Commit Graph

40 Commits

Author SHA1 Message Date
water111 a01182315b [jak2] Support per-proto shrub visibility (#3228)
Fixes the issue reported in
https://github.com/open-goal/jak-project/issues/3168,
https://github.com/open-goal/jak-project/issues/3189,
https://github.com/open-goal/jak-project/issues/3166,
https://github.com/open-goal/jak-project/issues/3152,
https://github.com/open-goal/jak-project/issues/3224 where a small part
of the pipes in the `strip-grenade` mission appear, but shouldn't.
2023-12-02 12:16:14 -05:00
Tyler Wilding a06a6c6416 cleanup our cmake and build warnings (#2876) 2023-08-08 20:53:16 -04:00
water111 a918e2d9de [gfx] Clean up background renderer matrices, fix "hole covers" (#2866)
The way we got/stored background matrices is a bit weird and full of
leftovers from the first attempts at porting renderers. This doesn't
work well with the Jak 2 "other camera" system where some stuff is
rendered with a different camera matrix.

This cleans most of it up. The exception is that the collide mesh
renderer and the additional sprite culling I added still need to peek at
some cached camera matrices.

This fixes the problem where etie uses the wrong matrices for "other
camera" levels. Now the "hole covers" go in the holes in the background
of the throne room.

![image](https://github.com/open-goal/jak-project/assets/48171810/73a88f7b-05d4-4e9c-bb34-5b45efffcb69)
2023-07-29 20:34:42 -04:00
water111 72c27a6eaa [jak2] More texture animations (#2831)
Added framework to do texture animations entirely in C++. Currently only
works on relatively simple ones, and doesn't handle updating all
parameters - only the speeds.

Connected texture animations to merc and tfrag for skull gems, dark
bomb, and scrolling conveyors.

Cleaned up Tfragment/Tfrag3, which used to be two classes. This was one
of the first C++ renderers, so it had a weird design.
2023-07-16 13:02:53 -04:00
Tyler Wilding e0bc7ce732 Get the project compiling on Apple Silicon macOS natively (arm64) (#2827)
I havn't tested it yet, but I can almost guarantee that atleast `goalc`
will not work in the slightest!

But the project is atleast fully compiling. My hope is to start
translating some AVX to NEON next / get `goalc` working...eventually.
2023-07-16 11:13:48 -04:00
ManDude 40b2e93be7 pack tfrag normals into 10 bits (#2625)
Saves 16 bits and lets us align the `color_index` field properly.

This shouldn't improve or decrease performance by any noticeable amount
except maybe in really low end systems.
2023-05-06 02:08:33 +01:00
water111 c7f2a23abf [jak2] misc fixes to renderers (#2488)
Fixes decal on tfrag:

![image](https://user-images.githubusercontent.com/48171810/232174352-11153941-e1f9-4472-becb-f266c2a309e5.png)

Sets up jak 2 alpha shrub test settings. They are still too dark, but
there's no longer incorrect alpha test:

![image](https://user-images.githubusercontent.com/48171810/232174590-f9caa6c5-f190-4c78-b720-5f4055490d47.png)

Fix decal on shrub, a feature used in exactly one place in jak 1:

![image](https://user-images.githubusercontent.com/48171810/232174614-8ea65ca5-a183-45f7-ae79-6bf06a937007.png)

Fixed issue with u16 overflow in castle on the alpha channel, causing
flickering. It barely overflowed, which made me suspicious that we had
some error somewhere. But I think that there code is robust against
overflows.
2023-04-14 21:13:45 -04:00
ManDude 577382ad34 minor cleanup + update fmt + fix some jak 2 visual anomalies (#2442)
Disables the fog hack for Jak 2, where it's not useful and kind of
breaks in most levels which rely on dark vertices that aren't underwater
(e.g. city windows).
2023-03-30 17:49:07 -04:00
water111 0a511da2ce [jak2] fix flickering and depth writes (#2406)
Fixes some mistakes with merc draw modes. The glass in the palace level
no longer writes to the depth buffer (it's "water"):

![image](https://user-images.githubusercontent.com/48171810/227727825-d6726621-88a8-45a8-9cf3-8d6e9edc3d54.png)

Also fixes the one-frame flickers when level draw orders change. We
might be able to make this more efficient in the future, but this will
at least fix the frame with nothing drawn.
2023-03-25 14:00:54 -04:00
water111 f276251a3a [jak1] use etie (#2329)
Use Jak 2's etie to render shiny background things.

