Improved Wii aspect ratio significantly
This commit is contained in:
@@ -64,7 +64,7 @@ errorret_t displayInit(void) {
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glm_perspective(
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glm_rad(45.0f),
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(float_t)SCREEN.width / (float_t)SCREEN.height,
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SCREEN.aspect,
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0.1f,
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100.0f,
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proj
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@@ -40,6 +40,17 @@ uint32_t frameBufferGetHeight(const framebuffer_t *framebuffer) {
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return frameBufferPlatformGetHeight(framebuffer);
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}
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float_t frameBufferGetAspect(const framebuffer_t *framebuffer) {
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#ifdef frameBufferPlatformGetAspect
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return frameBufferPlatformGetAspect(framebuffer);
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#endif
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uint32_t width = frameBufferGetWidth(framebuffer);
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uint32_t height = frameBufferGetHeight(framebuffer);
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if(height == 0) return 1.0f; // Avoid divide by zero, just return 1:1 aspect.
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return (float_t)width / (float_t)height;
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}
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void frameBufferClear(const uint8_t flags, const color_t color) {
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frameBufferPlatformClear(flags, color);
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}
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@@ -58,6 +58,16 @@ uint32_t frameBufferGetWidth(const framebuffer_t *framebuffer);
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*/
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uint32_t frameBufferGetHeight(const framebuffer_t *framebuffer);
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/**
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* Returns the aspect ratio of the framebuffer. This is ALMOST always just
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* the width / height, however some platforms may choose to override this if
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* they have stretched styled back buffers, e.g. 640x480 stretched.
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*
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* @param framebuffer The framebuffer to get the aspect ratio of.
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* @return The aspect ratio of the framebuffer.
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*/
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float_t frameBufferGetAspect(const framebuffer_t *framebuffer);
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/**
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* Binds the framebuffer for rendering, or the backbuffer if the framebuffer
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* provided is NULL.
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@@ -52,7 +52,7 @@ errorret_t screenBind() {
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// Screen mode backbuffer uses the full display size
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SCREEN.width = frameBufferGetWidth(FRAMEBUFFER_BOUND);
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SCREEN.height = frameBufferGetHeight(FRAMEBUFFER_BOUND);
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SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
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SCREEN.aspect = frameBufferGetAspect(FRAMEBUFFER_BOUND);
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// No needd for a framebuffer.
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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@@ -100,8 +100,7 @@ errorret_t screenBind() {
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int32_t fbWidth, fbHeight;
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fbWidth = frameBufferGetWidth(FRAMEBUFFER_BOUND);
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fbHeight = frameBufferGetHeight(FRAMEBUFFER_BOUND);
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float_t currentAspect = (float_t)fbWidth / (float_t)fbHeight;
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float_t currentAspect = frameBufferGetAspect(FRAMEBUFFER_BOUND);
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if(currentAspect == SCREEN.aspectRatio.ratio) {
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// No need to use framebuffer.
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SCREEN.width = fbWidth;
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@@ -129,13 +128,14 @@ errorret_t screenBind() {
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if(SCREEN.framebufferReady) {
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// Is current framebuffer the correct size?
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int32_t curFbWidth, curFbHeight;
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float_t curFbAspect = frameBufferGetAspect(&SCREEN.framebuffer);
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curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
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curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
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if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
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// Correct size, nothing to do.
