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#include <libultraship.h>
#include <macros.h>
#include <libultra/gbi.h>
#include <mk64.h>
#include <stdio.h>
#include "skybox_and_splitscreen.h"
#include "code_800029B0.h"
#include <common_structs.h>
#include "memory.h"
#include "../camera.h"
#include <assets/models/common_data.h>
#include "render_player.h"
#include "code_80057C60.h"
#include "menu_items.h"
#include "actors.h"
#include "render_courses.h"
#include "math_util.h"
#include "main.h"
#include "menus.h"
#include "port/Engine.h"
#include "engine/Matrix.h"
#include "engine/tracks/Track.h"
#include "engine/editor/Editor.h"
#include "port/Game.h"
#include "math_util.h"
#include "port/interpolation/FrameInterpolation.h"
#include "engine/CoreMath.h"
Vp D_802B8880[] = {
{ { { 640, 480, 511, 0 }, { 640, 480, 511, 0 } } },
};
Vtx D_802B8890[] = {
{ { { SCREEN_WIDTH, SCREEN_HEIGHT, -1 }, 0, { 0, 0 }, { 0xC8, 0xC8, 0xFF, 0xFF } } },
{ { { SCREEN_WIDTH, 120, -1 }, 0, { 0, 0 }, { 0x1E, 0x1E, 0xFF, 0xFF } } },
{ { { 0, 120, -1 }, 0, { 0, 0 }, { 0x1E, 0x1E, 0xFF, 0xFF } } },
{ { { 0, SCREEN_HEIGHT, -1 }, 0, { 0, 0 }, { 0xC8, 0xC8, 0xFF, 0xFF } } },
{ { { SCREEN_WIDTH, 120, -1 }, 0, { 0, 0 }, { 0x00, 0xDC, 0x00, 0xFF } } },
{ { { SCREEN_WIDTH, 0, -1 }, 0, { 0, 0 }, { 0x78, 0xFF, 0x78, 0xFF } } },
{ { { 0, 0, -1 }, 0, { 0, 0 }, { 0x78, 0xFF, 0x78, 0xFF } } },
{ { { 0, 120, -1 }, 0, { 0, 0 }, { 0x00, 0xDC, 0x00, 0xFF } } },
};
Vtx D_802B8910[] = {
{ { { SCREEN_WIDTH, SCREEN_HEIGHT, -1 }, 0, { 0, 0 }, { 0xC8, 0xC8, 0xFF, 0xFF } } },
{ { { SCREEN_WIDTH, 120, -1 }, 0, { 0, 0 }, { 0x1E, 0x1E, 0xFF, 0xFF } } },
{ { { 0, 120, -1 }, 0, { 0, 0 }, { 0x1E, 0x1E, 0xFF, 0xFF } } },
{ { { 0, SCREEN_HEIGHT, -1 }, 0, { 0, 0 }, { 0xC8, 0xC8, 0xFF, 0xFF } } },
{ { { SCREEN_WIDTH, 120, -1 }, 0, { 0, 0 }, { 0x00, 0xDC, 0x00, 0xFF } } },
{ { { SCREEN_WIDTH, 0, -1 }, 0, { 0, 0 }, { 0x78, 0xFF, 0x78, 0xFF } } },
{ { { 0, 0, -1 }, 0, { 0, 0 }, { 0x78, 0xFF, 0x78, 0xFF } } },
{ { { 0, 120, -1 }, 0, { 0, 0 }, { 0x00, 0xDC, 0x00, 0xFF } } },
};
Vtx D_802B8990[] = {
{ { { SCREEN_WIDTH, SCREEN_HEIGHT, -1 }, 0, { 0, 0 }, { 0xC8, 0xC8, 0xFF, 0xFF } } },
{ { { SCREEN_WIDTH, 120, -1 }, 0, { 0, 0 }, { 0x1E, 0x1E, 0xFF, 0xFF } } },
{ { { 0, 120, -1 }, 0, { 0, 0 }, { 0x1E, 0x1E, 0xFF, 0xFF } } },
{ { { 0, SCREEN_HEIGHT, -1 }, 0, { 0, 0 }, { 0xC8, 0xC8, 0xFF, 0xFF } } },
{ { { SCREEN_WIDTH, 120, -1 }, 0, { 0, 0 }, { 0x00, 0xDC, 0x00, 0xFF } } },
{ { { SCREEN_WIDTH, 0, -1 }, 0, { 0, 0 }, { 0x78, 0xFF, 0x78, 0xFF } } },
{ { { 0, 0, -1 }, 0, { 0, 0 }, { 0x78, 0xFF, 0x78, 0xFF } } },
{ { { 0, 120, -1 }, 0, { 0, 0 }, { 0x00, 0xDC, 0x00, 0xFF } } },
};
Vtx D_802B8A10[] = {
{ { { SCREEN_WIDTH, SCREEN_HEIGHT, -1 }, 0, { 0, 0 }, { 0xC8, 0xC8, 0xFF, 0xFF } } },
{ { { SCREEN_WIDTH, 120, -1 }, 0, { 0, 0 }, { 0x1E, 0x1E, 0xFF, 0xFF } } },
{ { { 0, 120, -1 }, 0, { 0, 0 }, { 0x1E, 0x1E, 0xFF, 0xFF } } },
{ { { 0, SCREEN_HEIGHT, -1 }, 0, { 0, 0 }, { 0xC8, 0xC8, 0xFF, 0xFF } } },
{ { { SCREEN_WIDTH, 120, -1 }, 0, { 0, 0 }, { 0x00, 0xDC, 0x00, 0xFF } } },
{ { { SCREEN_WIDTH, 0, -1 }, 0, { 0, 0 }, { 0x78, 0xFF, 0x78, 0xFF } } },