To switch back to the old one:
```
(set! *use-etie* #f)
```
and also uncheck this box

![image](https://user-images.githubusercontent.com/48171810/226119270-8d1b8233-bc5f-4bc1-a09b-a6d3183ba2a4.png)
(same for `l1`)
2023-03-20 19:12:33 -04:00
ManDude 198c8e1946 [jak2] improve debugging tools for entity lights and regions (#2327)
also fixes some other random bugs
2023-03-18 06:29:40 +00:00
water111 2fa4a23ea1 [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.
2023-03-17 20:35:26 -04:00
water111 ed38adc2a7 [tie] support per-proto visibility flags (#2212)
Jak 2 adds a feature to disable protos in TIE. It's used to hide things
like steps for a future mission in ruins, and also to hide the static
version of the tower when it switches to the merc version for the
cutscene:


![image](https://user-images.githubusercontent.com/48171810/218270077-d8c52235-ddbf-4194-80f6-b8aa1eeeb7ec.png)
2023-02-11 12:00:05 -05:00
water111 0fcc7eb8e9 [merc2] Support emerc (#2147)
This adds environment mapping support to `Merc2`, and turns it on for
Jak 1 and Jak 2.

- The performance is much better
- Jak 1 can be toggled back to the old behavior with `(set! *emerc-hack*
#f)`. The new environment mapping is identical to the old one everywhere
I checked.
- Jak 1 still falls back to generic for ripple/texscroll/blerc/eyes -
there's still no dynamic texture or vertex updating support. The eye
detection stuff will sometimes flag stuff as eyes which is not eyes,
which is fine, but means that generic will be used in some places where
emerc could be used. For example, the shiny plates on jak's arm will be
drawn with generic because jak has eyes.
- Jak 2 hasn't been checked super carefully against PCSX2 yet.
- Jak 2 still isn't technically using emerc, but instead putting emerc
models in the merc bucket.
- The interface to merc is a lot different now and totally custom
OpenGOAL DMA code. The original merc drawing asm doesn't run anymore.
- The FR3 format changed
- Something funky going on with foreground lighting in escape, but
doesn't seem to be related to this change?

Performance comparison, jak 1, in likely the most generic-merc heavy
spot:

![image](https://user-images.githubusercontent.com/48171810/213882718-feb2ab59-95a9-44a2-b0e5-95fba860c7b0.png)

![image](https://user-images.githubusercontent.com/48171810/213882736-8dbbf4c9-6bbf-4d0b-96ce-78d63274660c.png)
2023-01-22 18:30:31 -05:00
Tyler Wilding 84497712ff d/jak2: finish task-arrow | carry-h | projectile | gun-[red|yellow|blue]-shot (#1864) 2022-10-29 15:22:57 -04:00
water111 3d4dfb2077 [decomp] Decompile some time-of-day stuff, support new style Jak 2 time of day (#1943)
- Add "tfrag-water" tfrag tree support (may just be the same as Jak 1's
'dirt' for the settings)
- Add "tfrag-trans" tfrag tree support, reusing "trans-tfrag" from jak
1.
- Add a hack to `LinkedObjectFileCreation` to handle `oracle`, which is
accidentally multiply defined as a type leftover from jak 1 (an entity
in village1), and level info for jak 2.
- Add `VI1.DGO`
- add `time-of-day.gc`, and a few other stub functions so it works
- Set up some time of day stuff in GOAL for jak 2/PC renderers
- Clean up time of day in c++ renderers, support the more complicated
weight system used by jak 2 (backward compatible with jak 1, thankfully)

The mood functions now run, so this could cause problems if they rely on
stuff we don't have yet. But it seems fine for ctysluma and prison for
now.


