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DebugDisplay.cpp
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DebugDisplay.cpp
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// Recreates certain debug-related displays missing from UHD build
// Currently recreates effect of:
// - DBG_SAT_DISP
// - DBG_EAT_DISP
#include "dllmain.h"
#include "Game.h"
void Draw_line3d_local(Vec* p0, Vec* p1, Mtx mat, GXColor col, uint32_t blend)
{
if (blend)
bio4::GXSetBlendMode(GX_BM_BLEND, GX_BL_ONE, GX_BL_ONE, GX_LO_CLEAR);
else
bio4::GXSetBlendMode(GX_BM_BLEND, GX_BL_ONE, GX_BL_ZERO, GX_LO_CLEAR);
bio4::CameraCurrentProjection();
bio4::GXSetCullMode(GX_CULL_NONE);
if (col.a == 0xFE)
bio4::GXSetZMode(false, GX_LEQUAL, true);
else
bio4::GXSetZMode(true, GX_LEQUAL, true);
bio4::GXSetNumChans(1);
bio4::GXSetChanCtrl(GX_COLOR0A0, false, GX_SRC_REG, GX_SRC_VTX, 0,
GX_DF_NONE, GX_AF_NONE);
bio4::GXSetNumTexGens(0);
bio4::GXSetNumTevStages(1);
bio4::GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
bio4::GXSetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
bio4::GXClearVtxDesc();
bio4::GXSetVtxDesc(GX_VA_POS, GX_DIRECT);
bio4::GXSetVtxDesc(GX_VA_CLR0, GX_DIRECT);
bio4::GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_RGBA6, 0);
bio4::GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_POS_XYZ, GX_RGBA8, 0);
bio4::GXLoadPosMtxImm(mat, 0);
bio4::GXSetCurrentMtx(0);
bio4::GXBegin(GX_LINESTRIP, GX_VTXFMT0, 2);
//MEMORY[0xCC008000] = p0->z;
//MEMORY[0xCC008000] = 0xFF;
//MEMORY[0xCC008000] = p1->z;
//MEMORY[0xCC008000] = 0xFF;
bio4::GXPosition3f32(p0->x, p0->y, p0->z);
bio4::GXColor4u8(col.r, col.g, col.b, 0xFF);
bio4::GXPosition3f32(p1->x, p1->y, p1->z);
bio4::GXColor4u8(col.r, col.g, col.b, 0xFF);
bio4::GXEnd(0);
}
void Draw_line3d_local_6parts(
Vec* p0, Vec* p1,
Vec* p2, Vec* p3,
Vec* p4, Vec* p5,
Mtx mat,
GXColor col1, GXColor col2, GXColor col3,
uint32_t blend)
{
if (blend)
bio4::GXSetBlendMode(GX_BM_BLEND, GX_BL_ONE, GX_BL_ONE, GX_LO_CLEAR);
else
bio4::GXSetBlendMode(GX_BM_BLEND, GX_BL_ONE, GX_BL_ZERO, GX_LO_CLEAR);
bio4::CameraCurrentProjection();
bio4::GXSetCullMode(GX_CULL_NONE);
if (col1.a == 0xFE)
bio4::GXSetZMode(false, GX_LEQUAL, true);
else
bio4::GXSetZMode(true, GX_LEQUAL, true);
bio4::GXSetNumChans(1);
bio4::GXSetChanCtrl(GX_COLOR0A0, false, GX_SRC_REG, GX_SRC_VTX, 0,
GX_DF_NONE, GX_AF_NONE);
bio4::GXSetNumTexGens(0);
bio4::GXSetNumTevStages(1);
bio4::GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
bio4::GXSetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
bio4::GXClearVtxDesc();
bio4::GXSetVtxDesc(GX_VA_POS, GX_DIRECT);
bio4::GXSetVtxDesc(GX_VA_CLR0, GX_DIRECT);
bio4::GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_RGBA6, 0);
bio4::GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_POS_XYZ, GX_RGBA8, 0);
bio4::GXLoadPosMtxImm(mat, 0);
bio4::GXSetCurrentMtx(0);
bio4::GXBegin(GX_LINESTRIP, GX_VTXFMT0, 8);
//MEMORY[0xCC008000] = p0->z;
//MEMORY[0xCC008000] = 0xFF;
//MEMORY[0xCC008000] = p1->z;
//MEMORY[0xCC008000] = 0xFF;
bio4::GXPosition3f32(p0->x, p0->y, p0->z);
bio4::GXColor4u8(col1.r, col1.g, col1.b, 0xFF);
bio4::GXPosition3f32(p1->x, p1->y, p1->z);
bio4::GXColor4u8(col1.r, col1.g, col1.b, 0xFF);
bio4::GXPosition3f32(p2->x, p2->y, p2->z);
bio4::GXColor4u8(col2.r, col2.g, col2.b, 0xFF);
