mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-29 07:23:01 +00:00
Rework First Person FOV
This commit is contained in:
parent
6419e53297
commit
2a0af8e216
14 changed files with 20 additions and 68 deletions
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@ -115,7 +115,7 @@ override_disallowed_functions = {
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"src/pc/lua/utils/smlua_text_utils.h": [ "smlua_text_utils_reset_all" ],
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"src/pc/lua/utils/smlua_text_utils.h": [ "smlua_text_utils_reset_all" ],
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"src/pc/lua/utils/smlua_anim_utils.h": [ "smlua_anim_util_reset", "smlua_anim_util_register_animation" ],
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"src/pc/lua/utils/smlua_anim_utils.h": [ "smlua_anim_util_reset", "smlua_anim_util_register_animation" ],
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"src/pc/network/lag_compensation.h": [ "lag_compensation_clear", "lag_compensation_store" ],
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"src/pc/network/lag_compensation.h": [ "lag_compensation_clear", "lag_compensation_store" ],
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"src/game/first_person_cam.h": [ "first_person_update" ]
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"src/game/first_person_cam.h": [ "first_person_update", "get_dest_fov", "get_dest_near" ]
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}
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}
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override_hide_functions = {
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override_hide_functions = {
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@ -113,8 +113,7 @@ override_field_immutable = {
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"ObjectWarpNode": [ "next "],
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"ObjectWarpNode": [ "next "],
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"Animation": [ "length" ],
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"Animation": [ "length" ],
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"AnimationTable": [ "count" ],
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"AnimationTable": [ "count" ],
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"Controller": [ "controllerData", "statusData" ],
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"Controller": [ "controllerData", "statusData" ]
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"FirstPersonCamera": [ "enabled" ],
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}
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}
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override_field_version_excludes = {
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override_field_version_excludes = {
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@ -4016,12 +4016,6 @@ function get_first_person_enabled()
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-- ...
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-- ...
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end
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end
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--- @param enable boolean
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--- @return nil
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function set_first_person_enabled(enable)
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-- ...
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end
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--- @return nil
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--- @return nil
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function reset_dialog_override_color()
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function reset_dialog_override_color()
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-- ...
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-- ...
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@ -595,7 +595,6 @@
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--- @field public crouch number
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--- @field public crouch number
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--- @field public enabled boolean
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--- @field public enabled boolean
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--- @field public forceRoll boolean
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--- @field public forceRoll boolean
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--- @field public fov number
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--- @field public offset Vec3f
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--- @field public offset Vec3f
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--- @field public pitch integer
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--- @field public pitch integer
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--- @field public yaw integer
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--- @field public yaw integer
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@ -3322,26 +3322,6 @@
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<br />
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<br />
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## [set_first_person_enabled](#set_first_person_enabled)
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### Lua Example
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`set_first_person_enabled(enable)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| enable | `boolean` |
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### Returns
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- None
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### C Prototype
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`void set_first_person_enabled(bool enable);`
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[:arrow_up_small:](#)
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<br />
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---
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---
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# functions from ingame_menu.h
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# functions from ingame_menu.h
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@ -803,7 +803,6 @@
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- [first_person_check_cancels](functions-3.md#first_person_check_cancels)
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- [first_person_check_cancels](functions-3.md#first_person_check_cancels)
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- [first_person_reset](functions-3.md#first_person_reset)
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- [first_person_reset](functions-3.md#first_person_reset)
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- [get_first_person_enabled](functions-3.md#get_first_person_enabled)
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- [get_first_person_enabled](functions-3.md#get_first_person_enabled)
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- [set_first_person_enabled](functions-3.md#set_first_person_enabled)
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<br />