{ { { 0, 0, -1 }, 0, { 0, 0 }, { 0x78, 0xFF, 0x78, 0xFF } } },
{ { { 0, 120, -1 }, 0, { 0, 0 }, { 0x00, 0xDC, 0x00, 0xFF } } },
};
void race_set_viewport(ScreenContext* arg0) {
s32 ulx;
s32 uly;
s32 lrx;
s32 lry;
s32 screenWidth = arg0->screenWidth * 2;
s32 screenHeight = arg0->screenHeight * 2;
s32 screenStartX = arg0->screenStartX * 4;
s32 screenStartY = arg0->screenStartY * 4;
arg0->viewport.vp.vscale[0] = screenWidth;
arg0->viewport.vp.vscale[1] = screenHeight;
arg0->viewport.vp.vscale[2] = 511;
arg0->viewport.vp.vscale[3] = 0;
arg0->viewport.vp.vtrans[0] = screenStartX;
arg0->viewport.vp.vtrans[1] = screenStartY;
arg0->viewport.vp.vtrans[2] = 511;
arg0->viewport.vp.vtrans[3] = 0;
gSPViewport(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&arg0->viewport));
screenWidth /= 4;
screenHeight /= 4;
screenStartX /= 4;
screenStartY /= 4;
lrx = screenStartX + screenWidth;
if (lrx > SCREEN_WIDTH) {
lrx = SCREEN_WIDTH;
}
lry = screenStartY + screenHeight;
if (lry > SCREEN_HEIGHT) {
lry = SCREEN_HEIGHT;
}
ulx = 0;
uly = 0;
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, ulx, uly, lrx, lry);
}
UNUSED void func_802A38AC(void) {
}
void func_802A38B4(void) {
init_rdp();
select_framebuffer();
gDPFullSync(gDisplayListHead++);
gSPEndDisplayList(gDisplayListHead++);
if (gQuitToMenuTransitionCounter != 0) {
gQuitToMenuTransitionCounter--;
return;
}
gGamestateNext = gGotoMode;
gGamestate = 255;
gIsInQuitToMenuTransition = 0;
gQuitToMenuTransitionCounter = 0;
gFadeModeSelection = 1;
switch (gGotoMode) {
case START_MENU_FROM_QUIT:
if (gMenuSelection != LOGO_INTRO_MENU) {
gMenuSelection = START_MENU;
}
break;
case MAIN_MENU_FROM_QUIT:
gMenuSelection = MAIN_MENU;
break;
case PLAYER_SELECT_MENU_FROM_QUIT:
gMenuSelection = CHARACTER_SELECT_MENU;
break;
case COURSE_SELECT_MENU_FROM_QUIT:
gMenuSelection = COURSE_SELECT_MENU;
break;
}
}
void func_802A39E0(ScreenContext* arg0) {
s32 ulx = arg0->screenStartX - (arg0->screenWidth / 2);
s32 uly = arg0->screenStartY - (arg0->screenHeight / 2);
s32 lrx = arg0->screenStartX + (arg0->screenWidth / 2);
s32 lry = arg0->screenStartY + (arg0->screenHeight / 2);
if (ulx < 0) {
ulx = 0;
}
if (uly < 0) {
uly = 0;
}
if (lrx > SCREEN_WIDTH) {
lrx = SCREEN_WIDTH;
}
if (lry > SCREEN_HEIGHT) {
lry = SCREEN_HEIGHT;
}
if (ulx >= lrx) {
lrx = ulx + 2;
}
if (uly >= lry) {
lry = uly + 2;
}
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetDepthImage(gDisplayListHead++, gPhysicalZBuffer);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, gPhysicalZBuffer);
gDPSetFillColor(gDisplayListHead++, 0xFFFCFFFC);
gDPPipeSync(gDisplayListHead++);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, ulx, uly, lrx, lry);
gDPFillRectangle(gDisplayListHead++, ulx, uly, lrx - 1, lry - 1);
gDPPipeSync(gDisplayListHead++);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
VIRTUAL_TO_PHYSICAL(gPhysicalFramebuffers[sRenderingFramebuffer])); // 0x1FFFFFFF
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
gDPSetDepthSource(gDisplayListHead++, G_ZS_PIXEL);
}
/**
* Initialize the z-buffer for the current frame.