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SCREEN.width = newFbWidth;
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SCREEN.height = newFbHeight;
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SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
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SCREEN.aspect = curFbAspect;
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errorChain(frameBufferBind(&SCREEN.framebuffer));
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errorOk();
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}
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+27
-27
@@ -113,8 +113,8 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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errorChain(networkInit());
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errorChain(gameInit());
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printf("Init done, going to queue online in 3 seconds...\n");
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onlineSwapTime = TIME.time + 3.0f;
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// printf("Init done, going to queue online in 3 seconds...\n");
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// onlineSwapTime = TIME.time + 3.0f;
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// Camera
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entityid_t cam = entityManagerAdd();
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@@ -130,35 +130,35 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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entityCameraSetZFar(cam, camCam, 100.0f);
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// Floor
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entityid_t floorEnt = entityManagerAdd();
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componentid_t floorPos = entityAddComponent(floorEnt, COMPONENT_TYPE_POSITION);
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componentid_t floorMesh = entityAddComponent(floorEnt, COMPONENT_TYPE_MESH);
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componentid_t floorMat = entityAddComponent(floorEnt, COMPONENT_TYPE_MATERIAL);
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componentid_t floorPhys = entityAddComponent(floorEnt, COMPONENT_TYPE_PHYSICS);
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// entityid_t floorEnt = entityManagerAdd();
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// componentid_t floorPos = entityAddComponent(floorEnt, COMPONENT_TYPE_POSITION);
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// componentid_t floorMesh = entityAddComponent(floorEnt, COMPONENT_TYPE_MESH);
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// componentid_t floorMat = entityAddComponent(floorEnt, COMPONENT_TYPE_MATERIAL);
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// componentid_t floorPhys = entityAddComponent(floorEnt, COMPONENT_TYPE_PHYSICS);
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entityPositionSetPosition(floorEnt, floorPos, (vec3){ -5.0f, 0.0f, -5.0f });
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entityPositionSetScale(floorEnt, floorPos, (vec3){ 10.0f, 1.0f, 10.0f });
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entityMeshSetMesh(floorEnt, floorMesh, &PLANE_MESH_SIMPLE);
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entityMaterialGetShaderMaterial(floorEnt, floorMat)->unlit.color = COLOR_GREEN;
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// entityPositionSetPosition(floorEnt, floorPos, (vec3){ -5.0f, 0.0f, -5.0f });
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// entityPositionSetScale(floorEnt, floorPos, (vec3){ 10.0f, 1.0f, 10.0f });
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// entityMeshSetMesh(floorEnt, floorMesh, &PLANE_MESH_SIMPLE);
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// entityMaterialGetShaderMaterial(floorEnt, floorMat)->unlit.color = COLOR_GREEN;
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entityphysics_t *floorPhysData = entityPhysicsGet(floorEnt, floorPhys);
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floorPhysData->type = PHYSICS_BODY_STATIC;
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floorPhysData->shape.type = PHYSICS_SHAPE_PLANE;
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floorPhysData->shape.data.plane.normal[0] = 0.0f;
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floorPhysData->shape.data.plane.normal[1] = 1.0f;
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floorPhysData->shape.data.plane.normal[2] = 0.0f;
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floorPhysData->shape.data.plane.distance = 0.0f;
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// entityphysics_t *floorPhysData = entityPhysicsGet(floorEnt, floorPhys);
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// floorPhysData->type = PHYSICS_BODY_STATIC;
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// floorPhysData->shape.type = PHYSICS_SHAPE_PLANE;
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// floorPhysData->shape.data.plane.normal[0] = 0.0f;
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// floorPhysData->shape.data.plane.normal[1] = 1.0f;
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// floorPhysData->shape.data.plane.normal[2] = 0.0f;
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// floorPhysData->shape.data.plane.distance = 0.0f;
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/* ---- Dynamic box ---- */
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// Box
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phBoxEnt = entityManagerAdd();
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componentid_t boxPos = entityAddComponent(phBoxEnt, COMPONENT_TYPE_POSITION);
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componentid_t boxMesh = entityAddComponent(phBoxEnt, COMPONENT_TYPE_MESH);
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componentid_t boxMat = entityAddComponent(phBoxEnt, COMPONENT_TYPE_MATERIAL);
