Commit Graph

15 Commits

Author SHA1 Message Date
water111 3b29da919b [jak 2] Clouds V2, Clean up texture animator (#2921)
Some general improvements for the texture animator:
- Clouds are special cased, saving about 1 ms per frame
- Adjusting the amount of clouds now actually works.
- Fixed an issue with the brightness of clouds, and the way that they
fade out around the edges.
2023-08-19 12:50:59 -04:00
water111 6e779d1f1c [jak2] faster startup (#2738)
Trying to make up for some of the startup speed lost in the SDL
transition. This saves about 1s from start (from ~3s), and about 500 MB
of RAM.

- Faster TIE unpack by merging matrix groups, more efficient vertex
transforms, and skipping normal transforms on groups with no normals.
- Refactor generic merc and merc to use a single renderer with multiple
interfaces, rather than many renderers. Removed "LightningRenderer" as a
special thing, but Warp is still special
- Add more profiling stuff to startup and the loader.
- Remove `SDL_INIT_HAPTIC` - this turned out to be needed for
force-feedback steering wheels, and not needed for controller vibration
- Switched `vag-player` to use quicksort instead of the default GOAL
sort (very slow)
2023-06-17 17:23:25 -04:00
water111 9ba86c8b6a more generic fixes (#2515)
Fixes issue where warp effect looks wrong near the edge of the screen -
there was an unhandled `REGION_CLAMP` texture setting.

Fixes a potential bug where "warp page" things wouldn't be drawn at all
because there is no PC warp bucket. Unclear if anything actually fits
this category, but it doesn't hurt.

Turn on PC-format texture uploads for the water page so the precursor
guy uses the right texture. It has to use generic because it abuses the
generic death query thing to spawn particles.

Workaround for some issues with rebuilding level files after changing
engine files. Not a perfect solution, but probably good enough.
2023-04-17 13:53:38 -04:00
water111 a27083f4ee [jak 2] Add generic and warp (#2495) 2023-04-16 18:05:35 -04:00
water111 58654ce60b [jak2] Fix degrees conversion for particle rotation (#2413)
Hopefully this will fix all the rotated particles
2023-03-25 18:01:43 -04:00
water111 0db9b288e4 [merc2] Support texscroll, use in jak 1 in more places, fix envmap bug (#2303)
Three main changes:

- Adds support for the texture scrolling effect used on conveyor belts,
and turn it on for jak 2.
- Use merc instead of generic in jak 1 for ripple/water/texscroll stuff
(non-ocean water, lava, dark eco, etc). This is a pretty big speedup in
a lot of places.
- Fix a really old bug with blending mode used to draw environment maps.
The effect is that envmaps were half as bright as they should have been.

As usual, there's a flag to go back to the old behavior on jak 1. Set
these to `#t` to use generic like we used to.
```
*texscroll-force-generic*
*ripple-force-generic*
```

The format has changed, and everything must be rebuilt (C++, FR3's, GOAL
code)
2023-03-09 20:01:22 -05:00
water111 e26efcc4f3 [jak 2] add lightning renderer (#2203)
Implements the jak 2 lightning renderer as an alternate path through
Generic2. Also set up some generic stuff in the goal code.

There is a problem with the texture pool, which doesn't support the case
where two textures have the same tbp, but different cluts. So lightning
is often the wrong color (usually red).
2023-02-09 19:11:13 -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 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
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
water111 f89054baad [graphics] add missing blend used in final boss fight (#1406) 2022-06-01 21:00:47 -04:00
ManDude e3051f90ae small shader optimizations (#1402)
* small shader optimizations

* revert camera invert
2022-06-01 18:34:19 -04:00
Tyler Wilding c4a92571b2 Improve ASSERT macro, fix linux file paths in Taskfile and hopefully fix the windows release (#1295)
* ci: fix windows releases (hopefully)

* scripts: fix Taskfile file references for linux

* asserts: add `ASSERT_MSG` macro and ensure `stdout` is flushed before `abort`ing

* asserts: refactor all `assert(false);` with a preceeding message instances

* lint: format

* temp...

* fix compiler errors

* assert: allow for string literals in `ASSERT_MSG`

* lint: formatting

* revert temp change for testing
2022-04-12 18:48:27 -04:00
water111 e6023e69b7 fix envmap bugs in generic2 (#1229) 2022-03-08 19:28:54 -05:00
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