bio4::GXPosition3f32(p3->x, p3->y, p3->z);
bio4::GXColor4u8(col2.r, col2.g, col2.b, 0xFF);
bio4::GXPosition3f32(p4->x, p4->y, p4->z);
bio4::GXColor4u8(col3.r, col3.g, col3.b, 0xFF);
bio4::GXPosition3f32(p5->x, p5->y, p5->z);
bio4::GXColor4u8(col3.r, col3.g, col3.b, 0xFF);
bio4::GXEnd(0);
}
void Draw_poly_local(Vec* dpos0, Vec* dpos1, Vec* dpos2, Mtx mat, GXColor col, bool zmode)
{
bio4::CameraCurrentProjection();
bio4::GXSetCullMode(GX_CULL_NONE);
if (zmode)
bio4::GXSetZMode(1, GX_LEQUAL, 1);
else
bio4::GXSetZMode(1, GX_LEQUAL, 0);
bio4::GXSetNumChans(1);
bio4::GXSetChanCtrl(GX_COLOR0A0, 0, GX_SRC_VTX, GX_SRC_VTX, 0, GX_DF_NONE, GX_AF_NONE);
bio4::GXSetNumTexGens(0);
bio4::GXSetNumTevStages(1u);
bio4::GXSetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
bio4::GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
bio4::GXClearVtxDesc();
bio4::GXSetVtxDesc(GX_VA_PNMTXIDX, GX_DIRECT);
bio4::GXSetVtxDesc(GX_VA_POS, GX_DIRECT);
bio4::GXSetVtxDesc(GX_VA_CLR0, GX_DIRECT);
bio4::GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
bio4::GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_POS_XYZ, GX_RGBA8, 0);
bio4::GXLoadPosMtxImm(mat, 0);
bio4::GXSetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR);
bio4::GXBegin(GX_TRIANGLES, GX_VTXFMT0, 3u);
//MEMORY[0xCC008000] = 0;
//MEMORY[0xCC008000] = dpos->z;
//MEMORY[0xCC008000] = 0;
//v9 = dpos + 1;
//MEMORY[0xCC008000] = v9->z;
//MEMORY[0xCC008000] = 0;
//MEMORY[0xCC008000] = v9[1].z;
//MEMORY[0xCC008000] = v7;
bio4::GXPosition3f32(dpos0->x, dpos0->y, dpos0->z);
bio4::GXColor4u8(col.r, col.g, col.b, col.a);
bio4::GXPosition3f32(dpos1->x, dpos1->y, dpos1->z);
bio4::GXColor4u8(col.r, col.g, col.b, col.a);
bio4::GXPosition3f32(dpos2->x, dpos2->y, dpos2->z);
bio4::GXColor4u8(col.r, col.g, col.b, col.a);
bio4::GXEnd(0);
}
void cSat__disp(cSat* pSat, uint32_t poly_num, GXColor col, uint32_t mode)
{
Mtx mat; // [sp+30h] [-80h] BYREF
MTXConcat(GlobalPtr()->Camera_74.v_mat_30, pSat->mat_60, mat);
Vec* pos[3]; // [sp+8h] [-A8h] BYREF
for (int i = 0; i < 3; i++)
{
int v14 = pSat->poly_p_18[poly_num][i];
pos[i] = &pSat->vert_p_C[v14];
}
if ((mode & 3) == 1)
Draw_poly_local(pos[0], pos[1], pos[2], mat, col, 1);
// sets up the diagonal line maybe?
Vec diag[2];
VECAdd(pos[0], pos[1], diag);
GXColor col4{ 0 };
col4.a = 0xFF;
VECAdd(diag, pos[2], diag);
VECScale(diag, diag, 0.33333334f);
uint16_t v23 = pSat->poly_p_18[poly_num][3];
Vec v26 = pSat->norm_p_10[v23];
VECScale(&v26, &diag[1], 100);
VECAdd(diag, &diag[1], &diag[1]);
Vec v27; // [sp+70h] [-40h] BYREF
MTXMultVec(pSat->mat_60, diag, &v27);
VECSubtract(&v27, &GlobalPtr()->Camera_74.CamPoint_A4.Campos_0, &v27);
MTXMultVecSR(pSat->mat_60, &v26, &v26);
if (VECDotProduct(&v26, &v27) > 0.0f)
*(uint32_t*)&col4 = 0xFFFFFFFF;
if ((mode & 3) == 0)
{
GXColor col1[3];
*(uint32_t*)&col1[0] = 0x80808080;
*(uint32_t*)&col1[1] = 0x80808080;
*(uint32_t*)&col1[2] = 0x80808080;
if ((pSat->poly_p_18[poly_num][4] & 0x2000) == 0)
col1[0] = col;
if ((pSat->poly_p_18[poly_num][4] & 0x4000) == 0)
col1[1] = col;
if ((pSat->poly_p_18[poly_num][4] & 0x8000) == 0)
col1[2] = col;
Draw_line3d_local_6parts(pos[0], pos[1], pos[1], pos[2], pos[0], pos[2], mat, col1[0], col1[1], col1[2], 0);
}
// Unfortunately can't add this to the 6parts batch above otherwise some strange lines appear...
