From 83e99508708df2a8b9edf154b58d1478b9daa8b6 Mon Sep 17 00:00:00 2001 From: ManDude <7569514+ManDude@users.noreply.github.com> Date: Mon, 10 Jan 2022 02:56:43 +0000 Subject: [PATCH] fixs --- .../SpriteRenderer.cpp | 1490 +++++++++++++++++ .../opengl_renderer/SpriteRenderer.cpp | 12 +- .../opengl_renderer/shaders/sprite_3d.frag | 6 +- .../opengl_renderer/shaders/sprite_3d.vert | 20 +- 4 files changed, 1505 insertions(+), 23 deletions(-) create mode 100644 enc_temp_folder/4d8198d8ccfff3f92287e918e468a8a/SpriteRenderer.cpp diff --git a/enc_temp_folder/4d8198d8ccfff3f92287e918e468a8a/SpriteRenderer.cpp b/enc_temp_folder/4d8198d8ccfff3f92287e918e468a8a/SpriteRenderer.cpp new file mode 100644 index 0000000000..b44d9337e9 --- /dev/null +++ b/enc_temp_folder/4d8198d8ccfff3f92287e918e468a8a/SpriteRenderer.cpp @@ -0,0 +1,1490 @@ +#include "third-party/fmt/core.h" +#include "third-party/imgui/imgui.h" +#include "SpriteRenderer.h" +#include "game/graphics/opengl_renderer/dma_helpers.h" + +namespace { + +/*! + * Does the next DMA transfer look like it could be the start of a 2D group? + */ +bool looks_like_2d_chunk_start(const DmaFollower& dma) { + return dma.current_tag().qwc == 1 && dma.current_tag().kind == DmaTag::Kind::CNT; +} + +/*! + * Read the header. Asserts if it's bad. + * Returns the number of sprites. + * Advances 1 dma transfer + */ +u32 process_sprite_chunk_header(DmaFollower& dma) { + auto transfer = dma.read_and_advance(); + // note that flg = true, this should use double buffering + bool ok = verify_unpack_with_stcycl(transfer, VifCode::Kind::UNPACK_V4_32, 4, 4, 1, + SpriteDataMem::Header, false, true); + assert(ok); + u32 header[4]; + memcpy(header, transfer.data, 16); + assert(header[0] <= SpriteRenderer::SPRITES_PER_CHUNK); + return header[0]; +} +} // namespace + +SpriteRenderer::SpriteRenderer(const std::string& name, BucketId my_id) + : BucketRenderer(name, my_id) { + glGenBuffers(1, &m_ogl.vertex_buffer); + glGenVertexArrays(1, &m_ogl.vao); + glBindVertexArray(m_ogl.vao); + glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer); + m_ogl.vertex_buffer_max_verts = 48 * 3 * 2; // 48 sprites + m_ogl.vertex_buffer_bytes = m_ogl.vertex_buffer_max_verts * sizeof(SpriteVertex3D); + glBufferData(GL_ARRAY_BUFFER, m_ogl.vertex_buffer_bytes, nullptr, GL_STREAM_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, // location 0 in the shader + 4, // 4 floats per vert (w unused) + GL_FLOAT, // floats + GL_TRUE, // normalized, ignored, + sizeof(SpriteVertex3D), // + (void*)offsetof(SpriteVertex3D, xyz_sx) // offset in array (why is this a pointer...) + ); + + glEnableVertexAttribArray(1); + glVertexAttribPointer( + 1, // location 0 in the shader + 4, // 4 color components + GL_FLOAT, // floats + GL_TRUE, // normalized, ignored, + sizeof(SpriteVertex3D), // + (void*)offsetof(SpriteVertex3D, quat_sy) // offset in array (why is this a pointer...) + ); + + glEnableVertexAttribArray(2); + glVertexAttribPointer( + 2, // location 0 in the shader + 4, // 4 color components + GL_FLOAT, // floats + GL_TRUE, // normalized, ignored, + sizeof(SpriteVertex3D), // + (void*)offsetof(SpriteVertex3D, rgba) // offset in array (why is this a pointer...) + ); + + glEnableVertexAttribArray(3); + glVertexAttribIPointer( + 3, // location 0 in the shader + 2, // 4 color components + GL_UNSIGNED_SHORT, // floats + sizeof(SpriteVertex3D), // + (void*)offsetof(SpriteVertex3D, flags_matrix) // offset in array (why is this a pointer...) + ); + + glEnableVertexAttribArray(4); + glVertexAttribIPointer(4, // location 0 in the shader + 1, // 3 floats per vert + GL_UNSIGNED_BYTE, // floats + sizeof(SpriteVertex3D), // + (void*)offsetof(SpriteVertex3D, vert_id) // offset in array (why is this a pointer...) + ); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + + m_vertices_3d.resize(m_ogl.vertex_buffer_max_verts); +} + +/*! + * Run the sprite distorter. Currently nothing uses sprite-distorter so this just skips through + * the table upload stuff that runs every frame, even if there are no sprites. + */ +void SpriteRenderer::render_distorter(DmaFollower& dma, + SharedRenderState* render_state, + ScopedProfilerNode& prof) { + // Next thing should be the sprite-distorter setup + // m_direct_renderer.reset_state(); + while (dma.current_tag().qwc != 7) { + auto direct_data = dma.read_and_advance(); + // m_direct_renderer.render_vif(direct_data.vif0(), direct_data.vif1(), direct_data.data, direct_data.size_bytes, render_state, prof); + } + // m_direct_renderer.flush_pending(render_state, prof); + auto sprite_distorter_direct_setup = dma.read_and_advance(); + assert(sprite_distorter_direct_setup.vifcode0().kind == VifCode::Kind::NOP); + assert(sprite_distorter_direct_setup.vifcode1().kind == VifCode::Kind::DIRECT); + assert(sprite_distorter_direct_setup.vifcode1().immediate == 7); + memcpy(m_sprite_distorter_setup, sprite_distorter_direct_setup.data, 7 * 16); + + // Next thing should be the sprite-distorter tables + auto sprite_distorter_tables = dma.read_and_advance(); + assert(sprite_distorter_tables.size_bytes == 0x8b * 16); + assert(sprite_distorter_tables.vifcode0().kind == VifCode::Kind::STCYCL); + VifCodeStcycl distorter_table_transfer(sprite_distorter_tables.vifcode0()); + assert(distorter_table_transfer.cl == 4); + assert(distorter_table_transfer.wl == 4); + // TODO: check unpack cmd (vif1) + + // TODO: do something with the table + + // next would be the program, but we don't have it. + + // TODO: next is the sprite-distorter (currently not used) +} + +/*! + * Handle DMA data that does the per-frame setup. + * This should get the dma chain immediately after the call to sprite-draw-distorters. + * It ends right before the sprite-add-matrix-data for the 3d's + */ +void SpriteRenderer::handle_sprite_frame_setup(DmaFollower& dma) { + // first is some direct data + auto direct_data = dma.read_and_advance(); + assert(direct_data.size_bytes == 3 * 16); + memcpy(m_sprite_direct_setup, direct_data.data, 3 * 16); + + // next would be the program, but it's 0 size on the PC and isn't sent. + + // next is the "frame data" + auto frame_data = dma.read_and_advance(); + assert(frame_data.size_bytes == (int)sizeof(SpriteFrameData)); // very cool + assert(frame_data.vifcode0().kind == VifCode::Kind::STCYCL); + VifCodeStcycl frame_data_stcycl(frame_data.vifcode0()); + assert(frame_data_stcycl.cl == 4); + assert(frame_data_stcycl.wl == 4); + assert(frame_data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32); + VifCodeUnpack frame_data_unpack(frame_data.vifcode1()); + assert(frame_data_unpack.addr_qw == SpriteDataMem::FrameData); + assert(frame_data_unpack.use_tops_flag == false); + memcpy(&m_frame_data, frame_data.data, sizeof(SpriteFrameData)); + + // next, a MSCALF. + auto mscalf = dma.read_and_advance(); + assert(mscalf.size_bytes == 0); + assert(mscalf.vifcode0().kind == VifCode::Kind::MSCALF); + assert(mscalf.vifcode0().immediate == SpriteProgMem::Init); + assert(mscalf.vifcode1().kind == VifCode::Kind::FLUSHE); + + // next base and offset + auto base_offset = dma.read_and_advance(); + assert(base_offset.size_bytes == 0); + assert(base_offset.vifcode0().kind == VifCode::Kind::BASE); + assert(base_offset.vifcode0().immediate == SpriteDataMem::Buffer0); + assert(base_offset.vifcode1().kind == VifCode::Kind::OFFSET); + assert(base_offset.vifcode1().immediate == SpriteDataMem::Buffer1); +} + +void SpriteRenderer::render_3d(DmaFollower& dma) { + // one time matrix data + auto matrix_data = dma.read_and_advance(); + assert(matrix_data.size_bytes == sizeof(Sprite3DMatrixData)); + + bool unpack_ok = verify_unpack_with_stcycl(matrix_data, VifCode::Kind::UNPACK_V4_32, 4, 4, 5, + SpriteDataMem::Matrix, false, false); + assert(unpack_ok); + static_assert(sizeof(m_3d_matrix_data) == 5 * 16); + memcpy(&m_3d_matrix_data, matrix_data.data, sizeof(m_3d_matrix_data)); + // TODO +} + +void SpriteRenderer::render_2d_group0(DmaFollower& dma, + SharedRenderState* render_state, + ScopedProfilerNode& prof) { + while (looks_like_2d_chunk_start(dma)) { + m_debug_stats.blocks_2d_grp0++; + // 4 packets per chunk + + // first is the header + u32 sprite_count = process_sprite_chunk_header(dma); + m_debug_stats.count_2d_grp0 += sprite_count; + + // second is the vector data + u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count; + auto vec_data = dma.read_and_advance(); + assert(expected_vec_size <= sizeof(m_vec_data_2d)); + unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size, + SpriteDataMem::Vector, false, true); + + // third is the adgif data + u32 expected_adgif_size = sizeof(AdGifData) * sprite_count; + auto adgif_data = dma.read_and_advance(); + assert(expected_adgif_size <= sizeof(m_adgif)); + unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size, + SpriteDataMem::Adgif, false, true); + + // fourth is the actual run!!!!! + auto run = dma.read_and_advance(); + assert(run.vifcode0().kind == VifCode::Kind::NOP); + assert(run.vifcode1().kind == VifCode::Kind::MSCAL); + + // HACK: this renderers 3D sprites with the 2D renderer. amazingly, it almost works. + // assert(run.vifcode1().immediate == SpriteProgMem::Sprites2dGrp0); + if (m_enabled) { + if (run.vifcode1().immediate == SpriteProgMem::Sprites2dGrp0) { + if (m_2d_enable) { + // do_2d_group0_block_cpu(sprite_count, render_state, prof); + } + } else { + if (m_3d_enable) { + do_3d_block_cpu(sprite_count, render_state, prof); + } + } + } + } +} + +void SpriteRenderer::render_fake_shadow(DmaFollower& dma) { + // TODO + // nop + flushe + auto nop_flushe = dma.read_and_advance(); + assert(nop_flushe.vifcode0().kind == VifCode::Kind::NOP); + assert(nop_flushe.vifcode1().kind == VifCode::Kind::FLUSHE); +} + +/*! + * Handle DMA data for group1 2d's (HUD) + */ +void SpriteRenderer::render_2d_group1(DmaFollower& dma, + SharedRenderState* render_state, + ScopedProfilerNode& prof) { + // one time matrix data upload + auto mat_upload = dma.read_and_advance(); + bool mat_ok = verify_unpack_with_stcycl(mat_upload, VifCode::Kind::UNPACK_V4_32, 4, 4, 80, + SpriteDataMem::Matrix, false, false); + assert(mat_ok); + assert(mat_upload.size_bytes == sizeof(m_hud_matrix_data)); + memcpy(&m_hud_matrix_data, mat_upload.data, sizeof(m_hud_matrix_data)); + + // loop through chunks. + while (looks_like_2d_chunk_start(dma)) { + m_debug_stats.blocks_2d_grp1++; + // 4 packets per chunk + + // first is the header + u32 sprite_count = process_sprite_chunk_header(dma); + m_debug_stats.count_2d_grp1 += sprite_count; + + // second is the vector data + u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count; + auto vec_data = dma.read_and_advance(); + assert(expected_vec_size <= sizeof(m_vec_data_2d)); + unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size, + SpriteDataMem::Vector, false, true); + + // third is the adgif data + u32 expected_adgif_size = sizeof(AdGifData) * sprite_count; + auto adgif_data = dma.read_and_advance(); + assert(expected_adgif_size <= sizeof(m_adgif)); + unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size, + SpriteDataMem::Adgif, false, true); + + // fourth is the actual run!!!!! + auto run = dma.read_and_advance(); + assert(run.vifcode0().kind == VifCode::Kind::NOP); + assert(run.vifcode1().kind == VifCode::Kind::MSCAL); + assert(run.vifcode1().immediate == SpriteProgMem::Sprites2dHud); + if (m_enabled && m_2d_enable) { + // do_2d_group1_block_cpu(sprite_count, render_state, prof); + } + } +} + +void SpriteRenderer::render(DmaFollower& dma, + SharedRenderState* render_state, + ScopedProfilerNode& prof) { + m_debug_stats = {}; + // First thing should be a NEXT with two nops. this is a jump from buckets to sprite data + auto data0 = dma.read_and_advance(); + assert(data0.vif1() == 0); + assert(data0.vif0() == 0); + assert(data0.size_bytes == 0); + + if (dma.current_tag().kind == DmaTag::Kind::CALL) { + // sprite renderer didn't run, let's just get out of here. + for (int i = 0; i < 4; i++) { + dma.read_and_advance(); + } + assert(dma.current_tag_offset() == render_state->next_bucket); + return; + } + + render_state->shaders[ShaderId::SPRITE_CPU].activate(); + + // First is the distorter + { + auto child = prof.make_scoped_child("distorter"); + render_distorter(dma, render_state, child); + } + + // next, sprite frame setup. + handle_sprite_frame_setup(dma); + + // 3d sprites + render_3d(dma); + + // 2d draw + // m_sprite_renderer.reset_state(); + { + auto child = prof.make_scoped_child("2d-group0"); + render_2d_group0(dma, render_state, child); + } + + // shadow draw + render_fake_shadow(dma); + + // 2d draw (HUD) + { + auto child = prof.make_scoped_child("2d-group1"); + render_2d_group1(dma, render_state, child); + // m_sprite_renderer.flush_pending(render_state, child); + } + + // TODO finish this up. + // fmt::print("next bucket is 0x{}\n", render_state->next_bucket); + while (dma.current_tag_offset() != render_state->next_bucket) { + // auto tag = dma.current_tag(); + // fmt::print("@ 0x{:x} tag: {}", dma.current_tag_offset(), tag.print()); + auto data = dma.read_and_advance(); + VifCode code(data.vif0()); + // fmt::print(" vif: {}\n", code.print()); + if (code.kind == VifCode::Kind::NOP) { + // fmt::print(" vif: {}\n", VifCode(data.vif1()).print()); + } + } +} + +void SpriteRenderer::draw_debug_window() { + ImGui::Separator(); + ImGui::Text("2D Group 0 (World) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp0, + m_debug_stats.count_2d_grp0); + ImGui::Text("2D Group 1 (HUD) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp1, + m_debug_stats.count_2d_grp1); + ImGui::Checkbox("Extra Debug", &m_extra_debug); + ImGui::Checkbox("2d", &m_2d_enable); + ImGui::SameLine(); + ImGui::Checkbox("3d", &m_3d_enable); + ImGui::SameLine(); + ImGui::Checkbox("3d-debug", &m_3d_debug); + if (ImGui::TreeNode("direct")) { + // m_sprite_renderer.draw_debug_window(); + ImGui::TreePop(); + } +} + +/////////////////////////////////////////////////////////////////////////////////////////////////// +// Render (for