Commit Graph

64 Commits

Author SHA1 Message Date
water111 77a3e4125c [jak2] don't ignore disable-draw bits (#2089)
Same idea as what I did for jak 1, but now there's a mask that can be
set by the user. It's used on the gun course dummies, for example.
2023-01-02 13:09:30 -05:00
water111 20a6839e07 [jak2] fix hud and some particles (#2088)
Fixes:
- a very old bug in depth in DirectRenderer, probably from the original
tfrag stuff. Looked at PCSX2 source code to see how 32/24 bit depths are
handled. This fixes hud sprites being drawn behind level geometry.
- saturate `vftoi4` like the ps2 does when the float is too large,
fixing hidden text in `hud`. For now it's only using this in the font
code because this saturation is actually kinda slow and hasn't been a
problem in other places.
- fix crazy particle spawning issue with blue gun and dripping stuff.
This would happen if particles kill themselves while being processed
(through a callback)
2023-01-02 12:13:19 -05:00
Tyler Wilding 284fb09997 d/jak2: decompile fodder and nav-enemy (#2080)
fixes #1983 

First functioning enemy!


https://user-images.githubusercontent.com/13153231/210184845-f1d93491-11f5-4a64-b69c-41e535992ebc.mp4
2023-01-01 21:03:07 -05:00
water111 0cddf6b6a5 W/nav debugging (#2077)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-01-01 12:11:18 -05:00
water111 e49e6548e0 [jak2] split up big dgos, some minor cleanup (#2066)
- Split up DGOs between threads in the multithreaded offline test
- fix some random warnings
- make the sig paths decompile a bit nicer to make some files smaller
2022-12-30 13:33:29 -05:00
water111 80e9528e4e lights, death, and rotation fix (#2042)
- decompile `lights.gc`
- decompile remaining `target-death` function, you can die now
- fix float issue with `matrix-from-two-vectors-smooth!` making jak face
the wrong way in the slide thing
2022-12-02 10:02:13 -05:00
water111 70e231fa72 [jak 2] merc (#2039) 2022-11-30 22:36:09 -05:00
water111 c983475751 [jak2] tiny fix to grunt (#2040) 2022-11-29 21:11:36 -05:00
water111 6298533eaa [decomp] collide cache, other minor fixes (#2031) 2022-11-20 11:32:29 -05:00
water111 e0ebc5a68e [decomp] target-handler (#2027) 2022-11-20 09:21:25 -05:00
water111 029983270e [decomp] target cleanup (#2021)
everything up to collide-reaction-target (which is mostly done, but
could use a few more names)

Fixes issues with gun-part and target-part
2022-11-13 19:09:34 -05:00
water111 b2b47eec5c [decomp] spatial-hash (#2009) 2022-11-11 16:23:26 -05:00
Hat Kid 88eb45ab52 decomp: ocean, ocean-mid, ocean-near, ocean-texture, ocean-transition, ocean-vu0 (#1994)
The VU programs for the ocean renderer have changed a bit and
`ocean-texture` has a bunch of new stuff, otherwise things are
relatively similar to Jak 1.

This is the first time I used mips2c and I'm not sure I did it 100%
right, so that should be double-checked.
2022-10-30 19:09:35 -04:00
water111 811b5de6cb [decomp] collide-mesh (#1999) 2022-10-30 15:54:10 -04:00
water111 8ae4829f48 [decomp] collide-hash, collide-frag, collide-probe (#1998)
The only interesting one is `collide-hash`, which is untested.
The other two are very likely unused. I skipped the annoying code in
`collide-probe` because it's not used and the same as jak 1.
2022-10-29 20:32:03 -04:00
water111 e443676889 [decomp] sky-tng (#1972)
https://www.youtube.com/watch?v=fkAMvEYXOGc
2022-10-15 18:21:17 -04:00
water111 9a04c7e311 [decomp] sparticle, sparticle-launcher, set up sprite (#1949)
- fix crash with unhandled sparticle definition (happens with the weird
array int32s that I don't understand yet)
- update mips2c stuff
- add part-tester
- fix some issues around texture uploads
 

![image](https://user-images.githubusercontent.com/48171810/194784675-54e3dc58-7846-450d-a1e9-cefd841dda94.png)
2022-10-09 19:56:07 -04:00
water111 405a144815 [decomp] finish up debug.gc, get boundary rendering working (#1944)
![image](https://user-images.githubusercontent.com/48171810/194726152-74167185-0297-4982-8ed9-42936ad80fe7.png)
2022-10-08 17:02:40 -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 d52739226c [decomp] decompile decomp.gc (#1936)
A few issues:
- lwidea's fr3 is getting loaded and unloaded all the time
- the debug line drawing clipping is wrong (doesn't seem wrong in pcsx2,
so I think this is on us)
- nothing actually using vis data yet
- at a large distance, our view frustum culling seems slightly too
aggressive (might be that viewport scissoring is wrong)
- in the city, things seem darker as you move away. unclear how this is
happening (fog?)
2022-10-01 13:39:56 -04:00
water111 4eea31c3e9 [jak 2] texture (#1866)
- Decompile and patch `texture.gc` for PC
- Improve decompiler when offset doesn't fit in immediate (for types
larger than 8k and some scratchpad accesses)
- Fix symbol->string issues in both jak 1 and 2
- Fix bug with VIF interrupt used to profile VU code (hooked up to
OpenGLRenderer BucketRenderers in PC port)
- Support `~o` in `format`.
- Uncomment stuff in `merc.gc` that now works!

