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water111 5b04be2fa0 Add hfrag, clean up some background renderer stuff (#3509)
This adds hfrag, but with a few remaining issues:
- The textures aren't animated. Instead, it just uses one texture.
- The texture filtering isn't as good as at it could be.

I also cleaned up a few issues with the background renderers:
- Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
- Moved time-of-day color packing stuff to FR3 creation, rather than at
level load. This appears to reduce the frame time spikes when a level is
first drawn by about 5 or 6 ms in big levels.
- Cleaned up the x86 specific stuff used in time of day. Now there's
only one place where we have an `ifdef`, rather than spreading it all
over the rendering code.
2024-05-09 20:11:43 -04:00

405 lines
14 KiB
C++

#include "Shrub.h"
#include "common/log/log.h"
Shrub::Shrub(const std::string& name, int my_id) : BucketRenderer(name, my_id) {
m_color_result.resize(TIME_OF_DAY_COLOR_COUNT);
}
Shrub::~Shrub() {
discard_tree_cache();
}
void Shrub::init_shaders(ShaderLibrary& shaders) {
m_uniforms.decal = glGetUniformLocation(shaders[ShaderId::SHRUB].id(), "decal");
}
void Shrub::render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) {
if (!m_enabled) {
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
return;
}
auto data0 = dma.read_and_advance();
ASSERT(data0.vif1() == 0 || data0.vifcode1().kind == VifCode::Kind::NOP);
ASSERT(data0.vif0() == 0 || data0.vifcode0().kind == VifCode::Kind::NOP ||
data0.vifcode0().kind == VifCode::Kind::MARK);
ASSERT(data0.size_bytes == 0);
if (dma.current_tag().kind == DmaTag::Kind::CALL) {
// renderer didn't run, let's just get out of here.
for (int i = 0; i < 4; i++) {
dma.read_and_advance();
}
ASSERT(dma.current_tag_offset() == render_state->next_bucket);
return;
}
if (dma.current_tag_offset() == render_state->next_bucket) {
return;
}
auto pc_port_data = dma.read_and_advance();
ASSERT(pc_port_data.size_bytes == sizeof(TfragPcPortData));
memcpy(&m_pc_port_data, pc_port_data.data, sizeof(TfragPcPortData));
m_pc_port_data.level_name[11] = '\0';
if (render_state->version >= GameVersion::Jak2) {
// jak 2 proto visibility
auto proto_mask_data = dma.read_and_advance();
m_proto_vis_data = proto_mask_data.data;
m_proto_vis_data_size = proto_mask_data.size_bytes;
}
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
TfragRenderSettings settings;
settings.camera = m_pc_port_data.camera;
settings.tree_idx = 0;
update_render_state_from_pc_settings(render_state, m_pc_port_data);
m_has_level = setup_for_level(m_pc_port_data.level_name, render_state);
render_all_trees(settings, render_state, prof);
}
void Shrub::update_load(const LevelData* loader_data) {
const tfrag3::Level* lev_data = loader_data->level.get();
// We changed level!
discard_tree_cache();
m_trees.resize(lev_data->shrub_trees.size());
size_t max_draws = 0;
u32 time_of_day_count = 0;
size_t max_num_grps = 0;
size_t max_inds = 0;
for (u32 l_tree = 0; l_tree < lev_data->shrub_trees.size(); l_tree++) {
size_t num_grps = 0;
const auto& tree = lev_data->shrub_trees[l_tree];
max_draws = std::max(tree.static_draws.size(), max_draws);
for (auto& draw : tree.static_draws) {
(void)draw;
// num_grps += draw.vis_groups.size(); TODO
max_num_grps += 1;
}
max_num_grps = std::max(max_num_grps, num_grps);
time_of_day_count = std::max(tree.time_of_day_colors.color_count, time_of_day_count);
max_inds = std::max(tree.indices.size(), max_inds);
u32 verts = tree.unpacked.vertices.size();
glGenVertexArrays(1, &m_trees[l_tree].vao);
glBindVertexArray(m_trees[l_tree].vao);
m_trees[l_tree].vertex_buffer = loader_data->shrub_vertex_data[l_tree];
m_trees[l_tree].vert_count = verts;
m_trees[l_tree].draws = &tree.static_draws;
m_trees[l_tree].proto_vis_mask.clear();
m_trees[l_tree].proto_vis_mask.resize(tree.proto_names.size(), true);
m_trees[l_tree].proto_name_to_idx.clear();
size_t i = 0;
for (auto& name : tree.proto_names) {
m_trees[l_tree].proto_name_to_idx[name].push_back(i++);
}
m_trees[l_tree].colors = &tree.time_of_day_colors;