*/
void init_z_buffer(void) {
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetDepthImage(gDisplayListHead++, gPhysicalZBuffer);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, gPhysicalZBuffer);
gDPSetFillColor(gDisplayListHead++, 0xFFFCFFFC);
gDPPipeSync(gDisplayListHead++);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPFillRectangle(gDisplayListHead++, 0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1);
gDPPipeSync(gDisplayListHead++);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
VIRTUAL_TO_PHYSICAL(gPhysicalFramebuffers[sRenderingFramebuffer]));
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
gDPSetDepthSource(gDisplayListHead++, G_ZS_PIXEL);
}
/**
* Sets the initial RDP (Reality Display Processor) rendering settings.
**/
void init_rdp(void) {
gDPPipeSync(gDisplayListHead++);
gDPPipelineMode(gDisplayListHead++, G_PM_1PRIMITIVE);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE);
gDPSetTextureLOD(gDisplayListHead++, G_TL_TILE);
gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE);
gDPSetTextureDetail(gDisplayListHead++, G_TD_CLAMP);
gDPSetTexturePersp(gDisplayListHead++, G_TP_PERSP);
gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP);
gDPSetTextureConvert(gDisplayListHead++, G_TC_FILT);
gDPSetCombineKey(gDisplayListHead++, G_CK_NONE);
gDPSetAlphaCompare(gDisplayListHead++, G_AC_NONE);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetBlendMask(gDisplayListHead++, 0xFF);
gDPSetColorDither(gDisplayListHead++, G_CD_DISABLE);
gDPPipeSync(gDisplayListHead++);
gSPClipRatio(gDisplayListHead++, FRUSTRATIO_1);
}
UNUSED void func_802A40A4(void) {
}
UNUSED void func_802A40AC(void) {
}
UNUSED void func_802A40B4(void) {
}
UNUSED void func_802A40BC(void) {
}
UNUSED void func_802A40C4(void) {
}
UNUSED void func_802A40CC(void) {
}
UNUSED void func_802A40D4(void) {
}
UNUSED void func_802A40DC(void) {
}
UNUSED void set_viewport2(void) {
gSPViewport(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gScreenOneCtx->viewport));
gSPClearGeometryMode(gDisplayListHead++, G_CLEAR_ALL_MODES);
gSPSetGeometryMode(gDisplayListHead++,
G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH | G_CLIPPING);
}
void set_viewport(void) {
gSPViewport(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(D_802B8880));
gSPClearGeometryMode(gDisplayListHead++, G_CLEAR_ALL_MODES);
gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
}
/**
* Tells the RDP which of the three framebuffers it shall draw to.