Draw_line3d_local(diag, &diag[1], mat, col4, 0);
}
void cSatMgr__disp(cSatMgr* pMgr, uint32_t mode)
{
//GXSetLineWidth(6u, 0);
if (!pMgr->m_nArray_8)
return;
for (cSat& pAt : *pMgr)
{
if (!pAt.IsValid())
continue;
if ((pAt.m_Flag_2A & cSat::FLAG::FLAG_ENABLE_VAL) != cSat::FLAG::FLAG_ENABLE_VAL)
continue;
int start_idx = 0;
int poly_count = 0;
switch (mode & 0xF)
{
case 1:
start_idx = 0;
poly_count = pAt.floor_num_20;
break;
case 2:
start_idx = pAt.floor_num_20;
poly_count = start_idx + pAt.slope_num_22;
break;
case 3:
poly_count = pAt.polygon_num_1E;
start_idx = poly_count - pAt.wall_num_24;
break;
case 0:
start_idx = 0;
poly_count = pAt.polygon_num_1E;
}
if (start_idx < poly_count)
{
int i = start_idx;
uint32_t v4 = (mode >> 8) & 0xFF0000;
for (int i = start_idx; i < poly_count; i++)
{
uint16_t b0 = pAt.poly_p_18[i][8];
uint16_t b1 = pAt.poly_p_18[i][9];
// TODO: need to figure out if this is creating the correct color or not
// on GC fall-down polygons are colored red, but this colors them blue
// it's possible they might have changed the color of fall-down polygons to make them different to jump-over ones though
// NOTE: ((uint16_t(b0) << 16) | b1) is what the Get_poly_attr func returns, seems to match with SAT_ATTR enum?
// (but this uses the value as the color directly...)
uint32_t col = (LOBYTE(b0) << 16) | b1;
uint32_t disp_mode = 0;
if (col)
{
col = col | 0x40000000;
if (v4)
{
col = 0;
if ((pAt.poly_p_18[i][9] & 1) != 0)
col = 0x80808080;
}
disp_mode = 1;
}
else
{
col = 0xA0A0A0A0;
if (!v4)
col = 0xFFFFFFFF;
disp_mode = 0;
}
cSat__disp(&pAt, i, *(GXColor*)&col, disp_mode);
}
}
}
}
void(__cdecl* SubScreenCall)();
void SubScreenCall_Hook()
{
// TODO: this allows SATs to be displayed, but doesn't show the current polygon touching player in red like GC debug does
// Maybe that's handled by another debug-display func, or maybe code that would update the cSat for the polygon being touched was removed...
if (FlagIsSet(GlobalPtr()->flags_DEBUG_0_60, uint32_t(Flags_DEBUG::DBG_SAT_DISP)))
cSatMgr__disp(SatMgr, 0);
if (FlagIsSet(GlobalPtr()->flags_DEBUG_0_60, uint32_t(Flags_DEBUG::DBG_EAT_DISP)))
cSatMgr__disp(EatMgr, 0);
SubScreenCall();
}
void re4t::init::DebugDisplay()
{
// blkPolySphereCkCore: reimplement call to cSat::disp when polygon is collided with
auto pattern = hook::pattern("C7 45 F8 01 00 00 00 85 C9");
struct blkPolySphereCkCore_cSat__disp
{
void operator()(injector::reg_pack& regs)
{
// Orig code we patched over
*(uint32_t*)(regs.ebp - 8) = 1;
// Code from GC debug
cSat* pAt = (cSat*)regs.edi;
GXColor col{ 0xFF, 0x00, 0x00, 0x40 };
if (FlagIsSet(GlobalPtr()->flags_DEBUG_0_60, uint32_t(Flags_DEBUG::DBG_SAT_DISP)))
cSat__disp(pAt, regs.esi, col, 1);
}
}; injector::MakeInline<blkPolySphereCkCore_cSat__disp>(pattern.count(1).get(0).get<uint8_t>(0x0), pattern.count(1).get(0).get<uint8_t>(0x7));
// dbg version includes some extra code after SubScreenCall that we need to change pattern for...
if (GameVersionIsDebug())
pattern = hook::pattern("E8 ? ? ? ? 8B 0D ? ? ? ? BE 00 00 20 00");
else
pattern = hook::pattern("E8 ? ? ? ? A1 ? ? ? ? 25 00 20 00 00 33 C9");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint8_t>(0x0)).as_int(), SubScreenCall);
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0x0)).as_int(), SubScreenCall_Hook);
}