![image](https://user-images.githubusercontent.com/48171810/194719441-d185f59c-19dc-4cd3-a5c4-00b0cfe1d6c3.png)


![image](https://user-images.githubusercontent.com/48171810/194719449-6e051bf3-0750-42e5-a654-901313dbe479.png)


![image](https://user-images.githubusercontent.com/48171810/194719455-3ca6793e-873a-449a-8e85-9c20ffeb4da3.png)


![image](https://user-images.githubusercontent.com/48171810/194719461-8f27af17-4434-4492-96cd-8c5eec6eafdf.png)


![image](https://user-images.githubusercontent.com/48171810/194719468-720715b9-985a-4acf-928c-eab948cfcb03.png)


![image](https://user-images.githubusercontent.com/48171810/194719486-bfb91e83-f6ca-4585-80ad-3b2c0cbbd5af.png)


![image](https://user-images.githubusercontent.com/48171810/194719492-df065d2f-cb5a-47e3-a248-f5317c42082f.png)


![image](https://user-images.githubusercontent.com/48171810/194719507-91e1f477-ecfe-4d6c-b744-5f24646255ca.png)
2022-10-08 13:33:03 -04:00
water111 f1682867af [graphics] hook up visibility data for jak 2 (#1938)
It works!

Visibility off:

![image](https://user-images.githubusercontent.com/48171810/193422627-c5560519-6d20-4645-baa5-5236c7969d6e.png)

On:

![image](https://user-images.githubusercontent.com/48171810/193422631-716fff10-9ad7-486f-ad35-9ddcddf2c4eb.png)

Overall the visibility data looks a lot better than in jak 1.
2022-10-01 17:12:12 -04:00
Tyler Wilding 4d751af38e logs: replace every fmt::print with a lg call instead (#1368)
Favors the `lg` namespace over `fmt` directly, as this will output the
logs to a file / has log levels.

I also made assertion errors go to a file, this unfortunately means
importing `lg` and hence `fmt` which was attempted to be avoided before.
But I'm not sure how else to do this aspect without re-inventing the
file logging.

We have a lot of commented out prints as well that we should probably
cleanup at some point / switch them to trace level and default to `info`
level.

I noticed the pattern of disabling debug logs behind some boolean,
something to consider cleaning up in the future -- if our logs were more
structured (knowing where they are coming from) then a lot this
boilerplate could be eliminated.

Closes #1358
2022-10-01 11:58:36 -04:00
water111 b5705bde96 [decomp] Partial implementation of tie (#1916)
Some stuff isn't working fully yet:
- fog color
- time of day
- draw order for multiple passes (currently all draws in the default tie
bucket)
- possibly settings for transparent stuff (untested, but might work)
- the "vanish" effect (we might not want this anyway?)
- environment mapping/etie completely not implemented.


![image](https://user-images.githubusercontent.com/48171810/192154314-2cc8ac51-9dad-474f-a84b-3a1d98973215.png)

![image](https://user-images.githubusercontent.com/48171810/192154316-457a7ee0-b5a4-4a40-b48e-8863114da735.png)
2022-09-25 12:50:51 -04:00
water111 edecac9f09 [decomp] add shrubbery renderer (#1914)
as with last time, fog and time of day are still garbage, but it still
works:


![image](https://user-images.githubusercontent.com/48171810/192119423-91b80500-a161-42ce-b734-0c528cc721cf.png)

The shrub near render is just falling back to generic again.
2022-09-24 17:46:13 -04:00
water111 80cefb9575 [decomp] background and tfrag (#1909) 2022-09-24 14:30:44 -04:00
water111 b5d21be9c5 W/misc fixes (#1838)
* temp

* temp

* before cleaning up

* cleanup merge

* fix warnings

* merge fix

* clang format
2022-09-05 20:29:12 -04:00
water111 3c89cd08be Improvements for stuttering (#1768)
* tie changes

* other changes

* cleanpu

* remove silly profiling

* loader frames bug fix

* fix merge issue
2022-08-20 10:32:00 -04:00
ManDude 7b25afa697 add a bunch of new cheat codes & re-do all pc cheat codes (#1770)
* redo cheat encodings

* fix error

* add no texture cheat

* tiny cleanup + add sidekick stats button

* crappy implementation of big/small head mode

* more correct bone scaling

* redo bone manip code a bit

* jp text fixes

* improved matrix math!

