Commit Graph

135 Commits

Author SHA1 Message Date
Ethan Lafrenais 63ac19440c Sprite Distort Instancing (#1630)
* Implement instanced renderer for sprite distort

* Clean up + formatting
2022-07-10 19:01:02 -04:00
Ethan Lafrenais 8ba010ca97 Sprite Distort (#1626)
* [WIP] initial sprite distort implementation

* Clean up

* More clean up + document sprite distort VU program

* Format code

* Address CI issues

* Adjust hacks in distort fragment shader

* oops

* Optimize sprite distort rendering down to one draw call

~2x speed up

* Format file

* Clean up distort rendering and add separate profile scopes

* Fix glVertexAttribPointer

* Fix sprite distort getting messed up when the viewable area doesn't fit the window perfectly

* Add debug option to disable sprite distort

* One evil space to fail CI...

* oops

* Increase sprite-aux-list size when PC_BIG_MEMORY is true

* Address lints
2022-07-08 21:56:38 -04:00
Tyler Wilding 6446389263 extractor: cleanup, support unicode properly, and add multi-game support (#1609)
* extractor: refactor and cleanup for multi-game support

* deps: switch to `ghc::filesystem` as it is utf-8 everywhere by default

* extractor: finally working with unicode

* unicode: fix unicode cli args on windows in all `main` functions
2022-07-05 20:38:13 -04:00
water111 1e33dcda4b Remove assets folder, use more std::filesystem (#1575)
* Remove assets folder, use more std::filesystem

* windows fix

* another one for windows

* another one

* better system for different folders

* rm debugging stuff

* let extractor override everything

* dont revert jak1 change
2022-06-29 23:32:46 -04:00
water111 e630b50690 [ckernel] split by game version (#1559)
* temp

* split up kprint, other than format

* start kmachine

* split kmachine

* split kscheme

* split klink

* split klisten

* split remaining

* jak2 ckernel gets to nokernel loop
2022-06-26 18:17:11 -04:00
ManDude c9de15ba64 framerate and vsync menus and fixes (#1552)
* in-game vsync option, automatically framelimit correctly, fix minimize/alttab bugs

* fix jp text errors

* bump version number as panic

* this makes more sense i think

* clang

* oops delete debug print
2022-06-25 11:05:20 -04:00
water111 85c3d76878 [merc2] guard against nans in bones (#1549)
* [merc2] guard against bones in nans

* zero out bone buffer, just to be safe
2022-06-24 18:39:26 -04:00
Tyler Wilding 3d599ad79b game: use the tagged version number if available (#1526) 2022-06-23 18:44:27 -04:00
Tyler Wilding 2d595c1ac0 lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
water111 90a049dcc5 [cleanup] memory bugs, memory usage reduction, delete merc1 (#1515)
* [cleanup] remove merc1, fix memory bugs, reduce memory usage

* change compiler log to see actual info from build_level

* save file

* editing text is hard
2022-06-21 21:26:11 -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 e72f6e0cb4 small fixes (#1470)
* fix default window size

* add notice to imgui bar

* fix accidental commands in extractor

* super extremely important missing newline!
2022-06-17 19:47:51 -04:00
Tyler Wilding d73336bbf3 game: automatically apply framelimiter on high refresh rate monitors (#1452)
game: automatically apply framelimiter on high refresh rate monitor
2022-06-13 18:28:25 -04:00
Tyler Wilding 9fdf0bbc2f tools: Add cutscene player / subtitle editor window (#1429)
* stash

* temp

* tools: subtitle tool works! just gotta fill out the db / polish UX

* tools: added configuration for every subtitle we have so far

* tools: add some colors to the editor, time for repl controls and make it run the code!

* tools: continuing polish of tool, getting very close

* tools: finished UX polish, just need to write deserializers

* tools: added deserializer for subtitle data

* tools: exported subtitle files, all data appears intact

* tools: more UX polish and test all the cutscenes, majority work

* assets: update subtitle files

* lint: formatting and cleanup

* lint: codacy lints
2022-06-11 16:32:27 +01:00
ManDude d01c16f451 [game] music player (#1416)
* music flava hack toggle

* fix hint subtitles not being considered offscreen

* music player works

* fixes + citadel, maincave, lavatube music

* add remaining tracks

* fix test

* fixes

* fix lib
2022-06-04 14:53:49 -04:00
ManDude b173734e1b "quit game" option in title + reduce particle cap (30720 2D -> 15360 2D) (#1410)
* add "quit game" option to title

* reduce amount of particles in particle system

* increase merc2 memory

* enable extra particles by default

* fix tests
2022-06-02 21:40:37 -04:00
water111 f89054baad [graphics] add missing blend used in final boss fight (#1406) 2022-06-01 21:00:47 -04:00
water111 5165a7c185 [graphics] fix edges of small eyes (#1405) 2022-06-01 20:20:14 -04:00
water111 ec9c7a55ce hook up merc2 to fog intensity, flip some min/max fogs (#1403)
* hook up merc2 to fog intensity, flip some min/max fogs

* zero initialize let stats
2022-06-01 19:07:28 -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 dad84ec249 [graphics] merc2 fix, texture crash bug fix (#1385)
* [graphics] merc2 fix, texture crash bug fix

* still boot if deci2 fails to init
2022-05-30 11:06:11 -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 e8911758f0 [graphics] small improvements (#1351)
* faster texture upload lookup

* fix debug menu

* cleanup

* one more
2022-05-02 21:26:17 -04:00
water111 347572d9df support non-debug-mode (#1347) 2022-04-30 14:55:13 -04:00
ManDude 3ed009924f collision renderer v2 (#1344)
* collision renderer v2

* update code

* update again!

