#include "OpenGLRenderer.h" #include "common/log/log.h" #include "game/graphics/pipelines/opengl.h" #include "game/graphics/opengl_renderer/DirectRenderer.h" #include "game/graphics/opengl_renderer/SpriteRenderer.h" #include "game/graphics/opengl_renderer/TextureUploadHandler.h" #include "third-party/imgui/imgui.h" #include "common/util/FileUtil.h" #include "game/graphics/opengl_renderer/SkyRenderer.h" #include "game/graphics/opengl_renderer/tfrag/TFragment.h" #include "game/graphics/opengl_renderer/tfrag/Tie3.h" // for the vif callback #include "game/kernel/kmachine.h" namespace { std::string g_current_render; } /*! * OpenGL Error callback. If we do something invalid, this will be called. */ void GLAPIENTRY opengl_error_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*length*/, const GLchar* message, const void* /*userParam*/) { if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) { lg::debug("OpenGL notification 0x{:X} S{:X} T{:X}: {}", id, source, type, message); } else if (severity == GL_DEBUG_SEVERITY_LOW) { lg::info("[{}] OpenGL message 0x{:X} S{:X} T{:X}: {}", g_current_render, id, source, type, message); } else if (severity == GL_DEBUG_SEVERITY_MEDIUM) { lg::warn("[{}] OpenGL warn 0x{:X} S{:X} T{:X}: {}", g_current_render, id, source, type, message); } else if (severity == GL_DEBUG_SEVERITY_HIGH) { lg::error("[{}] OpenGL error 0x{:X} S{:X} T{:X}: {}", g_current_render, id, source, type, message); } } OpenGLRenderer::OpenGLRenderer(std::shared_ptr texture_pool) : m_render_state(texture_pool) { // setup OpenGL errors glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(opengl_error_callback, nullptr); // disable specific errors // const GLuint gl_error_ignores_api_perf[1] = {}; // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_PERFORMANCE, GL_DONT_CARE, 0, // &gl_error_ignores_api_perf[0], GL_FALSE); lg::debug("OpenGL context information: {}", (const char*)glGetString(GL_VERSION)); // initialize all renderers init_bucket_renderers(); } /*! * Construct bucket renderers. We can specify different renderers for different buckets */ void OpenGLRenderer::init_bucket_renderers() { std::vector normal_tfrags = {tfrag3::TFragmentTreeKind::NORMAL, tfrag3::TFragmentTreeKind::LOWRES}; std::vector dirt_tfrags = {tfrag3::TFragmentTreeKind::DIRT}; std::vector ice_tfrags = {tfrag3::TFragmentTreeKind::ICE}; init_bucket_renderer("bucket0", BucketId::BUCKET0); init_bucket_renderer("sky", BucketId::SKY_DRAW); init_bucket_renderer("tfrag-tex-0", BucketId::TFRAG_TEX_LEVEL0); init_bucket_renderer("tfrag-0", BucketId::TFRAG_LEVEL0, normal_tfrags, false); init_bucket_renderer("tie-0", BucketId::TIE_LEVEL0); init_bucket_renderer("tfrag-tex-1", BucketId::TFRAG_TEX_LEVEL1); init_bucket_renderer("tfrag-1", BucketId::TFRAG_LEVEL1, normal_tfrags, false); init_bucket_renderer("tie-1", BucketId::TIE_LEVEL1); init_bucket_renderer("shrub-tex-0", BucketId::SHRUB_TEX_LEVEL0); init_bucket_renderer("shrub-tex-1", BucketId::SHRUB_TEX_LEVEL1); init_bucket_renderer("alpha-tex-0", BucketId::ALPHA_TEX_LEVEL0); init_bucket_renderer("alpha-tex-1", BucketId::ALPHA_TEX_LEVEL1); auto sky_gpu_blender = std::make_shared(); auto sky_cpu_blender = std::make_shared(); init_bucket_renderer("sky-blend-and-tfrag-trans-0", BucketId::TFRAG_TRANS0_AND_SKY_BLEND_LEVEL0, sky_gpu_blender, sky_cpu_blender); init_bucket_renderer("tfrag-dirt-0", BucketId::TFRAG_DIRT_LEVEL0, dirt_tfrags, false); init_bucket_renderer("tfrag-ice-0", BucketId::TFRAG_ICE_LEVEL0, ice_tfrags, false); init_bucket_renderer("sky-blend-and-tfrag-trans-1", BucketId::TFRAG_TRANS1_AND_SKY_BLEND_LEVEL1, sky_gpu_blender, sky_cpu_blender); init_bucket_renderer("tfrag-dirt-1", BucketId::TFRAG_DIRT_LEVEL1, dirt_tfrags, false); init_bucket_renderer("tfrag-ice-1", BucketId::TFRAG_ICE_LEVEL1, ice_tfrags, false); init_bucket_renderer("pris-tex-0", BucketId::PRIS_TEX_LEVEL0); init_bucket_renderer("pris-tex-1", BucketId::PRIS_TEX_LEVEL1); init_bucket_renderer("water-tex-0", BucketId::WATER_TEX_LEVEL0); init_bucket_renderer("water-tex-1", BucketId::WATER_TEX_LEVEL1); init_bucket_renderer("pre-sprite-tex", BucketId::PRE_SPRITE_TEX); init_bucket_renderer("sprite", BucketId::SPRITE); init_bucket_renderer("debug-draw-0", BucketId::DEBUG_DRAW_0, 