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<br />
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@ -848,9 +848,8 @@
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| ----- | ---- | ------ |
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| ----- | ---- | ------ |
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| centerL | `boolean` | |
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| centerL | `boolean` | |
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| crouch | `number` | |
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| crouch | `number` | |
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| enabled | `boolean` | read-only |
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| enabled | `boolean` | |
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| forceRoll | `boolean` | |
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| forceRoll | `boolean` | |
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| fov | `number` | |
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| offset | [Vec3f](structs.md#Vec3f) | read-only |
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| offset | [Vec3f](structs.md#Vec3f) | read-only |
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| pitch | `integer` | |
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| pitch | `integer` | |
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| yaw | `integer` | |
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| yaw | `integer` | |
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@ -9,6 +9,7 @@
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#include "mario.h"
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#include "mario.h"
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#include "hardcoded.h"
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#include "hardcoded.h"
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#include "save_file.h"
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#include "save_file.h"
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#include "rendering_graph_node.h"
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#include "engine/math_util.h"
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#include "engine/math_util.h"
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@ -27,7 +28,6 @@ struct FirstPersonCamera gFirstPersonCamera = {
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.pitch = 0,
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.pitch = 0,
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.yaw = 0,
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.yaw = 0,
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.crouch = 0,
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.crouch = 0,
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.fov = FIRST_PERSON_DEFAULT_FOV,
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.offset = { 0, 0, 0 }
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.offset = { 0, 0, 0 }
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};
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};
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@ -54,9 +54,12 @@ bool get_first_person_enabled(void) {
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return gFirstPersonCamera.enabled && !first_person_check_cancels(&gMarioStates[0]);
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return gFirstPersonCamera.enabled && !first_person_check_cancels(&gMarioStates[0]);
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}
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}
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void set_first_person_enabled(bool enable) {
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f32 get_dest_fov(f32 fov) {
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if (gFirstPersonCamera.enabled && !enable) { gFOVState.fov = 45.0f; }
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return get_first_person_enabled() ? FIRST_PERSON_DEFAULT_FOV : not_zero(fov, gOverrideFOV);
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gFirstPersonCamera.enabled = enable;
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}
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f32 get_dest_near(f32 near) {
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return get_first_person_enabled() ? 1 : not_zero(near, gOverrideNear);
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}
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}
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void first_person_camera_update(void) {
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void first_person_camera_update(void) {
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@ -143,8 +146,6 @@ void first_person_camera_update(void) {
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gLakituState.focHSpeed = 0;
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gLakituState.focHSpeed = 0;
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gLakituState.focVSpeed = 0;
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gLakituState.focVSpeed = 0;
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vec3s_set(gLakituState.shakeMagnitude, 0, 0, 0);
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vec3s_set(gLakituState.shakeMagnitude, 0, 0, 0);
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gFOVState.fov = gFirstPersonCamera.fov;
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}
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}
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void first_person_update(void) {
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void first_person_update(void) {
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@ -192,7 +193,6 @@ void first_person_reset(void) {
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gFirstPersonCamera.pitch = 0;
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gFirstPersonCamera.pitch = 0;
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gFirstPersonCamera.yaw = 0;
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gFirstPersonCamera.yaw = 0;
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gFirstPersonCamera.crouch = 0;
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gFirstPersonCamera.crouch = 0;
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gFirstPersonCamera.fov = FIRST_PERSON_DEFAULT_FOV;
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gFirstPersonCamera.offset[0] = 0;
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gFirstPersonCamera.offset[0] = 0;
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gFirstPersonCamera.offset[1] = 0;
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gFirstPersonCamera.offset[1] = 0;
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gFirstPersonCamera.offset[2] = 0;
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gFirstPersonCamera.offset[2] = 0;
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@ -15,7 +15,6 @@ struct FirstPersonCamera {
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s16 pitch;
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s16 pitch;
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s16 yaw;
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s16 yaw;
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f32 crouch;
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f32 crouch;