real) + +namespace { +Vector4f matrix_transform(const Matrix4f& mat, const Vector4f& pt) { + // mulaw.xyzw ACC, vf28, vf00 + // maddax.xyzw ACC, vf25, vf01 + // madday.xyzw ACC, vf26, vf01 + // maddz.xyzw vf02, vf27, vf01 + return mat.col(3) + (mat.col(0) * pt[0]) + (mat.col(1) * pt[1]) + (mat.col(2) * pt[2]); +} + +bool clip_xyz_plus_minus(const Vector4f& pt) { + float pw = std::abs(pt.w()); + float mw = -pw; + for (int i = 0; i < 3; i++) { + if (pt[i] > pw) { + return true; + } + if (pt[i] < mw) { + return true; + } + } + return false; +} + +void imgui_vec(const Vector4f& vec, const char* name = nullptr, int indent = 0) { + std::string spacing(indent, ' '); + if (name) { + ImGui::Text("%s%s: %f, %f, %f, %f", spacing.c_str(), name, vec.x(), vec.y(), vec.z(), vec.w()); + } else { + ImGui::Text("%s%f, %f, %f, %f", spacing.c_str(), vec.x(), vec.y(), vec.z(), vec.w()); + } +} +} // namespace + +/*! + * Render the sprites! + * This is a somewhat inefficient way to do it: + * The VU program is (poorly) translated to C, then the gs packet is sent to a DirectRenderer. + * In the future we should make a sprite-specific renderer which would have some benefits: + * - do this math on the GPU + * - special case the primitive buffer stuff + */ +void SpriteRenderer::do_2d_group1_block_cpu(u32 count, + SharedRenderState* render_state, + ScopedProfilerNode& prof) { + if (m_extra_debug) { + ImGui::Begin("Sprite Extra Debug 2d_1"); + } + + // set up double buffering + // xtop vi02 | nop + // nop | nop + // load sprite count from header + // vi04 = count + // ilwr.x vi04, vi02 | nop + // vi02 = m_vec_data_2d + // iaddi vi02, vi02, 0x1 | nop + // vi03 = m_adgif + // iaddiu vi03, vi02, 0x90 | nop + + // this VU program uses "software pipelining" + // it's a little bit tricky to use software pipelining in a case like + // this where sometimes you want to reject a sprite entirely and jump ahead + // so sometimes they reset back to L7 on rejection. + + // The approach in this translation is to assume we loop back to L7 every time + // and not worry about the pipeline stuff that shows up in L8 and on. + // you can enter from L7 at anytime, they are not assumed to only run on the first go. + // (though if their implementation has bugs we will not replicate them correctly...) + + Matrix4f camera_matrix = m_hud_matrix_data.matrix; // vf25, vf26, vf27, vf28 + + for (u32 sprite_idx = 0; sprite_idx < count; sprite_idx++) { + if (m_extra_debug) { + ImGui::Text("Sprite: %d", sprite_idx); + } + SpriteHud2DPacket packet; + memset(&packet, 0, sizeof(packet)); + // L7 (prologue, and early abort) + // ilw.y vi08, 1(vi02) | nop vi08 = matrix + u32 offset_selector = m_vec_data_2d[sprite_idx].matrix(); + + // moved this out of the loop. + // lq.xyzw vf25, 900(vi00) | nop vf25 = cam_mat + // lq.xyzw vf26, 901(vi00) | nop + // lq.xyzw vf27, 902(vi00) | nop + // lq.xyzw vf28, 903(vi00) | nop + // lq.xyzw vf30, 904(vi08) | nop vf30 = hvdf_offset + // vf30 + Vector4f hvdf_offset = offset_selector == 0 ? m_hud_matrix_data.hvdf_offset + : m_hud_matrix_data.user_hvdf[offset_selector - 1]; + glUniform4f( + glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "hvdf_offset"), + hvdf_offset[0], hvdf_offset[1], hvdf_offset[2], hvdf_offset[3]); + glUniform1f( + glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "fog_constant"), + m_frame_data.pfog0); + + // lqi.xyzw vf01, vi02 | nop + Vector4f pos_vf01 = m_vec_data_2d[sprite_idx].xyz_sx; + if (m_extra_debug) { + imgui_vec(pos_vf01, "POS", 2); + } + // lqi.xyzw vf05, vi02 | nop + Vector4f flags_vf05 = m_vec_data_2d[sprite_idx].flag_rot_sy; + // lqi.xyzw vf11, vi02 | nop + Vector4f color_vf11 = m_vec_data_2d[sprite_idx].rgba; + + // multiplications from the right column + Vector4f transformed_pos_vf02 = matrix_transform(camera_matrix, pos_vf01); + + Vector4f scales_vf01 = pos_vf01; // now used for something else. + // lq.xyzw vf12, 1020(vi00) | mulaw.xyzw ACC, vf28, vf00 + // vf12 is fog consts + Vector4f fog_consts_vf12(m_frame_data.fog_min, m_frame_data.fog_max, m_frame_data.max_scale, + m_frame_data.bonus); + // ilw.y vi08, 1(vi02) | maddax.xyzw ACC, vf25, vf01 + // load offset selector for the next round. + // nop | madday.xyzw ACC, vf26, vf01 + // nop | maddz.xyzw vf02, vf27, vf01 + + // move.w vf05, vf00 | addw.z vf01, vf00, vf05 + // scales_vf01.z = sy + scales_vf01.z() = flags_vf05.w(); // start building the scale vector + flags_vf05.w() = 1.f; // what are we building in flags right now?? + + // nop | nop + // div Q, vf31.x, vf02.w | muly.z vf05, vf05, vf31 + float Q = m_frame_data.pfog0 / transformed_pos_vf02.w(); + flags_vf05.z() *= m_frame_data.deg_to_rad; + // nop | mul.xyzw vf03, vf02, vf29 + Vector4f scaled_pos_vf03 = transformed_pos_vf02.elementwise_multiply(m_frame_data.hmge_scale); + // nop | nop + // nop | nop + // nop | mulz.z vf04, vf05, vf05 (ts) + // fmt::print("rot is {} degrees\n", flags_vf05.z() * 360.0 / (2.0 * M_PI)); + + // the load is for rotation stuff, + // lq.xyzw vf14, 1001(vi00) | clipw.xyz vf03, vf03 (used for fcand) + // iaddi vi06, vi00, 0x1 | adda.xyzw ACC, vf11, vf11 (used for fmand) + + // upcoming fcand with 0x3f, that checks all of them. + bool fcand_result = clip_xyz_plus_minus(scaled_pos_vf03); + bool fmand_result = color_vf11.w() == 0; // (really w+w, but I don't think it matters?) + + // L8: + // xgkick double buffer setup + // ior vi05, vi15, vi00 | mul.zw vf01, vf01, Q + scales_vf01.z() *= Q; // sy + scales_vf01.w() *= Q; // sx + + // lq.xyzw vf06, 998(vi00) | mulz.xyzw vf15, vf05, vf04 (ts) + auto adgif_vf06 = m_frame_data.adgif_giftag; + + // lq.xyzw vf14, 1002(vi00) ts| mula.xyzw ACC, vf05, vf14 (ts) + + // fmand vi01, vi06 | mul.xyz vf02, vf02, Q + transformed_pos_vf02.x() *= Q; + transformed_pos_vf02.y() *= Q; + transformed_pos_vf02.z() *= Q; + + // if (m_extra_debug) { + // imgui_vec(transformed_pos_vf02, "scaled xf"); + // } + + // ibne vi00, vi01, L10 | addz.x vf01, vf00, vf01 + scales_vf01.x() = scales_vf01.z(); // = sy + if (fmand_result) { + if (m_extra_debug) { + ImGui::TextColored(ImVec4(0.8, 0.2, 0.2, 1.0), "fmand reject"); + ImGui::Separator(); + } + continue; // reject! + } + + // lqi.xyzw vf07, vi03 | mulz.xyzw vf16, vf15, vf04 (ts) + // vf07 is first use adgif + + // lq.xyzw vf14, 1003(vi00) | madda.xyzw ACC, vf15, vf14 (ts both) + + // lqi.xyzw vf08, vi03 | add.xyzw vf10, vf02, vf30 + // vf08 is second user adgif + Vector4f offset_pos_vf10 = transformed_pos_vf02 + hvdf_offset; + // if (m_extra_debug) { + // ImGui::Text("sel %d", offset_selector); + // //ImGui::Text("hvdf off z: %f tf/w z: %f", hvdf_offset.z(), transformed_pos_vf02.z()); + // imgui_vec(hvdf_offset, "hvdf"); + // imgui_vec(transformed_pos_vf02, "tf'd"); + // } + + // lqi.xyzw vf09, vi03 | mulw.x vf01, vf01, vf01 + // vf09 is third user adgif + scales_vf01.x() *= scales_vf01.w(); // x = sx * sy + + // sqi.xyzw vf06, vi05 | mulz.xyzw vf15, vf16, vf04 (ts) + // FIRST ADGIF IS adgif_vf06 + packet.adgif_giftag = adgif_vf06; + + // lq.xyzw