*/
void select_framebuffer(void) {
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
VIRTUAL_TO_PHYSICAL(gPhysicalFramebuffers[sRenderingFramebuffer]));
gDPSetFillColor(gDisplayListHead++, GPACK_RGBA5551(D_800DC5D0, D_800DC5D4, D_800DC5D8, 1) << 0x10 |
GPACK_RGBA5551(D_800DC5D0, D_800DC5D4, D_800DC5D8, 1));
gDPPipeSync(gDisplayListHead++);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPFillWideRectangle(gDisplayListHead++, OTRGetRectDimensionFromLeftEdge(0), 0, OTRGetGameRenderWidth(), SCREEN_HEIGHT);
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
}
void func_802A4300(void) {
if (gActiveScreenMode == SCREEN_MODE_1P) {
return;
}
if (D_800DC5B0 != 0) {
return;
}
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
VIRTUAL_TO_PHYSICAL(gPhysicalFramebuffers[sRenderingFramebuffer]));
gDPSetFillColor(gDisplayListHead++, 0x00010001);
gSPViewport(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(D_802B8880));
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPPipeSync(gDisplayListHead++);
switch (gActiveScreenMode) {
case SCREEN_MODE_2P_SPLITSCREEN_VERTICAL:
gDPFillRectangle(gDisplayListHead++, 157, 0, 159, 239);
break;
case SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL:
// Integer Rect getter: the float getter's negative result through
// _SHIFTL is float->unsigned UB, which saturates to 0 on ARM64 and
// clips the divider's left extension (see draw_box_fill_wide).
gDPFillWideRectangle(gDisplayListHead++, OTRGetRectDimensionFromLeftEdge(0), 119,
OTRGetGameRenderWidth(), 121);
break;
case SCREEN_MODE_3P_4P_SPLITSCREEN:
gDPFillRectangle(gDisplayListHead++, 157, 0, 159, 239);
gDPFillWideRectangle(gDisplayListHead++, OTRGetRectDimensionFromLeftEdge(0), 119,
OTRGetGameRenderWidth(), 121);
break;
}
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
}
UNUSED Gfx D_802B8A90[] = {
gsDPPipeSync(),
gsDPSetRenderMode(G_RM_OPA_SURF, G_RM_OPA_SURF2),
gsDPSetCycleType(G_CYC_FILL),
gsDPSetFillColor(0x00000000),
gsDPFillRectangle(0, 0, 319, 239),
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPEndDisplayList(),
};
void func_802A450C(Vtx* skybox) {
s32 i;
if (bFog) {
if (gFogColour.r < 0) {
gFogColour.r = 0;
}
if (gFogColour.g < 0) {
gFogColour.g = 0;
}
if (gFogColour.b < 0) {
gFogColour.b = 0;
}
if (gFogColour.r > 255) {
gFogColour.r = 255;
}
if (gFogColour.g > 255) {
gFogColour.g = 255;
}
if (gFogColour.b > 255) {
gFogColour.b = 255;
}
for (i = 0; i < 8; i++) {
skybox[i].v.cn[0] = (s16) gFogColour.r;
skybox[i].v.cn[1] = (s16) gFogColour.g;
skybox[i].v.cn[2] = (s16) gFogColour.b;
}
return;
}
SkyboxColours* prop = (SkyboxColours*) &CM_GetProps()->Skybox;
skybox[0].v.cn[0] = prop->TopRight.r;
skybox[0].v.cn[1] = prop->TopRight.g;
skybox[0].v.cn[2] = prop->TopRight.b;
skybox[1].v.cn[0] = prop->BottomRight.r;
skybox[1].v.cn[1] = prop->BottomRight.g;
skybox[1].v.cn[2] = prop->BottomRight.b;
skybox[2].v.cn[0] = prop->BottomLeft.r;
skybox[2].v.cn[1] = prop->BottomLeft.g;
skybox[2].v.cn[2] = prop->BottomLeft.b;
skybox[3].v.cn[0] = prop->TopLeft.r;
skybox[3].v.cn[1] = prop->TopLeft.g;
skybox[3].v.cn[2] = prop->TopLeft.b;
// Floor
skybox[4].v.cn[0] = prop->FloorTopRight.r;
skybox[4].v.cn[1] = prop->FloorTopRight.g;
skybox[4].v.cn[2] = prop->FloorTopRight.b;
skybox[5].v.cn[0] = prop->FloorBottomRight.r;
skybox[5].v.cn[1] = prop->FloorBottomRight.g;
skybox[5].v.cn[2] = prop->FloorBottomRight.b;
skybox[6].v.cn[0] = prop->FloorBottomLeft.r;
