.u32 + 0x6C + sizeof(SVertexData) * 2);
auto pBottomLeft = (SVertexData*)g_memory.Translate(ctx.r4.u32 + 0x6C + sizeof(SVertexData) * 3);
auto quadWidth = std::fabs(pTopRight->X - pTopLeft->X) * ((float)*pViewportWidth / 2);
auto quadHeight = std::fabs(pTopLeft->Y - pBottomLeft->Y) * ((float)*pViewportHeight / 2);
auto movieAspectRatio = quadWidth / quadHeight;
auto scaleU = 1.0f;
auto scaleV = 1.0f;
auto centreV = (pTopLeft->V + pBottomRight->V) / 2.0f;
if (g_aspectRatio > movieAspectRatio)
{
scaleU = movieAspectRatio / g_aspectRatio;
}
else
{
scaleV = g_aspectRatio / movieAspectRatio;
}
float halfPixelX = 1.0f / Video::s_viewportWidth;
float halfPixelY = 1.0f / Video::s_viewportHeight;
pTopLeft->X = -1.0f - halfPixelX;
pTopLeft->Y = 1.0f + halfPixelY;
pTopLeft->U = (pTopLeft->U - centreV) / scaleU + centreV;
pTopLeft->V = (pTopLeft->V - centreV) / scaleV + centreV;
pTopRight->X = 1.0f - halfPixelX;
pTopRight->Y = 1.0f + halfPixelY;
pTopRight->U = (pTopRight->U - centreV) / scaleU + centreV;
pTopRight->V = (pTopRight->V - centreV) / scaleV + centreV;
pBottomLeft->X = -1.0f - halfPixelX;
pBottomLeft->Y = -1.0f + halfPixelY;
pBottomLeft->U = (pBottomLeft->U - centreV) / scaleU + centreV;
pBottomLeft->V = (pBottomLeft->V - centreV) / scaleV + centreV;
pBottomRight->X = 1.0f - halfPixelX;
pBottomRight->Y = -1.0f + halfPixelY;
pBottomRight->U = (pBottomRight->U - centreV) / scaleU + centreV;
pBottomRight->V = (pBottomRight->V - centreV) / scaleV + centreV;
__imp__sub_82AE30D8(ctx, base);
}
void RemoveMoviePlayerLetterboxMidAsmHook() {}
bool MotionBlurMidAsmHook()
{
return Config::MotionBlur != EMotionBlur::Off;
}
// Hedgehog::MirageDebug::PrepareRenderPrimitive2D
PPC_FUNC_IMPL(__imp__sub_830D25D8);
PPC_FUNC(sub_830D25D8)
{
auto device = reinterpret_cast<GuestDevice*>(base + PPC_LOAD_U32(ctx.r4.u32));
// Set first sampler to use linear filtering.
// NOTE: We only check for height here since all 2D primitives get centered.
if (Video::s_viewportHeight > 720)
{
device->samplerStates[0].data[3] = (device->samplerStates[0].data[3].get() & ~0x1f80000) | 0x1280000;
device->dirtyFlags[3] = device->dirtyFlags[3].get() | 0x80000000ull;
}
__imp__sub_830D25D8(ctx, base);
}
// Rope renderables sometimes get bogus colors due to the material parameters of whatever
// was rendered last leaking into their render state. We can reset them to fix it.
static void SetDefaultMaterialParameters(GuestDevice* device)
{
const be<float> diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const be<float> ambient[] = { 1.0f, 1.0f, 1.0f, 0.0f };
const be<float> specular[] = { 0.9f, 0.9f, 0.9f, 0.0f };
memcpy(&device->pixelShaderFloatConstants[64], diffuse, sizeof(diffuse)); // g_Diffuse
memcpy(&device->pixelShaderFloatConstants[68], ambient, sizeof(ambient)); // g_Ambient
memcpy(&device->pixelShaderFloatConstants[72], specular, sizeof(specular)); // g_Specular
device->dirtyFlags[1] = ~0ull;
}
// SWA::CRopeRenderable::Render
PPC_FUNC_IMPL(__imp__sub_827CBF68);
PPC_FUNC(sub_827CBF68)
{
SetDefaultMaterialParameters(reinterpret_cast<GuestDevice*>(base + PPC_LOAD_U32(PPC_LOAD_U32(ctx.r4.u32))));
__imp__sub_827CBF68(ctx, base);
}
// SWA::CObjUpReel::CPrimitiveReel::Render
PPC_FUNC_IMPL(__imp__sub_8260BBF8);
PPC_FUNC(sub_8260BBF8)
{
SetDefaultMaterialParameters(reinterpret_cast<GuestDevice*>(base + PPC_LOAD_U32(PPC_LOAD_U32(ctx.r4.u32))));
__imp__sub_8260BBF8(ctx, base);
}
// The pedestal in Gaia Temple is placed on an opaque mesh slot, despite using additive blending.
// This somehow works. Except when the delta time is too stable, it flashes black for one frame.
// We can fix it by detecting the asset runtime, and swapping the mesh slots to transparent by hand.
// Hedgehog::Mirage::CModelData::Make
PPC_FUNC_IMPL(__imp__sub_82E38650);
PPC_FUNC(sub_82E38650)
{
if (ctx.r5.u32 == 0xBB90 && XXH3_64bits(base + ctx.r4.u32, ctx.r5.u32) == 0xB524C8C3B80C3F54)
{
// Mesh Count
std::swap(
*reinterpret_cast<uint32_t*>(base + ctx.r4.u32 + 0x18),
*reinterpret_cast<uint32_t*>(base + ctx.r4.u32 + 0x20));
// Mesh Offset
std::swap(
*reinterpret_cast<uint32_t*>(base + ctx.r4.u32 + 0x1C),
*reinterpret_cast<uint32_t*>(base + ctx.r4.u32 + 0x24));
}
__imp__sub_82E38650(ctx, base);
}