vf14, 1004(vi00) | madda.xyzw ACC, vf16, vf14 (ts both) + + // sqi.xyzw vf07, vi05 | maxx.w vf10, vf10, vf12 + // SECOND ADGIF is first user + // just do all 5 now. + packet.user_adgif = m_adgif[sprite_idx]; + + offset_pos_vf10.w() = std::max(offset_pos_vf10.w(), m_frame_data.fog_max); + + // sqi.xyzw vf08, vi05 | maxz.zw vf01, vf01, vf31 + // THIRD ADGIF is second user + scales_vf01.z() = std::max(scales_vf01.z(), m_frame_data.min_scale); + scales_vf01.w() = std::max(scales_vf01.w(), m_frame_data.min_scale); + + // sqi.xyzw vf09, vi05 | mulz.xyzw vf16, vf15, vf04 (ts) + // FOURTH ADGIF is third user + + // lq.xyzw vf14, 1005(vi00) | madda.xyzw ACC, vf15, vf14 (ts both) + + // lqi.xyzw vf06, vi03 | mulw.x vf01, vf01, vf31 + // vf06 is fourth user adgif + scales_vf01.x() *= m_frame_data.inv_area; // x = sx * sy * inv_area (area ratio) + + // lqi.xyzw vf07, vi03 | miniy.w vf10, vf10, vf12 + // vf07 is fifth user adgif + offset_pos_vf10.w() = std::min(offset_pos_vf10.w(), m_frame_data.fog_min); + + // lq.xyzw vf08, 1000(vi00) | nop + // vf08 is 2d giftag 2 + + // ilw.x vi07, -2(vi02) | madd.xyzw vf05, vf16, vf14 + auto flag_vi07 = m_vec_data_2d[sprite_idx].flag(); + Vector4f vf05_sincos(0, 0, std::sin(flags_vf05.z()), std::cos(flags_vf05.z())); + + // lq.xyzw vf30, 904(vi08) | nop + // pipline + + // lqi.xyzw vf23, vi02 | miniw.x vf01, vf01, vf00 + // pipeline + scales_vf01.x() = std::min(scales_vf01.x(), 1.f); + + // lqi.xyzw vf24, vi02 | mulx.w vf11, vf11, vf01 + // pipeline + color_vf11.w() *= scales_vf01.x(); // is this right? doesn't this stall?? + + // fcand vi01, 0x3f | mulaw.xyzw ACC, vf28, vf00 + // already computed pipeline + + // lq.xyzw vf17, 1006(vi00) | maddax.xyzw ACC, vf25, vf23 (pipeline) + Vector4f basis_x_vf17 = m_frame_data.basis_x; + + // lq.xyzw vf18, 1007(vi00) | madday.xyzw ACC, vf26, vf23 (pipeline) + Vector4f basis_y_vf18 = m_frame_data.basis_y; + + assert(flag_vi07 == 0); + Vector4f* xy_array = m_frame_data.xy_array + flag_vi07; + // lq.xyzw vf19, 980(vi07) | ftoi0.xyzw vf11, vf11 + Vector4f xy0_vf19 = xy_array[0]; + math::Vector color_integer_vf11 = color_vf11.cast(); + + // lq.xyzw vf20, 981(vi07) | maddz.xyzw vf02, vf27, vf23 (pipeline) + Vector4f xy1_vf20 = xy_array[1]; + + // lq.xyzw vf21, 982(vi07) | mulaw.xyzw ACC, vf17, vf05 + Vector4f xy2_vf21 = xy_array[2]; + Vector4f acc = basis_x_vf17 * vf05_sincos.w(); + + // lq.xyzw vf22, 983(vi07) | msubz.xyzw vf12, vf18, vf05 + Vector4f xy3_vf22 = xy_array[3]; + Vector4f vf12_rotated = acc - (basis_y_vf18 * vf05_sincos.z()); + // sq.xyzw vf11, 3(vi05) | mulaz.xyzw ACC, vf17, vf05 + // EIGHTH is color integer + packet.color = color_integer_vf11; + + acc = basis_x_vf17 * vf05_sincos.z(); + + // lqi.xyzw vf11, vi02 | maddw.xyzw vf13, vf18, vf05 + // (pipeline) + Vector4f vf13_rotated_trans = acc + basis_y_vf18 * vf05_sincos.w(); + + // move.w vf24, vf00 | addw.z vf23, vf00, vf24 (pipeline both) + + // div Q, vf31.x, vf02.w | mulw.xyzw vf12, vf12, vf01 + // (pipeline) + vf12_rotated *= scales_vf01.w(); + + // ibne vi00, vi01, L9 | muly.z vf24, vf24, vf31 (pipeline) + if (fcand_result) { + if (m_extra_debug) { + ImGui::TextColored(ImVec4(0.8, 0.2, 0.2, 1.0), "fcand reject"); + ImGui::Separator(); + } + continue; // reject (could move earlier) + } + + // ilw.y vi08, 1(vi02) | mulz.xyzw vf13, vf13, vf01 + // (pipeline) + vf13_rotated_trans *= scales_vf01.z(); + + // LEFT OFF HERE! + + // sqi.xyzw vf06, vi05 | mul.xyzw vf03, vf02, vf29 + // FIFTH is fourth user + + // sqi.xyzw vf07, vi05 | mulaw.xyzw ACC, vf10, vf00 + // SIXTH is fifth user + acc = offset_pos_vf10; + + // sqi.xyzw vf08, vi05 | maddax.xyzw ACC, vf12, vf19 + // SEVENTH is giftag2 + packet.sprite_giftag = m_frame_data.sprite_2d_giftag2; + acc += vf12_rotated * xy0_vf19.x(); + + // lq.xyzw vf06, 988(vi00) | maddy.xyzw vf19, vf13, vf19 + Vector4f st0_vf06 = m_frame_data.st_array[0]; + xy0_vf19 = acc + vf13_rotated_trans * xy0_vf19.y(); + + // lq.xyzw vf07, 989(vi00) | mulaw.xyzw ACC, vf10, vf00 + Vector4f st1_vf07 = m_frame_data.st_array[1]; + acc = offset_pos_vf10; + + // lq.xyzw vf08, 990(vi00) | maddax.xyzw ACC, vf12, vf20 + Vector4f st2_vf08 = m_frame_data.st_array[2]; + acc += vf12_rotated * xy1_vf20.x(); + + // lq.xyzw vf09, 991(vi00) | maddy.xyzw vf20, vf13, vf20 + Vector4f st3_vf09 = m_frame_data.st_array[3]; + xy1_vf20 = acc + vf13_rotated_trans * xy1_vf20.y(); + + // sq.xyzw vf06, 1(vi05) | mulaw.xyzw ACC, vf10, vf00 + // NINTH is st0 + packet.st0 = st0_vf06; + acc = offset_pos_vf10; + + // sq.xyzw vf07, 3(vi05) | maddax.xyzw ACC, vf12, vf21 + // ELEVEN is st1 + packet.st1 = st1_vf07; + acc += vf12_rotated * xy2_vf21.x(); + + // sq.xyzw vf08, 5(vi05) | maddy.xyzw vf21, vf13, vf21 + // THIRTEEN is st2 + packet.st2 = st2_vf08; + xy2_vf21 = acc + vf13_rotated_trans * xy2_vf21.y(); + + // sq.xyzw vf09, 7(vi05) | mulaw.xyzw ACC, vf10, vf00 + // FIFTEEN is st3 + packet.st3 = st3_vf09; + acc = offset_pos_vf10; + + // nop | maddax.xyzw ACC, vf12, vf22 + acc += vf12_rotated * xy3_vf22.x(); + + // nop | maddy.xyzw vf22, vf13, vf22 + xy3_vf22 = acc + vf13_rotated_trans * xy3_vf22.y(); + + // lq.xyzw vf12, 1020(vi00) | ftoi4.xyzw vf19, vf19 + // (pipeline) + auto xy0_vf19_int = (xy0_vf19 * 16.f).cast(); + + // lq.xyzw vf14, 1001(vi00) | ftoi4.xyzw vf20, vf20 + // (pipeline) + auto xy1_vf20_int = (xy1_vf20 * 16.f).cast(); + + // move.xyzw vf05, vf24 | ftoi4.xyzw vf21, vf21 + // (pipeline) + auto xy2_vf21_int = (xy2_vf21 * 16.f).cast(); + + // move.xyzw vf01, vf23 | ftoi4.xyzw vf22, vf22 + // (pipeline) + auto xy3_vf22_int = (xy3_vf22 * 16.f).cast(); + + if (m_extra_debug) { + u32 zi = xy3_vf22_int.z() >> 4; + ImGui::Text("z (int): 0x%08x %s", zi, zi >= (1 << 24) ? "bad" : ""); + ImGui::Text("z (flt): %f", (double)(((u32)zi) << 8) / UINT32_MAX); + } + + // sq.xyzw vf19, 2(vi05) | mulz.z vf04, vf24, vf24 (pipeline) + // TENTH is xy0int + packet.xy0 = xy0_vf19_int; + // sq.xyzw vf20, 4(vi05) | clipw.xyz vf03, vf03 (pipeline) + // TWELVE is xy1int + packet.xy1 = xy1_vf20_int; + // sq.xyzw vf21, 6(vi05) | nop + // FOURTEEN is xy2int + packet.xy2 = xy2_vf21_int; + // sq.xyzw vf22, 8(vi05) | nop + // SIXTEEN is xy3int + packet.xy3 = xy3_vf22_int; + + // m_sprite_renderer.render_gif((const u8*)&packet, sizeof(packet), render_state, prof); + if (m_extra_debug) { + imgui_vec(vf12_rotated, "vf12", 2); + imgui_vec(vf13_rotated_trans, "vf13", 2); + ImGui::Separator(); + } + + // xgkick vi15 | nop + // iaddi vi04, vi04, -0x1 | nop + // iaddiu vi01, vi00, 0x672 | nop + // ibne vi00, vi04, L8 | nop + // isub vi15, vi01, vi15 | adda.xyzw ACC, vf11, vf11 + // nop | nop :e + // nop | nop + // L9: + // iaddi vi04, vi04, -0x1 | nop + // iaddi vi02, vi02, -0x3 | nop + // ibne vi00, vi04, L7 | nop + // nop | nop + // nop | nop :e + // nop | nop + // L10: + // iaddi vi04, vi04, -0x1 | nop + // iaddi vi03, vi03, 0x4 | nop + // ibne vi00, vi04, L7 | nop + // nop | nop + // nop | nop :e + // nop | nop + } + + if (m_extra_debug) { + ImGui::End(); + } +} + +std::array