skybox[6].v.cn[1] = prop->FloorBottomLeft.g;
skybox[6].v.cn[2] = prop->FloorBottomLeft.b;
skybox[7].v.cn[0] = prop->FloorTopLeft.r;
skybox[7].v.cn[1] = prop->FloorTopLeft.g;
skybox[7].v.cn[2] = prop->FloorTopLeft.b;
}
Mtx gIdentityMatrix2 = {
toFixedPointMatrix(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0),
};
void func_802A487C(Vtx* arg0) {
init_rdp();
if (!IsRainbowRoad()) {
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gSPClearGeometryMode(gDisplayListHead++, G_ZBUFFER | G_LIGHTING);
guOrtho(&gGfxPool->mtxScreen, 0.0f, SCREEN_WIDTH, 0.0f, SCREEN_HEIGHT, 0.0f, 5.0f, 1.0f);
gSPPerspNormalize(gDisplayListHead++, 0xFFFF);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxScreen),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPMatrix(gDisplayListHead++, &gIdentityMatrix2, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(gDisplayListHead++, &arg0[4], 4, 0);
gSP2Triangles(gDisplayListHead++, 0, 3, 1, 0, 1, 3, 2, 0);
}
}
void func_802A4A0C(Vtx* vtx, ScreenContext* screen) {
Camera* camera = screen->camera;
s16 temp_t5;
f32 temp_f0;
UNUSED s32 pad[2];
UNUSED u16 pad2;
u16 sp128;
Mat4 matrix1 = { 0 };
Mat4 matrix2 = { 0 };
Mat4 matrix3 = { 0 };
Vec3f sp5C;
f32 sp58;
func_802A450C(vtx);
// Widescreen skybox
// Note that this is the correct fit for each screen due to how the viewport works
vtx[0].v.ob[0] = OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH);
vtx[1].v.ob[0] = OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH);
vtx[2].v.ob[0] = OTRGetRectDimensionFromLeftEdge(0);
vtx[3].v.ob[0] = OTRGetRectDimensionFromLeftEdge(0);
vtx[4].v.ob[0] = OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH);
vtx[5].v.ob[0] = OTRGetRectDimensionFromRightEdge(SCREEN_WIDTH);
vtx[6].v.ob[0] = OTRGetRectDimensionFromLeftEdge(0);
vtx[7].v.ob[0] = OTRGetRectDimensionFromLeftEdge(0);
sp5C[0] = 0.0f;
sp5C[1] = 0.0f;
sp5C[2] = 30000.0f;
func_802B5564(matrix1, &sp128, camera->unk_B4, gScreenAspect, CM_GetProps()->NearPersp, CM_GetProps()->FarPersp,
1.0f);
func_802B5794(matrix2, camera->pos, camera->lookAt);
mtxf_multiplication(matrix3, matrix1, matrix2);
sp58 = ((matrix3[0][3] * sp5C[0]) + (matrix3[1][3] * sp5C[1]) + (matrix3[2][3] * sp5C[2])) + matrix3[3][3];
mtxf_translate_vec3f_mat4(sp5C, matrix3);
temp_f0 = (1.0 / sp58);
sp5C[0] *= temp_f0;
sp5C[1] *= temp_f0;
sp5C[0] *= 160.0f;
sp5C[1] *= 120.0f;
temp_t5 = 120 - (s32) sp5C[1];
screen->cameraHeight = temp_t5;
vtx[1].v.ob[1] = temp_t5;
vtx[2].v.ob[1] = temp_t5;
vtx[4].v.ob[1] = temp_t5;
vtx[7].v.ob[1] = temp_t5;
init_rdp();
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gSPClearGeometryMode(gDisplayListHead++, G_ZBUFFER | G_LIGHTING);
guOrtho(&gGfxPool->mtxScreen, 0.0f, SCREEN_WIDTH, 0.0f, SCREEN_HEIGHT, 0.0f, 5.0f, 1.0f);
gSPPerspNormalize(gDisplayListHead++, 0xFFFF);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxScreen),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPMatrix(gDisplayListHead++, &gIdentityMatrix2, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(gDisplayListHead++, &vtx[0], 4, 0);
gSP2Triangles(gDisplayListHead++, 0, 3, 1, 0, 1, 3, 2, 0);
if (IsRainbowRoad()) {
gSPVertex(gDisplayListHead++, &vtx[4], 4, 0);
gSP2Triangles(gDisplayListHead++, 0, 3, 1, 0, 1, 3, 2, 0);
}
}
void func_802A4D18(void) {
// This may not be originally accurate
// Because the near/far persp values are a track member variable now.
