[jak 2] ETIE (#2326)

Definitely needs a clean up pass, but I think the functionality is very
close.

There's a few "hacks" still:
- I am using the emerc logic for environment mapping, which doesn't care
about the length of the normals. I can't figure out how the normal
scaling worked in etie. I want to do a little bit more experimentation
with this before merging.
- There is some part about adgifs for TIE and ETIE that I don't
understand. The clearly correct behavior of TIE/ETIE is that the alpha
settings from the adgif shader are overwritten by the settings from the
renderer. But I can't figure out how this happens in all cases.
- Fade out is completely disabled. I think this is fine because the
performance difference isn't bad. But if you are comparing screenshots
with PCSX2, it will make things look a tiny bit different.
This commit is contained in:
water111
2023-03-17 20:35:26 -04:00
committed by GitHub
parent 6670124296
commit 2fa4a23ea1
41 changed files with 9101 additions and 858 deletions
+2 -2
View File
@@ -75,7 +75,7 @@ GameVersion g_game_version = GameVersion::Jak1;
namespace {
int g_argc = 0;
char** g_argv = nullptr;
const char** g_argv = nullptr;
/*!
* SystemThread function for running the DECI2 communication with the GOAL compiler.
@@ -310,7 +310,7 @@ void dmac_runner(SystemThreadInterface& iface) {
* Main function to launch the runtime.
* GOAL kernel arguments are currently ignored.
*/
RuntimeExitStatus exec_runtime(GameLaunchOptions game_options, int argc, char** argv) {
RuntimeExitStatus exec_runtime(GameLaunchOptions game_options, int argc, const char** argv) {
g_argc = argc;
g_argv = argv;
g_main_thread_id = std::this_thread::get_id();