sprite_quat_to_rot(float qi, float qj, float qk) { + std::array result; + float qr = std::sqrt(std::abs(1.f - (qi * qi + qj * qj + qk * qk))); + // fmt::print("q: {} {} {} {}\n", qi, qj, qk, qr); + result[0][0] = 1.f - 2.f * (qj * qj + qk * qk); + result[1][0] = 2.f * (qi * qj - qk * qr); + result[2][0] = 2.f * (qi * qk + qj * qr); + result[0][1] = 2.f * (qi * qj + qk * qr); + result[1][1] = 1.f - 2.f * (qi * qi + qk * qk); + result[2][1] = 2.f * (qj * qk - qi * qr); + result[0][2] = 2.f * (qi * qk - qj * qr); + result[1][2] = 2.f * (qj * qk + qi * qr); + result[2][2] = 1.f - 2.f * (qi * qi + qj * qj); + return result; +} + +Vector4f sprite_transform2(const Vector4f& root, + const Vector4f& off, + const Matrix4f& cam, + const std::array& sprite_rot, + float sx, + float sy, + const Vector4f& hvdf_off, + float pfog0, + float fog_min, + float fog_max) { + Vector4f pos = root; + // fmt::print("root : {}\n", root.to_string_aligned()); + // fmt::print("off : {} s {} {}\n", off.to_string_aligned(), sx, sy); + + math::Vector3f offset = + sprite_rot[0] * off.x() * sx + sprite_rot[1] * off.y() + sprite_rot[2] * off.z() * sy; + // fmt::print("off (r): {}\n", offset.to_string_aligned()); + + pos.x() += offset.x(); + pos.y() += offset.y(); + pos.z() += offset.z(); + // Vector4f transformed_pos = matrix_transform(cam, pos); + // float Q = pfog0 / transformed_pos.w(); + // transformed_pos.x() *= Q; + // transformed_pos.y() *= Q; + // transformed_pos.z() *= Q; + // Vector4f offset_pos = transformed_pos + hvdf_off; + // offset_pos.w() = std::max(offset_pos.w(), fog_max); + // offset_pos.w() = std::min(offset_pos.w(), fog_min); + + // return offset_pos; + return pos; +} + +void SpriteRenderer::do_3d_block_cpu(u32 count, + SharedRenderState* render_state, + ScopedProfilerNode& prof) { + Matrix4f camera_matrix = m_3d_matrix_data.camera; // vf25, vf26, vf27, vf28 + Vector4f hvdf_offset = m_3d_matrix_data.hvdf_offset; + glUniform4f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "hvdf_offset"), + hvdf_offset[0], hvdf_offset[1], hvdf_offset[2], hvdf_offset[3]); + glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "pfog0"), + m_frame_data.pfog0); + glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "fog_min"), + m_frame_data.fog_min); + glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "fog_max"), + m_frame_data.fog_max); + glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "max_scale"), + m_frame_data.max_scale); + glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "bonus"), + m_frame_data.bonus); + glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "hmge_scale"), + 1, m_frame_data.hmge_scale.data()); + glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "deg_to_rad"), + m_frame_data.deg_to_rad); + glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "inv_area"), + m_frame_data.inv_area); + glUniformMatrix4fv( + glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "camera"), 1, GL_FALSE, + camera_matrix.data()); + glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "xyz_array"), + 4, m_frame_data.xyz_array[0].data()); + glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "st_array"), + 4, m_frame_data.st_array[0].data()); + /* + auto vecdata_loc = + glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "vec_data_2d"); + for (int i = 0; i < count; ++i) { + // upload vec-data + glUniform4fv(vecdata_loc + 0 + i * 5, 1, m_vec_data_2d[i].xyz_sx.data()); + glUniform1i(vecdata_loc + 1 + i * 5, m_vec_data_2d[i].flag()); + glUniform1i(vecdata_loc + 2 + i * 5, m_vec_data_2d[i].matrix()); + glUniform2fv(vecdata_loc + 3 + i * 5, 1, &m_vec_data_2d[i].flag_rot_sy.data()[2]); + glUniform4fv(vecdata_loc + 4 + i * 5, 1, m_vec_data_2d[i].rgba.data()); + } + */ + + for (u32 sprite_idx = 0; sprite_idx < count; sprite_idx++) { + + auto& vert1 = m_vertices_3d.at(sprite_idx * 6 + 0); + auto& vert2 = m_vertices_3d.at(sprite_idx * 6 + 1); + auto& vert3 = m_vertices_3d.at(sprite_idx * 6 + 2); + auto& vert4 = m_vertices_3d.at(sprite_idx * 6 + 3); + auto& vert5 = m_vertices_3d.at(sprite_idx * 6 + 4); + auto& vert6 = m_vertices_3d.at(sprite_idx * 6 + 5); + + vert1.xyz_sx = m_vec_data_2d[sprite_idx].xyz_sx; + vert1.quat_sy = m_vec_data_2d[sprite_idx].flag_rot_sy; + vert1.rgba = m_vec_data_2d[sprite_idx].rgba; + vert1.vert_id = 0; + + m_vertices_3d.at(sprite_idx * 6 + 1) = vert1; + m_vertices_3d.at(sprite_idx * 6 + 2) = vert1; + m_vertices_3d.at(sprite_idx * 6 + 3) = vert1; + m_vertices_3d.at(sprite_idx * 6 + 4) = vert1; + m_vertices_3d.at(sprite_idx * 6 + 5) = vert1; + + m_vertices_3d.at(sprite_idx * 6 + 1).vert_id = 1; + m_vertices_3d.at(sprite_idx * 6 + 2).vert_id = 2; + m_vertices_3d.at(sprite_idx * 6 + 3).vert_id = 2; + m_vertices_3d.at(sprite_idx * 6 + 4).vert_id = 3; + m_vertices_3d.at(sprite_idx * 6 + 5).vert_id = 0; + + /* + + SpriteHud2DPacket packet; + memset(&packet, 0, sizeof(packet)); + // ilw.y vi08, 1(vi02) | nop vi08 = matrix + u32 offset_selector = m_vec_data_2d[sprite_idx].matrix(); + // assert(offset_selector == 0 || offset_selector == 1); + // moved this out of the loop. + // lq.xyzw vf25, 900(vi00) | nop vf25 = cam_mat + // lq.xyzw vf26, 901(vi00) | nop + // lq.xyzw vf27, 902(vi00) | nop + // lq.xyzw vf28, 903(vi00) | nop + // lq.xyzw vf30, 904(vi00) | nop vf30 = hvdf_offset + // vf30 + + // lqi.xyzw vf01, vi02 | nop + Vector4f pos_vf01 = m_vec_data_2d[sprite_idx].xyz_sx; + // lqi.xyzw vf05, vi02 | nop + Vector4f flags_vf05 = m_vec_data_2d[sprite_idx].flag_rot_sy; + // lqi.xyzw vf11, vi02 | nop + Vector4f color_vf11 = m_vec_data_2d[sprite_idx].rgba; + + // multiplications from the right column + Vector4f transformed_pos_vf02 = matrix_transform(camera_matrix, pos_vf01); + + Vector4f scales_vf01 = pos_vf01; // now used for something else. + // lq.xyzw vf12, 1020(vi00) | mulaw.xyzw ACC, vf28, vf00 + // vf12 is fog consts + Vector4f fog_consts_vf12(m_frame_data.fog_min, m_frame_data.fog_max, m_frame_data.max_scale, + m_frame_data.bonus); + // ilw.y vi08, 1(vi02) | maddax.xyzw ACC, vf25, vf01 + // load offset selector for the next round. + // nop | madday.xyzw ACC, vf26, vf01 + // nop | maddz.xyzw vf02, vf27, vf01 + + // move.w vf05, vf00 | addw.z vf01, vf00, vf05 + // scales_vf01.z = sy + scales_vf01.z() = flags_vf05.w(); // start building the scale vector + flags_vf05.w() = 1.f; // what are we building in flags right now?? + + // nop | nop + // div Q, vf31.x, vf02.w | muly.z vf05, vf05, vf31 + float Q = m_frame_data.pfog0 / transformed_pos_vf02.w(); + flags_vf05.z() *= m_frame_data.deg_to_rad; + // nop | mul.xyzw vf03, vf02, vf29 + Vector4f scaled_pos_vf03 = transformed_pos_vf02.elementwise_multiply(m_frame_data.hmge_scale); + // nop | nop + // nop | nop + // nop | mulz.z vf04, vf05, vf05 (ts) + // fmt::print("rot is {} degrees\n", flags_vf05.z() * 360.0 / (2.0 * M_PI)); + + // the load is for rotation stuff, + // lq.xyzw vf14, 1001(vi00) | clipw.xyz vf03, vf03 (used for fcand) + // iaddi vi06, vi00, 0x1 | adda.xyzw ACC, vf11, vf11 (used for