// Regardless, this would likely only effected the menus.
if (gGamestate != RACING) {
D_8015014C = 6800.0f;
D_80150150 = 3.0f;
}
switch (gScreenModeSelection) { /* switch 1; irregular */
case SCREEN_MODE_1P: /* switch 1 */
gScreenAspect = 1.33333334f;
return;
case SCREEN_MODE_2P_SPLITSCREEN_VERTICAL: /* switch 1 */
gScreenAspect = 0.66666667f;
return;
case SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL: /* switch 1 */
gScreenAspect = 2.66666667f;
return;
case SCREEN_MODE_3P_4P_SPLITSCREEN: /* switch 1 */
gScreenAspect = 1.33333334f;
return;
}
}
void func_802A4EF4(void) {
switch (gActiveScreenMode) {
case SCREEN_MODE_1P:
func_8001F394(gPlayerOne);
break;
case SCREEN_MODE_2P_SPLITSCREEN_VERTICAL:
func_8001F394(gPlayerOne);
func_8001F394(gPlayerTwo);
break;
case SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL:
func_8001F394(gPlayerOne);
func_8001F394(gPlayerTwo);
break;
case SCREEN_MODE_3P_4P_SPLITSCREEN:
func_8001F394(gPlayerOne);
func_8001F394(gPlayerTwo);
func_8001F394(gPlayerThree);
func_8001F394(gPlayerFour);
break;
}
}
/**
* Refactored function, a little wonky due to preserving
* the original logic.
*
* The swapping of logic may be a required for proper draw order.
* Or, perhaps they slapped functions in differing orders for each screen on a wim.
*/
void race_begin_viewport(ScreenContext* screen, s32 mode) {
init_rdp();
// --------------------------------------------------
// Depth clear BEFORE viewport (horizontal + 3P/4P)
// --------------------------------------------------
switch(gActiveScreenMode) {
case SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL:
case SCREEN_MODE_3P_4P_SPLITSCREEN:
func_802A39E0(screen); // Clear z-buffer only for this screen
break;
}
race_set_viewport(screen); // differ on p3
gSPClearGeometryMode(gDisplayListHead++, G_CLEAR_ALL_MODES);
gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CLIPPING);
switch(gActiveScreenMode) {
case SCREEN_MODE_1P:
init_z_buffer(); // Clear the whole z-buffer
select_framebuffer();
break;
case SCREEN_MODE_2P_SPLITSCREEN_VERTICAL:
func_802A39E0(screen); // Clear z-buffer only for this screen
break;
}
}
/**
* Creates the blank screen for player four in
* three player mode
*/
void race_blank_viewport(ScreenContext* screen) {
init_rdp();
gSPClearGeometryMode(gDisplayListHead++, G_CLEAR_ALL_MODES);
gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CLIPPING);
gDPPipeSync(gDisplayListHead++);
func_802A39E0(screen);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
VIRTUAL_TO_PHYSICAL(gPhysicalFramebuffers[sRenderingFramebuffer]));
gDPSetFillColor(gDisplayListHead++, 0x00010001);
gDPPipeSync(gDisplayListHead++);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 160, 120, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPFillRectangle(gDisplayListHead++, 160, 120, OTRGetDimensionFromRightEdge(320), SCREEN_HEIGHT - 1);
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
race_set_viewport(screen);
}
void race_begin_viewport_4p(ScreenContext* screen) {
init_rdp();
gSPClearGeometryMode(gDisplayListHead++, G_CLEAR_ALL_MODES);
gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CLIPPING);
race_set_viewport(screen);
func_802A39E0(screen);
}
void render_screens(ScreenContext* screen, s32 mode, s32 someId, s32 playerId) {
Mat4 matrix;
Camera* camera = screen->camera;
s32 screenId = screen - gScreenContexts;
if (NULL == camera) {
printf("[skybox_and_splitscreen.c] Skipping rendering for screen %ld. This viewport has no camera\n",
(long) (screen - gScreenContexts));
return;
}
switch(mode) {
case RENDER_SCREEN_MODE_3P_4P_PLAYER_FOUR: // Blank screen
if (gPlayerCountSelection1 == 3) {
race_blank_viewport(screen);
func_80093A5C(RENDER_SCREEN_MODE_3P_4P_PLAYER_FOUR);
if (D_800DC5B8 != 0) {
render_hud(RENDER_SCREEN_MODE_3P_4P_PLAYER_FOUR);
}
gNumScreens += 1;
return;
} else { // Player four
race_begin_viewport_4p(screen);
if ((CVarGetInteger("gDrawSky", true) == true)) {
CM_RaceDrawSky(screen, someId);
func_80093A30(someId); // Fill box for thunderbolt?