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phBoxPhys = entityAddComponent(phBoxEnt, COMPONENT_TYPE_PHYSICS);
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// phBoxPhys = entityAddComponent(phBoxEnt, COMPONENT_TYPE_PHYSICS);
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entityMeshSetMesh(phBoxEnt, boxMesh, &CUBE_MESH_SIMPLE);
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entityMaterialGetShaderMaterial(phBoxEnt, boxMat)->unlit.color = COLOR_RED;
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entityPositionSetPosition(phBoxEnt, boxPos, (vec3){ 0.0f, 4.0f, 0.0f });
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entityPositionSetPosition(phBoxEnt, boxPos, (vec3){ 0.0f, 0.0f, 0.0f });
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/* Run the init script. */
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scriptcontext_t ctx;
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@@ -178,12 +178,12 @@ errorret_t engineUpdate(void) {
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uiUpdate();
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errorChain(sceneUpdate());
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/* Reset the box to its start position on demand. */
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if(inputIsDown(INPUT_ACTION_ACCEPT)) {
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componentid_t posComp = entityGetComponent(phBoxEnt, COMPONENT_TYPE_POSITION);
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entityPositionSetPosition(phBoxEnt, posComp, (vec3){ 0.0f, 4.0f, 0.0f });
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entityPhysicsSetVelocity(phBoxEnt, phBoxPhys, (vec3){ 0.0f, 0.0f, 0.0f });
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}
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// /* Reset the box to its start position on demand. */
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// if(inputIsDown(INPUT_ACTION_ACCEPT)) {
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// componentid_t posComp = entityGetComponent(phBoxEnt, COMPONENT_TYPE_POSITION);
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// entityPositionSetPosition(phBoxEnt, posComp, (vec3){ 0.0f, 4.0f, 0.0f });
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// entityPhysicsSetVelocity(phBoxEnt, phBoxPhys, (vec3){ 0.0f, 0.0f, 0.0f });
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// }
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/* Step physics: positions are updated directly on POSITION components. */
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physicsManagerUpdate();
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@@ -8,6 +8,7 @@
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#include "display/framebuffer/framebuffer.h"
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#include "display/display.h"
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#include "assert/assert.h"
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#include "system/systemdolphin.h"
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errorret_t frameBufferInitBackBufferDolphin(void) {
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errorOk();
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@@ -15,16 +16,29 @@ errorret_t frameBufferInitBackBufferDolphin(void) {
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uint32_t frameBufferGetWidthDolphin(const framebufferdolphin_t *framebuffer) {
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assertNotNull(framebuffer, "Cannot get width of NULL framebuffer.");
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return DISPLAY.screenMode->fbWidth;
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}
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uint32_t frameBufferGetHeightDolphin(const framebufferdolphin_t *framebuffer) {
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assertNotNull(framebuffer, "Cannot get height of NULL framebuffer.");
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return DISPLAY.screenMode->efbHeight;
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}
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float_t frameBufferGetAspectDolphin(const framebufferdolphin_t *framebuffer) {
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assertNotNull(framebuffer, "Cannot get aspect of NULL framebuffer.");
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switch(systemGetAspectRatioDolphin()) {
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case CONF_ASPECT_16_9:
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return 16.0f / 9.0f;
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case CONF_ASPECT_4_3:
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return 4.0f / 3.0f;
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default:
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return (
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(float_t)DISPLAY.screenMode->fbWidth /
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(float_t)DISPLAY.screenMode->efbHeight
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);
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}
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}
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errorret_t frameBufferBindDolphin(framebufferdolphin_t *framebuffer) {
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assertNotNull(framebuffer, "Cannot bind NULL framebuffer.");
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assertTrue(
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@@ -38,6 +38,15 @@ uint32_t frameBufferGetWidthDolphin(const framebufferdolphin_t *framebuffer);
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*/
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uint32_t frameBufferGetHeightDolphin(const framebufferdolphin_t *framebuffer);
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/**
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* Gets the aspect ratio of the framebuffer. (Dolphin implementation). Taking
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* the Wii aspect setting into consideration.