fmand) + + // upcoming fcand with 0x3f, that checks all of them. + bool fcand_result = clip_xyz_plus_minus(scaled_pos_vf03); + bool fmand_result = color_vf11.w() == 0; // (really w+w, but I don't think it matters?) + + // L8: + // xgkick double buffer setup + // ior vi05, vi15, vi00 | mul.zw vf01, vf01, Q + scales_vf01.z() *= Q; // sy + scales_vf01.w() *= Q; // sx + + // lq.xyzw vf06, 998(vi00) | mulz.xyzw vf15, vf05, vf04 (ts) + auto adgif_vf06 = m_frame_data.adgif_giftag; + + // lq.xyzw vf14, 1002(vi00) ts| mula.xyzw ACC, vf05, vf14 (ts) + + // fmand vi01, vi06 | mul.xyz vf02, vf02, Q + transformed_pos_vf02.x() *= Q; + transformed_pos_vf02.y() *= Q; + transformed_pos_vf02.z() *= Q; + + // ibne vi00, vi01, L10 | addz.x vf01, vf00, vf01 + scales_vf01.x() = scales_vf01.z(); // = sy + if (fmand_result) { + continue; // reject! + } + + // lqi.xyzw vf07, vi03 | mulz.xyzw vf16, vf15, vf04 (ts) + // vf07 is first use adgif + + // lq.xyzw vf14, 1003(vi00) | madda.xyzw ACC, vf15, vf14 (ts both) + + // lqi.xyzw vf08, vi03 | add.xyzw vf10, vf02, vf30 + // vf08 is second user adgif + Vector4f offset_pos_vf10 = transformed_pos_vf02 + hvdf_offset; + // if (m_extra_debug) { + // ImGui::Text("sel %d", offset_selector); + // //ImGui::Text("hvdf off z: %f tf/w z: %f", hvdf_offset.z(), transformed_pos_vf02.z()); + // imgui_vec(hvdf_offset, "hvdf"); + // imgui_vec(transformed_pos_vf02, "tf'd"); + // } + + // lqi.xyzw vf09, vi03 | mulw.x vf01, vf01, vf01 + // vf09 is third user adgif + scales_vf01.x() *= scales_vf01.w(); // x = sx * sy + + // sqi.xyzw vf06, vi05 | mulz.xyzw vf15, vf16, vf04 (ts) + // FIRST ADGIF IS adgif_vf06 + packet.adgif_giftag = adgif_vf06; + + // just do all 5 now. + packet.user_adgif = m_adgif[sprite_idx]; + + offset_pos_vf10.w() = std::max(offset_pos_vf10.w(), m_frame_data.fog_max); + + scales_vf01.z() = std::max(scales_vf01.z(), m_frame_data.min_scale); + scales_vf01.w() = std::max(scales_vf01.w(), m_frame_data.min_scale); + + scales_vf01.x() *= m_frame_data.inv_area; // x = sx * sy * inv_area (area ratio) + + offset_pos_vf10.w() = std::min(offset_pos_vf10.w(), m_frame_data.fog_min); + + scales_vf01.z() = std::min(scales_vf01.z(), fog_consts_vf12.z()); + scales_vf01.w() = std::min(scales_vf01.w(), fog_consts_vf12.z()); + bool use_first_giftag = offset_selector == 0; + + auto flag_vi07 = m_vec_data_2d[sprite_idx].flag(); + + scales_vf01.x() = std::min(scales_vf01.x(), 1.f); + + transformed_pos_vf02.w() = offset_pos_vf10.w() - fog_consts_vf12.y(); + + color_vf11.w() *= scales_vf01.x(); // is this right? doesn't this stall?? + + // ibne vi00, vi09, L6 | nop + if (transformed_pos_vf02.w() != 0) { + use_first_giftag = false; + } + + flag_vi07 = 0; // todo hack + Vector4f* xy_array = m_frame_data.xyz_array + flag_vi07; + math::Vector color_integer_vf11 = color_vf11.cast(); + + packet.color = color_integer_vf11; + + if (fcand_result) { + continue; // reject (could move earlier) + } + + Vector4f transformed[4]; + + flags_vf05 = m_vec_data_2d[sprite_idx].flag_rot_sy; + // do rot + auto rot = sprite_quat_to_rot(flags_vf05.x(), flags_vf05.y(), flags_vf05.z()); + // fmt::print("root: {}\n", offset_pos_vf10.to_string_aligned()); + + // for (int i = 0; i < 3; i++) { + // fmt::print("M{}: {}\n", i, rot[i].to_string_aligned()); + // } + for (int i = 0; i < 4; i++) { + transformed[i] = + sprite_transform2(m_vec_data_2d[sprite_idx].xyz_sx, xy_array[i], camera_matrix, rot, + m_vec_data_2d[sprite_idx].sx(), m_vec_data_2d[sprite_idx].sy(), + m_3d_matrix_data.hvdf_offset, m_frame_data.pfog0, m_frame_data.fog_min, + m_frame_data.fog_max); + } + Vector4f xy0_vf19 = transformed[0]; + Vector4f xy1_vf20 = transformed[1]; + Vector4f xy2_vf21 = transformed[2]; + Vector4f xy3_vf22 = transformed[3]; + + packet.sprite_giftag = + use_first_giftag ? m_frame_data.sprite_2d_giftag : m_frame_data.sprite_2d_giftag2; + + Vector4f st0_vf06 = m_frame_data.st_array[0]; + Vector4f st1_vf07 = m_frame_data.st_array[1]; + Vector4f st2_vf08 = m_frame_data.st_array[2]; + Vector4f st3_vf09 = m_frame_data.st_array[3]; + + packet.st0 = st0_vf06; + packet.st1 = st1_vf07; + packet.st2 = st2_vf08; + packet.st3 = st3_vf09; + + auto xy0_vf19_int = (xy0_vf19).cast(); + auto xy1_vf20_int = (xy1_vf20).cast(); + auto xy2_vf21_int = (xy2_vf21).cast(); + auto xy3_vf22_int = (xy3_vf22).cast(); + + packet.xy0 = xy0_vf19_int; + packet.xy1 = xy1_vf20_int; + packet.xy2 = xy2_vf21_int; + packet.xy3 = xy3_vf22_int; + + // m_sprite_renderer.render_gif((const u8*)&packet, sizeof(packet), render_state, prof); + + */ + } + + glEnable(GL_DEPTH_TEST); + + glBindVertexArray(m_ogl.vao); + + // render! + glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer); + glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(SpriteVertex3D) * 6, m_vertices_3d.data()); + glActiveTexture(GL_TEXTURE0); + + glDrawArrays(GL_TRIANGLES, 0, count * 6); + + glBindVertexArray(0); + int n_tris = (count * 6 / 3); + prof.add_tri(n_tris); + prof.add_draw_call(1); +} + +void SpriteRenderer::do_2d_group0_block_cpu(u32 count, + SharedRenderState* render_state, + ScopedProfilerNode& prof) { + if (m_extra_debug) { + ImGui::Begin("Sprite Extra Debug 2d_0"); + } + + Matrix4f camera_matrix = m_3d_matrix_data.camera; // vf25, vf26, vf27, vf28 + for (u32 sprite_idx = 0; sprite_idx < count; sprite_idx++) { + if (m_extra_debug) { + ImGui::Text("Sprite: %d", sprite_idx); + } + SpriteHud2DPacket packet; + memset(&packet, 0, sizeof(packet)); + // ilw.y vi08, 1(vi02) | nop vi08 = matrix + u32 offset_selector = m_vec_data_2d[sprite_idx].matrix(); + // assert(offset_selector == 0 || offset_selector == 1); + // moved this out of the loop. + // lq.xyzw vf25, 900(vi00) | nop vf25 = cam_mat + // lq.xyzw vf26, 901(vi00) | nop + // lq.xyzw vf27, 902(vi00) | nop + // lq.xyzw vf28, 903(vi00) | nop + // lq.xyzw vf30, 904(vi00) | nop vf30 = hvdf_offset + // vf30 + Vector4f hvdf_offset = m_3d_matrix_data.hvdf_offset; + glUniform4f( + glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "hvdf_offset"), + hvdf_offset[0], hvdf_offset[1], hvdf_offset[2], hvdf_offset[3]); + glUniform1f( + glGetUniformLocation(render_state->shaders[ShaderId::SPRITE_CPU].id(), "fog_constant"), + m_frame_data.pfog0); + + // lqi.xyzw vf01, vi02 | nop + Vector4f pos_vf01 = m_vec_data_2d[sprite_idx].xyz_sx; + if (m_extra_debug) { + imgui_vec(pos_vf01, "POS", 2); + } + // lqi.xyzw vf05, vi02 | nop + Vector4f flags_vf05 = m_vec_data_2d[sprite_idx].flag_rot_sy; + // lqi.xyzw vf11, vi02 | nop + Vector4f color_vf11 = m_vec_data_2d[sprite_idx].rgba; + + // multiplications from the right column + Vector4f transformed_pos_vf02 = matrix_transform(camera_matrix, pos_vf01); + + Vector4f scales_vf01 = pos_vf01; // now used for something else. + // lq.xyzw vf12, 1020(vi00) | mulaw.xyzw ACC, vf28, vf00 + // vf12 is fog consts + Vector4f fog_consts_vf12(m_frame_data.fog_min, m_frame_data.fog_max, m_frame_data.max_scale, + m_frame_data.bonus); + // ilw.y vi08, 1(vi02) | maddax.xyzw ACC, vf25, vf01 + // load offset selector for the