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f32 fov;
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Vec3f offset;
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Vec3f offset;
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};
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};
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@ -24,7 +23,9 @@ extern struct FirstPersonCamera gFirstPersonCamera;
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bool first_person_check_cancels(struct MarioState *m);
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bool first_person_check_cancels(struct MarioState *m);
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bool get_first_person_enabled(void);
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bool get_first_person_enabled(void);
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void set_first_person_enabled(bool enable);
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f32 get_dest_fov(f32 fov);
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f32 get_dest_near(f32 near);
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void first_person_update(void);
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void first_person_update(void);
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void first_person_reset(void);
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void first_person_reset(void);
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@ -237,7 +237,7 @@ void patch_mtx_interpolated(f32 delta) {
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u16 perspNorm;
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u16 perspNorm;
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f32 fovInterpolated = delta_interpolate_f32(sPerspectiveNode->prevFov, sPerspectiveNode->fov, delta);
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f32 fovInterpolated = delta_interpolate_f32(sPerspectiveNode->prevFov, sPerspectiveNode->fov, delta);
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f32 near = MIN(sPerspectiveNode->near, gProjectionMaxNearValue);
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f32 near = MIN(sPerspectiveNode->near, gProjectionMaxNearValue);
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guPerspective(sPerspectiveMtx, &perspNorm, not_zero(fovInterpolated, gOverrideFOV), sPerspectiveAspect, get_first_person_enabled() ? 1 : not_zero(near, gOverrideNear), not_zero(sPerspectiveNode->far, gOverrideFar), 1.0f);
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guPerspective(sPerspectiveMtx, &perspNorm, get_dest_fov(fovInterpolated), sPerspectiveAspect, get_dest_near(near), not_zero(sPerspectiveNode->far, gOverrideFar), 1.0f);
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gSPMatrix(sPerspectivePos, VIRTUAL_TO_PHYSICAL(sPerspectiveNode), G_MTX_PROJECTION | G_MTX_LOAD | G_MTX_NOPUSH);
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gSPMatrix(sPerspectivePos, VIRTUAL_TO_PHYSICAL(sPerspectiveNode), G_MTX_PROJECTION | G_MTX_LOAD | G_MTX_NOPUSH);
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}
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}
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@ -488,7 +488,7 @@ static void geo_process_perspective(struct GraphNodePerspective *node) {
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gProjectionVanillaNearValue = node->near;
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gProjectionVanillaNearValue = node->near;
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gProjectionVanillaFarValue = node->far;
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gProjectionVanillaFarValue = node->far;
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f32 near = MIN(node->near, gProjectionMaxNearValue);
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f32 near = MIN(node->near, gProjectionMaxNearValue);
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guPerspective(mtx, &perspNorm, not_zero(node->prevFov, gOverrideFOV), aspect, get_first_person_enabled() ? 1 : not_zero(near, gOverrideNear), not_zero(node->far, gOverrideFar), 1.0f);
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guPerspective(mtx, &perspNorm, get_dest_fov(node->prevFov), aspect, get_dest_near(near), not_zero(node->far, gOverrideFar), 1.0f);
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sPerspectiveNode = node;
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sPerspectiveNode = node;
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sPerspectiveMtx = mtx;
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sPerspectiveMtx = mtx;
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@ -1156,7 +1156,7 @@ static s32 obj_is_in_view(struct GraphNodeObject *node, Mat4 matrix) {
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// visibly pop in or out at the edge of the screen.
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// visibly pop in or out at the edge of the screen.
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//
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//
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// Half of the fov in in-game angle units instead of degrees.
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// Half of the fov in in-game angle units instead of degrees.
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s16 halfFov = (not_zero(gCurGraphNodeCamFrustum->fov, gOverrideFOV) / 2.0f + 1.0f) * 32768.0f / 180.0f + 0.5f;
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s16 halfFov = (get_dest_fov(gCurGraphNodeCamFrustum->fov) / 2.0f + 1.0f) * 32768.0f / 180.0f + 0.5f;
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f32 divisor = coss(halfFov);
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f32 divisor = coss(halfFov);
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if (divisor == 0) { divisor = 1; }
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if (divisor == 0) { divisor = 1; }
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@ -20,6 +20,7 @@
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#include "game/camera.h"
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#include "game/camera.h"
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#include "game/hud.h"
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#include "game/hud.h"
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#include "game/rendering_graph_node.h"
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#include "game/rendering_graph_node.h"
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#include "game/first_person_cam.h"
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#include "engine/math_util.h"
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#include "engine/math_util.h"
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@ -578,7 +579,7 @@ bool djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out) {
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out[1] *= 256.0f / out[2];
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out[1] *= 256.0f / out[2];
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// fov of 45.0 is the default fov
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// fov of 45.0 is the default fov
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f32 fovDefault = tanf(not_zero(45.0f, gOverrideFOV) * ((f32)M_PI / 360.0f));
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f32 fovDefault = tanf(get_dest_fov(45.0f) * ((f32)M_PI / 360.0f));