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*
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* @param framebuffer The framebuffer to get the aspect ratio of.
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* @return The aspect ratio of the framebuffer.
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*/
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float_t frameBufferGetAspectDolphin(const framebufferdolphin_t *framebuffer);
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/**
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* Binds the framebuffer for rendering. (Dolphin implementation).
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*
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@@ -13,5 +13,6 @@ typedef framebufferdolphin_t framebufferplatform_t;
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#define frameBufferPlatformInitBackBuffer frameBufferInitBackBufferDolphin
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#define frameBufferPlatformGetWidth frameBufferGetWidthDolphin
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#define frameBufferPlatformGetHeight frameBufferGetHeightDolphin
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#define frameBufferPlatformGetAspect frameBufferGetAspectDolphin
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#define frameBufferPlatformBind frameBufferBindDolphin
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#define frameBufferPlatformClear frameBufferClearDolphin
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@@ -228,12 +228,13 @@ errorret_t shaderUpdateMVPDolphin() {
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// Set Model/View Matrix
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if(mvDirt) {
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guMtxConcat(
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SHADER_BOUND->matrixView,
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SHADER_BOUND->matrixModel,
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SHADER_BOUND->matrixModelView
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);
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GX_LoadPosMtxImm(SHADER_BOUND->matrixModelView, GX_PNMTX0);
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// guMtxConcat(
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// SHADER_BOUND->matrixView,
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// SHADER_BOUND->matrixModel,
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// SHADER_BOUND->matrixModelView
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// );
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// GX_LoadPosMtxImm(SHADER_BOUND->matrixModelView, GX_PNMTX0);
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GX_LoadPosMtxImm(SHADER_BOUND->matrixView, GX_PNMTX0);
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}
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SHADER_BOUND->dirtyMatrix = 0;
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@@ -255,7 +256,7 @@ void shaderMat4ToMtx(const mat4 inGlmMatrix, Mtx outGXMatrix) {
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assertNotNull(inGlmMatrix, "Input matrix cannot be null");
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assertNotNull(outGXMatrix, "Output matrix cannot be null");
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for(int row = 0; row < 3; ++row) {
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for(int row = 0; row < 4; ++row) {// Can perhaps be 3.
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for(int col = 0; col < 4; ++col) {
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outGXMatrix[row][col] = inGlmMatrix[col][row];
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}
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@@ -17,3 +17,11 @@ errorret_t systemInitDolphin(void) {
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systemdialogtype_t systemGetActiveDialogTypeDolphin(void) {
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return SYSTEM_DIALOG_TYPE_NONE;
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}
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int32_t systemGetAspectRatioDolphin(void) {
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return CONF_GetAspectRatio();
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}
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int32_t systemGetLanguageDolphin(void) {
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return CONF_GetLanguage();
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}
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@@ -21,3 +21,28 @@ errorret_t systemInitDolphin(void);
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* @return Currently open system dialog type.
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*/
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systemdialogtype_t systemGetActiveDialogTypeDolphin(void);
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/**
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* Returns either CONF_ASPECT_4_3 or CONF_ASPECT_16_9 depending on the aspect
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* ratio of the system. I do believe that Gamecube will only ever return 4:3.
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*
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* Refer to;
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* https://github.com/devkitPro/libogc/blob/20d90e944b83c8991538e88b00b1e5f309428e85/gc/ogc/conf.h#L190
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*
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* @return Aspect ratio of the system.
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*/
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int32_t systemGetAspectRatioDolphin(void);
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/**
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* Returns the language the system is set to. This is used for things like
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* locale management, to try to match the system language if possible.
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*
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* Refer to;
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* https://github.com/devkitPro/libogc/blob/20d90e944b83c8991538e88b00b1e5f309428e85/gc/ogc/conf.h#L190
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*
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* @return System language.
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*/
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int32_t systemGetLanguageDolphin(void);
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// There's actually a tonne more things Wii can return, this is it for now
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// though.
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