next round. + // nop | madday.xyzw ACC, vf26, vf01 + // nop | maddz.xyzw vf02, vf27, vf01 + + // move.w vf05, vf00 | addw.z vf01, vf00, vf05 + // scales_vf01.z = sy + scales_vf01.z() = flags_vf05.w(); // start building the scale vector + flags_vf05.w() = 1.f; // what are we building in flags right now?? + + // nop | nop + // div Q, vf31.x, vf02.w | muly.z vf05, vf05, vf31 + float Q = m_frame_data.pfog0 / transformed_pos_vf02.w(); + flags_vf05.z() *= m_frame_data.deg_to_rad; + // nop | mul.xyzw vf03, vf02, vf29 + Vector4f scaled_pos_vf03 = transformed_pos_vf02.elementwise_multiply(m_frame_data.hmge_scale); + // nop | nop + // nop | nop + // nop | mulz.z vf04, vf05, vf05 (ts) + // fmt::print("rot is {} degrees\n", flags_vf05.z() * 360.0 / (2.0 * M_PI)); + + // the load is for rotation stuff, + // lq.xyzw vf14, 1001(vi00) | clipw.xyz vf03, vf03 (used for fcand) + // iaddi vi06, vi00, 0x1 | adda.xyzw ACC, vf11, vf11 (used for fmand) + + // upcoming fcand with 0x3f, that checks all of them. + bool fcand_result = clip_xyz_plus_minus(scaled_pos_vf03); + bool fmand_result = color_vf11.w() == 0; // (really w+w, but I don't think it matters?) + + // L8: + // xgkick double buffer setup + // ior vi05, vi15, vi00 | mul.zw vf01, vf01, Q + scales_vf01.z() *= Q; // sy + scales_vf01.w() *= Q; // sx + + // lq.xyzw vf06, 998(vi00) | mulz.xyzw vf15, vf05, vf04 (ts) + auto adgif_vf06 = m_frame_data.adgif_giftag; + + // lq.xyzw vf14, 1002(vi00) ts| mula.xyzw ACC, vf05, vf14 (ts) + + // fmand vi01, vi06 | mul.xyz vf02, vf02, Q + transformed_pos_vf02.x() *= Q; + transformed_pos_vf02.y() *= Q; + transformed_pos_vf02.z() *= Q; + + // if (m_extra_debug) { + // imgui_vec(transformed_pos_vf02, "scaled xf"); + // } + + // ibne vi00, vi01, L10 | addz.x vf01, vf00, vf01 + scales_vf01.x() = scales_vf01.z(); // = sy + if (fmand_result) { + if (m_extra_debug) { + ImGui::TextColored(ImVec4(0.8, 0.2, 0.2, 1.0), "fmand (1) reject"); + ImGui::Separator(); + } + continue; // reject! + } + + // lqi.xyzw vf07, vi03 | mulz.xyzw vf16, vf15, vf04 (ts) + // vf07 is first use adgif + + // lq.xyzw vf14, 1003(vi00) | madda.xyzw ACC, vf15, vf14 (ts both) + + // lqi.xyzw vf08, vi03 | add.xyzw vf10, vf02, vf30 + // vf08 is second user adgif + Vector4f offset_pos_vf10 = transformed_pos_vf02 + hvdf_offset; + // if (m_extra_debug) { + // ImGui::Text("sel %d", offset_selector); + // //ImGui::Text("hvdf off z: %f tf/w z: %f", hvdf_offset.z(), transformed_pos_vf02.z()); + // imgui_vec(hvdf_offset, "hvdf"); + // imgui_vec(transformed_pos_vf02, "tf'd"); + // } + + // lqi.xyzw vf09, vi03 | mulw.x vf01, vf01, vf01 + // vf09 is third user adgif + scales_vf01.x() *= scales_vf01.w(); // x = sx * sy + + // sqi.xyzw vf06, vi05 | mulz.xyzw vf15, vf16, vf04 (ts) + // FIRST ADGIF IS adgif_vf06 + packet.adgif_giftag = adgif_vf06; + + // lq.xyzw vf14, 1004(vi00) | madda.xyzw ACC, vf16, vf14 (ts both) + + // sqi.xyzw vf07, vi05 | maxx.w vf10, vf10, vf12 + // SECOND ADGIF is first user + // just do all 5 now. + packet.user_adgif = m_adgif[sprite_idx]; + + offset_pos_vf10.w() = std::max(offset_pos_vf10.w(), m_frame_data.fog_max); + + // sqi.xyzw vf08, vi05 | maxz.zw vf01, vf01, vf31 + // THIRD ADGIF is second user + scales_vf01.z() = std::max(scales_vf01.z(), m_frame_data.min_scale); + scales_vf01.w() = std::max(scales_vf01.w(), m_frame_data.min_scale); + + // sqi.xyzw vf09, vi05 | mulz.xyzw vf16, vf15, vf04 (ts) + // FOURTH ADGIF is third user + + // lq.xyzw vf14, 1005(vi00) | madda.xyzw ACC, vf15, vf14 (ts both) + + // lqi.xyzw vf06, vi03 | mulw.x vf01, vf01, vf31 + // vf06 is fourth user adgif + scales_vf01.x() *= m_frame_data.inv_area; // x = sx * sy * inv_area (area ratio) + + // lqi.xyzw vf07, vi03 | miniy.w vf10, vf10, vf12 + // vf07 is fifth user adgif + offset_pos_vf10.w() = std::min(offset_pos_vf10.w(), m_frame_data.fog_min); + + // lq.xyzw vf08, 999(vi00) | miniz.zw vf01, vf01, vf12 + // vf08 is 2d giftag 1 (NOTE THIS IS DIFFERENT FROM 2d 1)!!!!! + scales_vf01.z() = std::min(scales_vf01.z(), fog_consts_vf12.z()); + scales_vf01.w() = std::min(scales_vf01.w(), fog_consts_vf12.z()); + bool use_first_giftag = offset_selector == 0; + + // ilw.x vi07, -2(vi02) | madd.xyzw vf05, vf16, vf14 + auto flag_vi07 = m_vec_data_2d[sprite_idx].flag(); + Vector4f vf05_sincos(0, 0, std::sin(flags_vf05.z()), std::cos(flags_vf05.z())); + + // lqi.xyzw vf23, vi02 | miniw.x vf01, vf01, vf00 + // pipeline + scales_vf01.x() = std::min(scales_vf01.x(), 1.f); + + // nop | suby.w vf02, vf10, vf12 (unique) + transformed_pos_vf02.w() = offset_pos_vf10.w() - fog_consts_vf12.y(); + + // lqi.xyzw vf24, vi02 | mulx.w vf11, vf11, vf01 + // pipeline + color_vf11.w() *= scales_vf01.x(); // is this right? doesn't this stall?? + + // fcand vi01, 0x3f | mulaw.xyzw ACC, vf28, vf00 + // already computed pipeline + + // lq.xyzw vf17, 1006(vi00) | maddax.xyzw ACC, vf25, vf23 (pipeline) + Vector4f basis_x_vf17 = m_frame_data.basis_x; + + // fmand vi09, vi06 | nop + // ibne vi00, vi09, L6 | nop + if (transformed_pos_vf02.w() != 0) { + if (m_extra_debug) { + ImGui::TextColored(ImVec4(0.8, 0.2, 0.2, 1.0), "fmand (2) trick"); + } + use_first_giftag = false; + } + + // lq.xyzw vf18, 1007(vi00) | madday.xyzw ACC, vf26, vf23 (pipeline) + Vector4f basis_y_vf18 = m_frame_data.basis_y; + + // assert(flag_vi07 == 0); + Vector4f* xy_array = m_frame_data.xy_array + flag_vi07; + // lq.xyzw vf19, 980(vi07) | ftoi0.xyzw vf11, vf11 + Vector4f xy0_vf19 = xy_array[0]; + math::Vector color_integer_vf11 = color_vf11.cast(); + + // lq.xyzw vf20, 981(vi07) | maddz.xyzw vf02, vf27, vf23 (pipeline) + Vector4f xy1_vf20 = xy_array[1]; + + // lq.xyzw vf21, 982(vi07) | mulaw.xyzw ACC, vf17, vf05 + Vector4f xy2_vf21 = xy_array[2]; + Vector4f acc = basis_x_vf17 * vf05_sincos.w(); + + // lq.xyzw vf22, 983(vi07) | msubz.xyzw vf12, vf18, vf05 + Vector4f xy3_vf22 = xy_array[3]; + Vector4f vf12_rotated = acc - (basis_y_vf18 * vf05_sincos.z()); + // sq.xyzw vf11, 3(vi05) | mulaz.xyzw ACC, vf17, vf05 + // EIGHTH is color integer + packet.color = color_integer_vf11; + + acc = basis_x_vf17 * vf05_sincos.z(); + + // lqi.xyzw vf11, vi02 | maddw.xyzw vf13, vf18, vf05 + // (pipeline) + Vector4f vf13_rotated_trans = acc + basis_y_vf18 * vf05_sincos.w(); + + // move.w vf24, vf00 | addw.z vf23, vf00, vf24 (pipeline both) + + // div Q, vf31.x, vf02.w | mulw.xyzw vf12, vf12, vf01 + // (pipeline) + vf12_rotated *= scales_vf01.w(); + + // ibne vi00, vi01, L9 | muly.z vf24, vf24, vf31 (pipeline) + if (fcand_result) { + if (m_extra_debug) { + ImGui::TextColored(ImVec4(0.8, 0.2, 0.2, 1.0), "fcand reject"); + ImGui::Separator(); + } + continue; // reject (could move earlier) + } + + // ilw.y vi08, 1(vi02) | mulz.xyzw vf13, vf13, vf01 + // (pipeline) + vf13_rotated_trans *= scales_vf01.z(); + + // LEFT OFF HERE! + + // sqi.xyzw vf06, vi05 | mul.xyzw vf03, vf02, vf29 + // FIFTH is fourth user + + // sqi.xyzw vf07, vi05 | mulaw.xyzw ACC, vf10, vf00 + // SIXTH is fifth user + acc = offset_pos_vf10; + + // sqi.xyzw vf08, vi05 | maddax.xyzw ACC, vf12, vf19 + // SEVENTH is giftag2 + packet.sprite_giftag = + use_first_giftag ? m_frame_data.sprite_2d_giftag : m_frame_data.sprite_2d_giftag2; + acc += vf12_rotated * xy0_vf19.x(); + + // lq.xyzw vf06, 988(vi00) | maddy.xyzw vf19, vf13, vf19 + Vector4f st0_vf06 = m_frame_data.st_array[0]; + xy0_vf19 = acc + vf13_rotated_trans * xy0_vf19.y(); + + // lq.xyzw vf07, 989(vi00) | mulaw.xyzw ACC, vf10, vf00 + Vector4f st1_vf07 = m_frame_data.st_array[1]; + acc = offset_pos_vf10; + + // lq.xyzw vf08, 990(vi00) | maddax.xyzw ACC, vf12, vf20 + Vector4f st2_vf08 = m_frame_data.st_array[2]; + acc += vf12_rotated * xy1_vf20.x(); + + // lq.xyzw vf09, 991(vi00) | maddy.xyzw vf20, vf13, vf20 + Vector4f st3_vf09 = m_frame_data.st_array[3]; + xy1_vf20 = acc + vf13_rotated_trans * xy1_vf20.y(); + + // sq.xyzw vf06, 1(vi05) | mulaw.xyzw ACC, vf10, vf00 + // NINTH is st0 + packet.st0 = st0_vf06; + acc = offset_pos_vf10; + + // sq.xyzw vf07, 3(vi05) | maddax.xyzw ACC, vf12, vf21 + // ELEVEN is st1 + packet.st1 = st1_vf07; + acc += vf12_rotated * xy2_vf21.x(); + + // sq.xyzw vf08, 5(vi05) | maddy.xyzw vf21, vf13, vf21 + // THIRTEEN is st2 + packet.st2 = st2_vf08; + xy2_vf21 = acc + vf13_rotated_trans * xy2_vf21.y(); + + // sq.xyzw vf09, 7(vi05) | mulaw.xyzw ACC, vf10, vf00 + // FIFTEEN is st3 + packet.st3 = st3_vf09; + acc = offset_pos_vf10; + + // nop | maddax.xyzw ACC, vf12, vf22 + acc += vf12_rotated * xy3_vf22.x(); + + // nop | maddy.xyzw vf22, vf13, vf22 + xy3_vf22 = acc + vf13_rotated_trans * xy3_vf22.y(); + + // lq.xyzw vf12, 1020(vi00) | ftoi4.xyzw vf19, vf19 + // (pipeline) + auto xy0_vf19_int = (xy0_vf19 * 16.f).cast(); + + // lq.xyzw vf14, 1001(vi00) | ftoi4.xyzw vf20, vf20 + // (pipeline) + auto xy1_vf20_int = (xy1_vf20 * 16.f).cast(); + + // move.xyzw vf05, vf24 | ftoi4.xyzw vf21, vf21 + // (pipeline) + auto xy2_vf21_int = (xy2_vf21 * 16.f).cast(); + + // move.xyzw vf01, vf23 | ftoi4.xyzw vf22, vf22 + // (pipeline) + auto xy3_vf22_int = (xy3_vf22 * 16.f).cast(); + + if (m_extra_debug) { + u32 zi = xy3_vf22_int.z() >> 4; + ImGui::Text("z (int): 0x%08x %s", zi, zi >= (1 << 24) ? "bad" : ""); + ImGui::Text("z (flt): %f", (double)(((u32)zi) << 8) / UINT32_MAX); + } + + // sq.xyzw vf19, 2(vi05) | mulz.z vf04, vf24, vf24 (pipeline) + // TENTH is xy0int + packet.xy0 = xy0_vf19_int; + // sq.xyzw vf20, 4(vi05) | clipw.xyz vf03, vf03 (pipeline) + // TWELVE is xy1int + packet.xy1 = xy1_vf20_int; + // sq.xyzw vf21, 6(vi05) | nop + // FOURTEEN is xy2int + packet.xy2 = xy2_vf21_int; + // sq.xyzw vf22, 8(vi05) | nop + // SIXTEEN is xy3int + packet.xy3 = xy3_vf22_int; + + // m_sprite_renderer.render_gif((const u8*)&packet, sizeof(packet), render_state, prof); + if (m_extra_debug) { + imgui_vec(vf12_rotated, "vf12", 2); + imgui_vec(vf13_rotated_trans, "vf13", 2); + ImGui::Separator(); + } + + // xgkick vi15 | nop + // iaddi vi04, vi04, -0x1 | nop + // iaddiu vi01, vi00, 0x672 | nop + // ibne vi00, vi04, L8 | nop + // isub vi15, vi01, vi15 | adda.xyzw ACC, vf11, vf11 + // nop | nop :e + // nop | nop + // L9: + // iaddi vi04, vi04, -0x1 | nop + // iaddi vi02, vi02, -0x3 | nop + // ibne vi00, vi04, L7 | nop + // nop | nop + // nop | nop :e + // nop | nop + // L10: + // iaddi vi04, vi04, -0x1 | nop + // iaddi vi03, vi03, 0x4 | nop + // ibne vi00, vi04, L7 | nop + // nop | nop + // nop | nop :e + // nop | nop + } + + if (m_extra_debug) { + ImGui::End(); + } +} diff --git a/game/graphics/opengl_renderer/SpriteRenderer.cpp b/game/graphics/opengl_renderer/SpriteRenderer.cpp index 75ad0eb62b..042dbc2343 100644 --- a/game/graphics/opengl_renderer/SpriteRenderer.cpp +++ b/game/graphics/opengl_renderer/SpriteRenderer.cpp @@ -77,7 +77,7 @@ SpriteRenderer::SpriteRenderer(const std::string& name, BucketId my_id) (void*)offsetof(SpriteVertex3D, flags_matrix) // offset in array (why is this a pointer...) ); - glEnableVertexAttribArray(3); + glEnableVertexAttribArray(4); glVertexAttribIPointer(4, // location 0 in the shader 1, // 3 floats per vert GL_UNSIGNED_BYTE, // floats @@ -1102,17 +1102,21 @@ void SpriteRenderer::do_3d_block_cpu(u32 count, */ } + glDisable(GL_DEPTH_TEST); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindVertexArray(m_ogl.vao); // render! glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer); - glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(SpriteVertex3D), m_vertices_3d.data()); + glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(SpriteVertex3D) * 6, m_vertices_3d.data()); glActiveTexture(GL_TEXTURE0); - glDrawArrays(GL_TRIANGLES, 0, count); + glDrawArrays(GL_TRIANGLES, 0, count * 6); glBindVertexArray(0); - int n_tris = (count / 3); + int n_tris = (count * 6 / 3); prof.add_tri(n_tris); prof.add_draw_call(1); } diff --git a/game/graphics/opengl_renderer/shaders/sprite_3d.frag b/game/graphics/opengl_renderer/shaders/sprite_3d.frag index fdbc9a10ed..b7e3be0191 100644 --- a/game/graphics/opengl_renderer/shaders/sprite_3d.frag +++ b/game/graphics/opengl_renderer/shaders/sprite_3d.frag @@ -3,7 +3,7 @@ out vec4 color; in vec4 fragment_color; -// in vec2 tex_coord; +in vec2 tex_coord; // in flat uvec2 tex_info; @@ -42,7 +42,7 @@ void main() { // vec4 tex_color = fragment_color * T0 * 2.0; vec4 tex_color = fragment_color * 1.0; if (tex_color.a < 0.016) { - discard; + // discard; } - color = tex_color; + color = vec4(1.0, 0, 1.0, 1.0); } diff --git a/game/graphics/opengl_renderer/shaders/sprite_3d.vert b/game/graphics/opengl_renderer/shaders/sprite_3d.vert index 32be5968a9..7db84af1a9 100644 --- a/game/graphics/opengl_renderer/shaders/sprite_3d.vert +++ b/game/graphics/opengl_renderer/shaders/sprite_3d.vert @@ -21,7 +21,7 @@ uniform vec4 xyz_array[4]; uniform vec4 st_array[4]; out vec4 fragment_color; -// out vec3 tex_coord; +out vec3 tex_coord; // putting all texture info stuff here so it's easier to copy-paste // layout (location = 3) in uvec2 tex_info_in; @@ -66,7 +66,7 @@ vec4 sprite_transform2(vec4 root, vec4 off, mat4 cam, mat3 sprite_rot, float sx, pos.xyz += offset.xyz; vec4 transformed_pos = matrix_transform(cam, pos); - float Q = pfog0 / transformed_pos.w(); + float Q = pfog0 / transformed_pos.w; transformed_pos.xyz *= Q; vec4 offset_pos = transformed_pos + hvdf_off; offset_pos.w = max(offset_pos.w, fog_max); @@ -221,26 +221,14 @@ void main() { // packet.sprite_giftag = use_first_giftag ? m_frame_data.sprite_2d_giftag : m_frame_data.sprite_2d_giftag2; - // tex_coord = st_array[vert_id].xyz; - - // correct xy offset - transformed.xy -= (2048.); - - // correct z scale - transformed.z /= (16777216); - transformed.z *= 2; - transformed.z -= 1; - - // correct xy scale - transformed.x /= (256); - transformed.y /= -(128); + tex_coord = st_array[vert_id].xyz; // hack transformed.xyz *= transformed.w; gl_Position = transformed; // scissoring area adjust - gl_Position.y *= 512.0/448.0; + // gl_Position.y *= 512.0/448.0; // fragment_color = vec4(rgba_in.x, rgba_in.y, rgba_in.z, rgba_in.w * 2.); // tex_coord = tex_coord_in; // tex_info = tex_info_in;