![image](https://user-images.githubusercontent.com/48171810/189505469-941b4a3e-23c7-4740-aa1b-2e461ed19fa9.png)

fixes https://github.com/open-goal/jak-project/issues/1850
2022-09-11 14:17:55 -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 2bead6db97 [decompile] Joint (#1813)
* temp

* decompile joints

* fix merge
2022-08-28 16:38:58 -04:00
water111 f8007cc84b [decomp] Jak 2 mips2c, collide-func (#1805) 2022-08-26 18:03:48 -04:00
water111 e9567a6e4b Cleanup goalc tests, fix jak2 kernel bugs (#1669)
* Cleanup goalc tests, fix jak2 kernel bugs

* fix warnings on linux

* spelling is hard
2022-07-17 14:12:11 -04:00
water111 1c5f7dc3d5 [sparticle] workaround for 150fps crashes (#1655) 2022-07-15 19:54:46 -04:00
water111 04f440b7cc improvements to custom level blender import (#1649) 2022-07-14 23:38:29 -04:00
Tyler Wilding 8fefd298fd build: get rid of clang-cl in favor of actual clang among other things (#1589)
* git: ignore vs build dir

* cmake: ditch `clang-cl` on windows in favor of actual `clang`

* build: suppress a significant number of warnings

* build: adjust workflows and vendor nasm

* docs: update docs to remove `clang-cl` mentions

* build: fix some copy-paste mistakes in the linux build

* build: remove C++20 compat warnings as that is useful if we want to upgrade
2022-07-03 17:35:39 -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
Tyler Wilding 2d595c1ac0 lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
water111 c235280b91 [decomp] clean up files 50-100 (#1443)
* [decomp] clean up files 50-100

* update file, fix crash on too many prims

* spelling is hard
2022-06-12 12:58:10 -04:00
water111 ecb2781a89 [decompiler] cleanup to get atomic ops working on jak2 inputs (#1426)
* [decompiler] cleanup to get atomic ops working on jak2 inputs

* clang format
2022-06-08 18:34:52 -04:00
water111 63174b401d [game] prevent NaNs when there's a zero area triangle in edgegrab (#1404) 2022-06-01 19:48:48 -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 be976d2e69 [merc] Add merc extraction (#1356)
* docs for ee merc code

* wip

* more extraction stuff

* partial mat1 working

* mat1

* cleanup

* partial mat2 and mat3 support

* merc extraction seems to work
2022-05-11 22:53:53 -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
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 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 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 bb85eaf167 add ocean-vu0 mips2c and decomp ocean-texture (#1230)
* add ocean-vu0 mips2c and decomp ocean-texture

* vu1 texture setup

* temp

* unoptimized version working

* optimized version by default

* update ref test
2022-03-11 22:27:11 -05:00
water111 43612b0750 add ocean far big triangle stuff (#1224) 2022-03-07 20:28:53 -05:00
water111 d3d198c363 fix memory corruption during merc death (#1220) 2022-03-04 19:15:45 -05:00
water111 a5b383c78a [graphics] Rewrite of texture system (#1212)
* loading cleanup

* temp

* add texture replacement

* fix windows

* oops

* fix windows

* final cleanup
2022-03-02 20:01:37 -05:00
water111 68a1f2d012 [graphics] Add a specialized renderer for handling merc/generic output data (#1207)
* second try at writing the direct renderer

* finish direct2

* more optimization
2022-02-27 17:23:12 -05:00
water111 107ccedb9d fix plant and frog sps (#1200) 2022-02-25 15:10:39 -05:00
water111 9c00b0c135 [graphics] generic merc (#1192)
* begin generic merc

* more generic stuff

* generic dma generation not crashing, at least until high-speed-reject

* c

* unpacker for generic

* starting to work

* small fixes

* more fixes

* more progress

* cleanup

* fix tests

* no custom imgui assert on windows
2022-02-24 22:33:10 -05:00
water111 f91d1f4056 fix bug in collide-probe (#1180)
* fix bug in collide-probe

* add debug print
2022-02-18 23:01:05 -05:00
water111 78cde74d5a update readme and fix always playing str (#1139)
* update readme deps

* replace assert

* bump timeout

* fix memory corruption in kernel

* use unknown if level name is invalid
2022-02-08 19:02:47 -05:00
water111 2342b6fb0f [graphics] MERC (#1124)
* merc dma generation

* wip very early version of merc

* small fixes

* fix

* fix more merc bugs

* derp fixed min

* oops we did need something weird on max

* merc for everything

* program optimization 1

* more optimization

* windows

* windows 2

* clean up

* fix test

* BLERC
2022-02-03 22:45:41 -05:00