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authorArchez <Archez@users.noreply.github.com>2024-08-12 19:39:44 -0400
committerGitHub <noreply@github.com>2024-08-12 19:39:44 -0400
commit16aaf2f93995d421d3a17a77106811f552f02012 (patch)
treeb56d6e47d87972eccfb466da608dc7be1dc5e638
parent3971e3696ea022be0eb50c4f0a19f3c5a4806fe6 (diff)
Tweak: Implement better extended culling options (#4285)
* implement better culling * change draw distance to a slider * remove testing code * tweak
-rw-r--r--soh/include/functions.h2
-rw-r--r--soh/soh/Enhancements/presets.h2
-rw-r--r--soh/soh/SohMenuBar.cpp33
-rw-r--r--soh/src/code/z_actor.c122
-rw-r--r--soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c13
-rw-r--r--soh/src/overlays/actors/ovl_Obj_Mure/z_obj_mure.c16
-rw-r--r--soh/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c24
7 files changed, 166 insertions, 46 deletions
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<const char*> 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);
@@ -2857,33 +2849,92 @@ 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
+ if ((arg2->z > -actor->uncullZoneScale) && (arg2->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
+ var = (arg3 < 1.0f) ? 1.0f : 1.0f / arg3;
+
+ 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;
+ }
+ }
+
+ 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;
}
- if ((arg2->z > -actor->uncullZoneScale) && (arg2->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
- var = (arg3 < 1.0f) ? 1.0f : 1.0f / arg3;
+ // Skip cutscne actors that depend on culling to hide from camera pans
+ if (actor->id == ACTOR_EN_VIEWER) {
+ return false;
+ }
- // #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;
+ 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(arg2->x) - actor->uncullZoneScale) * var) < limit) &&
- (((arg2->y + actor->uncullZoneDownward) * var) > -limit) &&
- (((arg2->y - actor->uncullZoneScale) * var) < limit)) {
+ 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;
}
- // #endregion
}
return false;
}
+// #endregion
void func_800315AC(PlayState* play, ActorContext* actorCtx) {
s32 invisibleActorCounter;
@@ -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);
}