}
}
break;
default:
race_begin_viewport(screen, mode);
if ((CVarGetInteger("gDrawSky", true) == true)) {
CM_RaceDrawSky(screen, someId);
func_80093A30(someId); // Fill box for thunderbolt?
}
break;
}
if (gActiveScreenMode == SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL) {
gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
}
init_rdp();
race_set_viewport(screen);
gSPSetGeometryMode(gDisplayListHead++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2);
// Setup camera perspective and lookAt
CM_SetViewProjection(camera);
// Create a matrix for the track and game objects
FrameInterpolation_RecordOpenChild("track", TAG_TRACK(((playerId << 4) | camera->cameraId)));
Mat4 trackMatrix;
mtxf_identity(trackMatrix);
if (gIsMirrorMode != 0) {
trackMatrix[0][0] = -1.0f;
// trackMatrix[1][1] = -1.0f;
// trackMatrix[2][2] = -1.0f;
}
render_set_position(trackMatrix, 0);
// Draw track geography
if (CVarGetInteger("gDrawTrackGeometry", true) == true) {
render_track(screen);
}
FrameInterpolation_RecordCloseChild();
// Draw dynamic game objects
if (CVarGetInteger("gDrawCActors", true) == true) {
render_course_actors(screen);
}
if (CVarGetInteger("gDrawCPPActors", true) == true) {
CM_DrawActors(camera);
}
if (CVarGetInteger("gDrawStaticMeshActors", true) == true) {
CM_DrawStaticMeshActors();
}
if (CVarGetInteger("gDrawObjects", true) == true) {
render_object(screen);
}
if (CVarGetInteger("gDrawPlayers", true) == true) {
if (CM_IsTourEnabled() == false) {
render_players(camera, screenId);
}
}
if (CVarGetInteger("gDrawTransparentTrack", true) == true) {
// Track geography
draw_transparent_geography(screen, playerId);
}
if (CVarGetInteger("gDrawParticles", true) == true) {
switch (playerId) { // Render player particles or some effect
case 0: func_80021B0C(); break;
case 1: func_80021C78(); break;
case 2: func_80021D40(); break;
case 3: func_80021DA8(); break;
};
}
if (CVarGetInteger("gDrawItemBoxes", true) == true) {
render_item_boxes(screen);
}
render_player_snow_effect(camera);
func_80058BF4(); // Setup texture modes
if (D_800DC5B8 != 0) {
func_80058C20(mode); // Setup hud matrix
}
func_80093A5C(mode); // Perhaps pause render?
if (CVarGetInteger("gDrawHUD", true) == true) {
if (D_800DC5B8 != 0) {
render_hud(mode);
}
}
// Do not increment in single player mode
if (mode != RENDER_SCREEN_MODE_1P_PLAYER_ONE) {
gNumScreens += 1;
}
}
// Makes the screen small at the start of a race
void set_screen(void) {
ScreenContext* wrapper = &gScreenContexts[0];
Player* player = &gPlayers[0];
Camera* camera = &cameras[0];
struct Controller* controller = &gControllers[0];
// struct? size = 0x10. unk++ doesn't work cause s32 too small.
s32* unk = &D_8015F790[0];
s32 i;
for (i = 0; i < 4; i++) {
wrapper->controllers = controller;
// wrapper->camera = &cameras[i]; // Done in spawn_players now
wrapper->player = player;
wrapper->unkC = unk;
// Tick is not enabled in the editor, so the screen needs to begin at the proper size.