* Update collision.vert

* Update collide-target-h.gc

* fix code

* bleh

* gah

* minor fixes

* fix stupidity

* skip filters

* fix subtitle that i missed

* remove assert that doesn't work!

* Update hint-control.gc
2022-04-30 14:48:24 -04:00
water111 caf4aed127 [gfx] remove the generic v1 renderer, cleanup (#1345)
* remove the generic v1 renderer, cleanup

* rm the toggle too
2022-04-30 13:10:33 -04:00
water111 a51536de8d [graphics] tie generic (#1341)
* [gtie] tie inst and proto functions

* first chain input to generic ee looks good

* m

* works

* ugh

* add tie generic

* rm debug print

* rm generic ties from fr3
2022-04-29 23:44:53 -04:00
water111 61766d2d22 Collision mesh extraction (#1330)
* temp

* extract collision mesh

* temp

* improve

* toggle, cleanup
2022-04-25 21:53:23 -04:00
ManDude 8eb0796f8e subtitle editing and text project compiler rework (#1331)
* add a `subtitle` bucket and rename buckets 67 and 68

* automatic `heap-base`

* subtitles editor

* adjust default params

* bug

* Update subtitle.gc

* fix blue color inconsistency in progress

* void.

* Update subtitle.gc

* Update subtitle.gc

* Extend `heap-base` detection to check for errors

* sometimes it's actually manually set!

* remove broken error check

* rework how compiling text files works

* try out subtitles source v2

* bugfix

* oops

* Update game_text_common.cpp
2022-04-24 15:15:16 -04:00
water111 789c57916e Add timeline style profiler (#1312)
* small speedups to extractor

* faster extraction

* add profiler

* spellin

* guess at windows includes

* windows nominmax garbage
2022-04-17 21:12:24 -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
ManDude a7eee4fdc9 [game] pc port progress menu (#1281)
* fix typo

* more typo

* shorten discord rpc text

* allow expanding enums after the fact (untested)

* make `game_text` work similar to subtitles

* update progress decomp

* update some types + `do-not-decompile` in bitfield

* fixes and fall back to original progress code

* update `progress` decomp with new enums

* update config files

* fix enums and debug menu

* always allocate (but not use) a lot of particles

* small rework to display mode options

* revert resolution/aspect-ratio symbol mess

* begin the override stuff

* make `progress-draw` more readable

* more fixes

* codacy good boy points

* first step overriding code

* finish progress overrides, game options menu fully functional!

* minor fixes

* Update game.gp

* Update sparticle-launcher.gc

* clang

* change camera controls text

* oops

* some cleanup

* derp

* nice job

* implement menu scrolling lol

* make scrollable menus less cramped, fix arrows

* make some carousell things i guess

* add msaa carousell to test

* oops

* Update progress-pc.gc

* make `pc-get-screen-size` (untested)

* resolution menu

* input fixes

* return when selecting resolution

* scroll fixes

* Update progress-pc.gc

* add "fit to screen" button

* bug

* complete resolutions menu

* aspect ratio menu

* subtitles language

* subtitle speaker

* final adjustments

* ref test

* fix tests

* fix ref!

* reduce redundancy a bit

* fix mem leaks?

* save settings on progress exit

* fix init reorder

* remove unused code

* rename goal project-like files to the project extension

* sha display toggle

* aspect ratio settings fixes

* dont store text db's in compiler

* properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
water111 b408c78698 skip creating trees that are never setup (#1294) 2022-04-10 21:57:00 -04:00
water111 e0be847b8a fix (#1291) 2022-04-10 12:25:35 -04:00
water111 1db96c72ab [goalc] macro expansion in integer constants (#1282)
* [goalc] macro expansion in integer constants

* working

* didn't break it yet

* support conditional compilation

* fix up some more small bugs

* fix duplicate evaluation of bitfield definitions

* paranoid
2022-04-07 19:13:22 -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 b2ed9313bd [graphics] First part of shrub extraction (#1258)
* decompile 90% of shrubbery

* some more progress

* some more

* big function decompiled

* went through `draw-prototype-inline-array-shrub` and made more notes

* shrub: start implementing extract_shrub

* read through current notes and add the info to current decomp

* decomp: allow skipping inline-asm from output

* add code to BspHeader to get GOAL types for shrubs

* add doc

* wip

* fix bad merge

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
2022-03-28 18:14:25 -04:00
water111 4ea8c01e02 small fixes (#1256) 2022-03-26 21:23:20 -04:00
water111 8d9b0b493b [graphics] shadow volumes (#1247)
* shadow volumes drawing

* fix bugs in clipping case

* add shadow

* fix Q register bugs

* fix bugs
2022-03-26 19:56:54 -04:00
water111 e38832365c Loader improvements and blackout (#1254)
* temp

* also tfrag

* fix order
2022-03-26 15:53:44 -04:00
water111 4a0ac6c155 [graphics] first half of shadow renderer (#1246)
* start on dma stuff

* temp

* temp

* add shadow cpu
2022-03-22 21:42:37 -04:00
water111 299b0c22bc [graphics] Fix memory bug in ocean (#1245) 2022-03-22 21:15:03 -04:00
water111 44459757b5 use common ocean renderer for mid too (#1241) 2022-03-18 20:58:53 -04:00
water111 da00b1ff13 optimize ocean renderer (#1240) 2022-03-17 21:59:10 -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