* add big fist cheat, minor type cleanup, add some debug toggles

* move all this mess to a new file

* slightly rework joint scaling function

* add big head npc cheat

* subtitles typo

* WIP mirror mode

* fix mirrored hud sprites

* fix mirror mode sound pan

* add cheats to menu!

* split some subtitles
2022-08-20 10:30:37 -04:00
Ethan Lafrenais d66af4f4c7 Reduce overall draw count for multidraw (#1639)
Reduce overall draw count for multidraw by creating runs similar to singledraw
2022-07-12 18:50:12 -04:00
Tyler Wilding 2d595c1ac0 lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
water111 c13934708a Initial implementation of custom level tool (#1482)
* wip

* learning about colors

* gltf node stuff working

* cleanup

* support textures

* bvh generation seems reasonable

* tree layout

* frag packer, untested and doesnt do real stripping yet

* temp

* working collide frags

* handle bad inputs better

* clean up

* format

* include

* another include

* reorganize for release build use
2022-06-19 20:44:07 -04:00
ManDude e3051f90ae small shader optimizations (#1402)
* small shader optimizations

* revert camera invert
2022-06-01 18:34:19 -04:00
water111 7fc0a07c88 [graphics] improve blending when depth write is disabled (#1386) 2022-05-30 13:05:49 -04:00
water111 2e31d82fb2 Loader improvements (#1378)
* tfrag3 data for merc2

* dma hooks for merc2

* start designing merc2 opengl, seems like the simple approach will be the best here

* before bone packing experiment

* fix up bones.gc

* use uniform buffer

* speedup, fix faces and eyes

* final fixes

* first pass at loader updates, tie is still bad

* temp

* improved loader

* run iop less often
2022-05-28 20:12:33 -04:00
water111 e56b2e8d56 [graphics] merc2 renderer (#1374)
* tfrag3 data for merc2

* dma hooks for merc2

* start designing merc2 opengl, seems like the simple approach will be the best here

* before bone packing experiment

* fix up bones.gc

* use uniform buffer

* speedup, fix faces and eyes

* final fixes
2022-05-28 19:28:19 -04:00
water111 1432971e62 fix misc bugs preventing the game from starting (#1369)
* fix misc bugs preventing the game from starting

* winodws fix
2022-05-21 16:51:09 -04:00
water111 61766d2d22 Collision mesh extraction (#1330)
* temp

* extract collision mesh

* temp

* improve

* toggle, cleanup
2022-04-25 21:53:23 -04:00
water111 b408c78698 skip creating trees that are never setup (#1294) 2022-04-10 21:57:00 -04:00
water 2e31c9f09b toggle for old format 2022-04-03 13:56:45 -04:00
water111 f8b00ea358 [graphics] use multidraws in tie/tfrag/shrub (#1269) 2022-04-01 19:35:23 -04:00
water111 79683a44b1 [graphics] shrub (#1261)
* update

* renderer appears to work
2022-03-29 21:38:48 -04:00
water111 e38832365c Loader improvements and blackout (#1254)
* temp

* also tfrag

* fix order
2022-03-26 15:53:44 -04:00
water111 d136aec00f [graphics] fix ocean alpha and ocean near depth (#1236)
* fix up some graphics bugs

* less of a hack fix
2022-03-16 21:28:02 -04:00
water111 a6fa04a83d [graphics] port generic VU1 to OpenGL (#1221)
* temp

* name the obvious ones

* un-pipelined the fast case in generic vu1

* generic2 dma

* pass2

* first pass at opengl

* many fixes

* fix hud, strip

* windows fix

* final tweaks

* memcard folder

* add missing include
2022-03-06 19:56:43 -05:00