if (((Editor_IsEnabled()) && (Editor_IsPaused()) && (i == PLAYER_ONE)) || CM_IsTourEnabled() == true) {
wrapper->screenWidth = SCREEN_WIDTH;
wrapper->screenHeight = SCREEN_HEIGHT;
} else { // Normal race start, screen is small
wrapper->screenWidth = 4;
wrapper->screenHeight = 4;
}
wrapper->pathCounter = 1;
switch (gActiveScreenMode) {
case SCREEN_MODE_1P:
if (i == 0) {
wrapper->screenStartX = 160;
}
wrapper->screenStartY = 120;
break;
case SCREEN_MODE_2P_SPLITSCREEN_VERTICAL:
if (i == 0) {
wrapper->screenStartX = 80;
wrapper->screenStartY = 120;
} else if (i == 1) {
wrapper->screenStartX = 240;
wrapper->screenStartY = 120;
}
break;
case SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL:
if (i == 0) {
wrapper->screenStartX = 160;
wrapper->screenStartY = 60;
} else if (i == 1) {
wrapper->screenStartX = 160;
wrapper->screenStartY = 180;
}
break;
case SCREEN_MODE_3P_4P_SPLITSCREEN:
if (i == 0) {
wrapper->screenStartX = 80;
wrapper->screenStartY = 60;
} else if (i == 1) {
wrapper->screenStartX = 240;
wrapper->screenStartY = 60;
} else if (i == 2) {
wrapper->screenStartX = 80;
wrapper->screenStartY = 180;
} else {
wrapper->screenStartX = 240;
wrapper->screenStartY = 180;
}
break;
}
player++;
camera++;
wrapper++;
unk += 0x10;
}
}
void set_editor_screen(void) {
ScreenContext* wrapper = &gScreenContexts[0];
wrapper->controllers = gControllerOne;
wrapper->camera = gFreecamCamera;
wrapper->player = gPlayerOne;
wrapper->unkC = &D_8015F790[0];
wrapper->screenWidth = SCREEN_WIDTH;
wrapper->screenHeight = SCREEN_HEIGHT;
wrapper->pathCounter = 1;
}
void copy_framebuffer(s32 arg0, s32 arg1, s32 width, s32 height, u16* source, u16* target) {
s32 var_v1;
s32 var_a1;
s32 targetIndex;
s32 sourceIndex;
targetIndex = 0;
for (var_v1 = 0; var_v1 < height; var_v1++) {
sourceIndex = ((arg1 + var_v1) * SCREEN_WIDTH) + arg0;
for (var_a1 = 0; var_a1 < width; var_a1++, targetIndex++, sourceIndex++) {
target[targetIndex] = source[sourceIndex];
}
}
}
void func_802A7728(void) {
s16 temp_v0;
if (gActiveScreenMode == SCREEN_MODE_3P_4P_SPLITSCREEN) {
D_800DC5DC = 0;
} else {
D_800DC5DC = 128;
}
D_800DC5E0 = 0;
temp_v0 = (s16) sRenderedFramebuffer - 1;
if (temp_v0 < 0) {
temp_v0 = 2;
} else if (temp_v0 > 2) {
temp_v0 = 0;
}
if (NULL == gPhysicalFramebuffers[temp_v0]) {
return;
}
copy_framebuffer(D_800DC5DC, D_800DC5E0, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture68272C));
copy_framebuffer(D_800DC5DC + 64, D_800DC5E0, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture682928));
copy_framebuffer(D_800DC5DC, D_800DC5E0 + 32, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture682B24));
copy_framebuffer(D_800DC5DC + 64, D_800DC5E0 + 32, 64, 32,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture682D20));
copy_framebuffer(D_800DC5DC, D_800DC5E0 + 64, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture682F1C));
copy_framebuffer(D_800DC5DC + 64, D_800DC5E0 + 64, 64, 32,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture683118));
}
void func_802A7940(void) {
s16 temp_v0;
if (gActiveScreenMode == SCREEN_MODE_3P_4P_SPLITSCREEN) {
D_800DC5DC = 0;
} else {
D_800DC5DC = 128;
}
D_800DC5E0 = 0;
temp_v0 = (s16) sRenderedFramebuffer - 1;
if (temp_v0 < 0) {
temp_v0 = 2;
} else if (temp_v0 > 2) {
temp_v0 = 0;
}
if (gPhysicalFramebuffers[temp_v0] == NULL) {
return;
}
copy_framebuffer(D_800DC5DC, D_800DC5E0, 64, 32, (u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture68272C));
copy_framebuffer(D_800DC5DC + 64, D_800DC5E0, 64, 32,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture682928));
copy_framebuffer(D_800DC5DC, D_800DC5E0 + 32, 64, 32,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture682B24));
copy_framebuffer(D_800DC5DC + 64, D_800DC5E0 + 32, 64, 32,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture682D20));
copy_framebuffer(D_800DC5DC, D_800DC5E0 + 64, 64, 32,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture682F1C));
copy_framebuffer(D_800DC5DC + 64, D_800DC5E0 + 64, 64, 32,
(u16*) PHYSICAL_TO_VIRTUAL(gPhysicalFramebuffers[temp_v0]),
(u16*) LOAD_ASSET_RAW(gTexture683118));
}
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