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f32 fovCurrent = tanf((gFOVState.fov + gFOVState.fovOffset) * ((f32)M_PI / 360.0f));
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f32 fovCurrent = tanf((gFOVState.fov + gFOVState.fovOffset) * ((f32)M_PI / 360.0f));
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f32 fovDifference = (fovDefault / fovCurrent) * 1.13f;
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f32 fovDifference = (fovDefault / fovCurrent) * 1.13f;
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{ "r", LVT_U8, offsetof(struct DjuiColor, r), false, LOT_NONE },
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{ "r", LVT_U8, offsetof(struct DjuiColor, r), false, LOT_NONE },
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};
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};
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#define LUA_FIRST_PERSON_CAMERA_FIELD_COUNT 8
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#define LUA_FIRST_PERSON_CAMERA_FIELD_COUNT 7
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static struct LuaObjectField sFirstPersonCameraFields[LUA_FIRST_PERSON_CAMERA_FIELD_COUNT] = {
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static struct LuaObjectField sFirstPersonCameraFields[LUA_FIRST_PERSON_CAMERA_FIELD_COUNT] = {
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{ "centerL", LVT_BOOL, offsetof(struct FirstPersonCamera, centerL), false, LOT_NONE },
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{ "centerL", LVT_BOOL, offsetof(struct FirstPersonCamera, centerL), false, LOT_NONE },
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{ "crouch", LVT_F32, offsetof(struct FirstPersonCamera, crouch), false, LOT_NONE },
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{ "crouch", LVT_F32, offsetof(struct FirstPersonCamera, crouch), false, LOT_NONE },
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{ "enabled", LVT_BOOL, offsetof(struct FirstPersonCamera, enabled), true, LOT_NONE },
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{ "enabled", LVT_BOOL, offsetof(struct FirstPersonCamera, enabled), false, LOT_NONE },
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{ "forceRoll", LVT_BOOL, offsetof(struct FirstPersonCamera, forceRoll), false, LOT_NONE },
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{ "forceRoll", LVT_BOOL, offsetof(struct FirstPersonCamera, forceRoll), false, LOT_NONE },
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{ "fov", LVT_F32, offsetof(struct FirstPersonCamera, fov), false, LOT_NONE },
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{ "offset", LVT_COBJECT, offsetof(struct FirstPersonCamera, offset), true, LOT_VEC3F },
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{ "offset", LVT_COBJECT, offsetof(struct FirstPersonCamera, offset), true, LOT_VEC3F },
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{ "pitch", LVT_S16, offsetof(struct FirstPersonCamera, pitch), false, LOT_NONE },
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{ "pitch", LVT_S16, offsetof(struct FirstPersonCamera, pitch), false, LOT_NONE },
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{ "yaw", LVT_S16, offsetof(struct FirstPersonCamera, yaw), false, LOT_NONE },
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{ "yaw", LVT_S16, offsetof(struct FirstPersonCamera, yaw), false, LOT_NONE },
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@ -13231,23 +13231,6 @@ int smlua_func_get_first_person_enabled(UNUSED lua_State* L) {
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return 1;
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return 1;
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}
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}
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int smlua_func_set_first_person_enabled(lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 1) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "set_first_person_enabled", 1, top);
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return 0;
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}
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bool enable = smlua_to_boolean(L, 1);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "set_first_person_enabled"); return 0; }
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set_first_person_enabled(enable);
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return 1;
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}
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///////////////////
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///////////////////
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// ingame_menu.h //
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// ingame_menu.h //
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///////////////////
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///////////////////
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@ -32076,7 +32059,6 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "first_person_check_cancels", smlua_func_first_person_check_cancels);
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smlua_bind_function(L, "first_person_check_cancels", smlua_func_first_person_check_cancels);
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smlua_bind_function(L, "first_person_reset", smlua_func_first_person_reset);
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smlua_bind_function(L, "first_person_reset", smlua_func_first_person_reset);
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smlua_bind_function(L, "get_first_person_enabled", smlua_func_get_first_person_enabled);
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smlua_bind_function(L, "get_first_person_enabled", smlua_func_get_first_person_enabled);
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smlua_bind_function(L, "set_first_person_enabled", smlua_func_set_first_person_enabled);
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// ingame_menu.h
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// ingame_menu.h
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smlua_bind_function(L, "reset_dialog_override_color", smlua_func_reset_dialog_override_color);
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smlua_bind_function(L, "reset_dialog_override_color", smlua_func_reset_dialog_override_color);
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@ -708,7 +708,6 @@ void network_shutdown(bool sendLeaving, bool exiting, bool popup, bool reconnect
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cnt->extStickY = 0;
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cnt->extStickY = 0;
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gFirstPersonCamera.enabled = false;
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gFirstPersonCamera.enabled = false;
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gFirstPersonCamera.fov = FIRST_PERSON_DEFAULT_FOV;
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first_person_reset();
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first_person_reset();
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extern void save_file_load_all(UNUSED u8 reload);
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extern void save_file_load_all(UNUSED u8 reload);
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