0x8000, DirectRenderer::Mode::NORMAL); init_bucket_renderer("debug-draw-1", BucketId::DEBUG_DRAW_1, 0x8000, DirectRenderer::Mode::NORMAL); // for now, for any unset renderers, just set them to an EmptyBucketRenderer. for (size_t i = 0; i < m_bucket_renderers.size(); i++) { if (!m_bucket_renderers[i]) { init_bucket_renderer(fmt::format("bucket{}", i), (BucketId)i); } } } /*! * Main render function. This is called from the gfx loop with the chain passed from the game. */ void OpenGLRenderer::render(DmaFollower dma, const RenderOptions& settings) { m_profiler.clear(); m_render_state.dump_playback = settings.playing_from_dump; m_render_state.ee_main_memory = settings.playing_from_dump ? nullptr : g_ee_main_mem; m_render_state.offset_of_s7 = offset_of_s7(); { auto prof = m_profiler.root()->make_scoped_child("frame-setup"); setup_frame(settings.window_width_px, settings.window_height_px, settings.lbox_width_px, settings.lbox_height_px); } { auto prof = m_profiler.root()->make_scoped_child("texture-gc"); m_render_state.texture_pool->remove_garbage_textures(); } // draw_test_triangle(); // render the buckets! { auto prof = m_profiler.root()->make_scoped_child("buckets"); dispatch_buckets(dma, prof); } if (settings.draw_render_debug_window) { auto prof = m_profiler.root()->make_scoped_child("render-window"); draw_renderer_selection_window(); // add a profile bar for the imgui stuff if (!m_render_state.dump_playback) { vif_interrupt_callback(); } } m_profiler.finish(); if (settings.draw_profiler_window) { m_profiler.draw(); } if (settings.save_screenshot) { finish_screenshot(settings.screenshot_path, settings.window_width_px, settings.window_height_px, settings.lbox_width_px, settings.lbox_height_px); } } void OpenGLRenderer::serialize(Serializer& ser) { m_render_state.texture_pool->serialize(ser); for (auto& renderer : m_bucket_renderers) { renderer->serialize(ser); } } /*! * Draw the per-renderer debug window */ void OpenGLRenderer::draw_renderer_selection_window() { ImGui::Begin("Renderer Debug"); ImGui::Checkbox("Sky CPU", &m_render_state.use_sky_cpu); for (size_t i = 0; i < m_bucket_renderers.size(); i++) { auto renderer = m_bucket_renderers[i].get(); if (renderer && !renderer->empty()) { ImGui::PushID(i); if (ImGui::TreeNode(renderer->name_and_id().c_str())) { ImGui::Checkbox("Enable", &renderer->enabled()); renderer->draw_debug_window(); ImGui::TreePop(); } ImGui::PopID(); } } if (ImGui::TreeNode("Texture Pool")) { m_render_state.texture_pool->draw_debug_window(); ImGui::TreePop(); } ImGui::End(); } /*! * Pre-render frame setup. */ void OpenGLRenderer::setup_frame(int window_width_px, int window_height_px, int offset_x, int offset_y) { glViewport(offset_x, offset_y, window_width_px, window_height_px); glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(0.0); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_BLEND); } /*! * This function finds buckets and dispatches them to the appropriate part. */ void OpenGLRenderer::dispatch_buckets(DmaFollower dma, ScopedProfilerNode& prof) { // The first thing the DMA chain should be a call to a common default-registers chain. // this chain resets the state of the GS. After this is buckets m_render_state.buckets_base = dma.current_tag_offset() + 16; // offset by 1 qw for the initial call m_render_state.next_bucket = m_render_state.buckets_base; // Find the default regs buffer auto initial_call_tag = dma.current_tag(); assert(initial_call_tag.kind == DmaTag::Kind::CALL); auto initial_call_default_regs = dma.read_and_advance(); assert(initial_call_default_regs.transferred_tag == 0); // should be a nop. m_render_state.default_regs_buffer = dma.current_tag_offset(); auto default_regs_tag = dma.current_tag(); assert(default_regs_tag.kind == DmaTag::Kind::CNT); assert(default_regs_tag.qwc == 10); // TODO verify data in here. dma.read_and_advance(); auto default_ret_tag = dma.current_tag(); assert(default_ret_tag.qwc == 0); assert(default_ret_tag.kind == DmaTag::Kind::RET); dma.read_and_advance(); // now we should point to the first bucket! assert(dma.current_tag_offset() == m_render_state.next_bucket); m_render_state.next_bucket += 16; // loop over the buckets! for (int bucket_id = 0; bucket_id < (int)BucketId::MAX_BUCKETS; bucket_id++) { auto& renderer = m_bucket_renderers[bucket_id]; auto bucket_prof = prof.make_scoped_child(renderer->name_and_id()); g_current_render = renderer->name_and_id(); // lg::info("Render: {} start", g_current_render); renderer->render(dma, &m_render_state, bucket_prof); // lg::info("Render: {} end", g_current_render); // should have ended at the start of the next chain assert(dma.current_tag_offset() == m_render_state.next_bucket); m_render_state.next_bucket += 16; if (!m_render_state.dump_playback) { vif_interrupt_callback(); } } g_current_render = ""; // TODO ending data. } void OpenGLRenderer::draw_test_triangle() { // just remembering how to use opengl here. ////////// // Setup ////////// // create "buffer object names" GLuint vertex_buffer, color_buffer, vao; glGenBuffers(1, &vertex_buffer); glGenBuffers(1, &color_buffer); glGenVertexArrays(1, &vao); glBindVertexArray(vao); // set vertex data glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); const float verts[9] = {0.0, 0.8, 0, -0.5, -0.5 * .866, 0, 0.5, -0.5 * .866, 0}; glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), verts, GL_STATIC_DRAW); // set color data glBindBuffer(GL_ARRAY_BUFFER, color_buffer); const float colors[12] = {1., 0, 0., 1., 0., 1., 0., 1., 0., 0., 1., 1.}; glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), colors, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); ////////// // Draw! ////////// m_render_state.shaders[ShaderId::TEST_SHADER].activate(); // location 0: the vertices glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0, // location 0 in the shader 3, // 3 floats per vert GL_FLOAT, // floats GL_FALSE, // normalized, ignored, 0, // tightly packed 0 // offset in array (why is is this a pointer...) ); glBindBuffer(GL_ARRAY_BUFFER, color_buffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); //////////// // Clean Up //////////// // delete buffer glDeleteBuffers(1, &color_buffer); glDeleteBuffers(1, &vertex_buffer); glDeleteVertexArrays(1, &vao); } /*! * Take a screenshot! */ void OpenGLRenderer::finish_screenshot(const std::string& output_name, int width, int height, int x, int y) { std::vector buffer(width * height); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadBuffer(GL_BACK); glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data()); // flip upside down in place for (int h = 0; h < height / 2; h++) { for (int w = 0; w < width; w++) { std::swap(buffer[h * width + w], buffer[(height - h - 1) * width + w]); } } // set alpha. For some reason, image viewers do weird stuff with alpha. for (auto& px : buffer) { px |= 0xff000000; } file_util::write_rgba_png(output_name, buffer.data(), width, height); }