m_trees[l_tree].index_data = tree.indices.data();
glBindBuffer(GL_ARRAY_BUFFER, m_trees[l_tree].vertex_buffer);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::ShrubGpuVertex), // stride
(void*)offsetof(tfrag3::ShrubGpuVertex, x) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
2, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::ShrubGpuVertex), // stride
(void*)offsetof(tfrag3::ShrubGpuVertex, s) // offset (0)
);
glVertexAttribPointer(2, // location 1 in the shader
3, // 4 color components
GL_UNSIGNED_BYTE, // u8
GL_TRUE, // normalized (255 becomes 1)
sizeof(tfrag3::ShrubGpuVertex), //
(void*)offsetof(tfrag3::ShrubGpuVertex, rgba_base) //
);
glVertexAttribIPointer(3, // location 2 in the shader
1, // 1 values per vert
GL_UNSIGNED_SHORT, // u16
sizeof(tfrag3::ShrubGpuVertex), // stride
(void*)offsetof(tfrag3::ShrubGpuVertex, color_index) // offset (0)
);
glGenBuffers(1, &m_trees[l_tree].single_draw_index_buffer);
glGenBuffers(1, &m_trees[l_tree].index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_trees[l_tree].index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, tree.indices.size() * sizeof(u32), tree.indices.data(),
GL_STATIC_DRAW);
glActiveTexture(GL_TEXTURE10);
glGenTextures(1, &m_trees[l_tree].time_of_day_texture);
glBindTexture(GL_TEXTURE_1D, m_trees[l_tree].time_of_day_texture);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, TIME_OF_DAY_COLOR_COUNT, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindVertexArray(0);
}
m_cache.multidraw_offset_per_stripdraw.resize(max_draws);
m_cache.multidraw_count_buffer.resize(max_num_grps);
m_cache.multidraw_index_offset_buffer.resize(max_num_grps);
m_cache.draw_idx_temp.resize(max_draws);
m_cache.index_temp.resize(max_inds);
ASSERT(time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
}
bool Shrub::setup_for_level(const std::string& level, SharedRenderState* render_state) {
// make sure we have the level data.
Timer tfrag3_setup_timer;
auto lev_data = render_state->loader->get_tfrag3_level(level);
if (!lev_data) {
// not loaded
m_has_level = false;
m_textures = nullptr;
m_level_name = "";
discard_tree_cache();
return false;
}
if (m_has_level && lev_data->load_id != m_load_id) {
m_has_level = false;
m_textures = nullptr;
m_level_name = "";
discard_tree_cache();
return setup_for_level(level, render_state);
}
m_textures = &lev_data->textures;
m_load_id = lev_data->load_id;
if (m_level_name != level) {
update_load(lev_data);
m_has_level = true;
m_level_name = level;
} else {
m_has_level = true;
}
if (tfrag3_setup_timer.getMs() > 5) {
lg::info("Shrub setup: {:.1f}ms", tfrag3_setup_timer.getMs());
}
return m_has_level;
}
void Shrub::discard_tree_cache() {
for (auto& tree : m_trees) {
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glDeleteTextures(1, &tree.time_of_day_texture);
glDeleteBuffers(1, &tree.index_buffer);
glDeleteBuffers(1, &tree.single_draw_index_buffer);
glDeleteVertexArrays(1, &tree.vao);
}
m_trees.clear();
}
void Shrub::render_all_trees(const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
for (u32 i = 0; i < m_trees.size(); i++) {
render_tree(i, settings, render_state, prof);
}
}
namespace {
void update_vis_mask(std::vector<bool>& vis_mask,
const u8* data,
u32 data_size,
const std::unordered_map<std::string, std::vector<u32>>& name_to_idx) {
char name_buffer[256]; // ??
for (u32 i = 0; i < vis_mask.size(); i++) {
vis_mask[i] = true;
}
const u8* end = data + data_size;
while (true) {
int name_idx = 0;
while (*data) {
name_buffer[name_idx++] = *data;
data++;
}
if (name_idx) {
ASSERT(name_idx < 254);
name_buffer[name_idx] = '\0';
const auto& it = name_to_idx.find(name_buffer);
if (it != name_to_idx.end()) {
for (auto x : name_to_idx.at(name_buffer)) {
vis_mask[x] = 0;
}
}
}
while (*data == 0) {
if (data >= end) {
return;
}
data++;
}
}
}
} // namespace
void Shrub::render_tree(int idx,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
Timer tree_timer;
auto& tree = m_trees.at(idx);
tree.perf.draws = 0;
tree.perf.wind_draws = 0;
if (!m_has_level) {
return;
}
if (m_color_result.size() < tree.colors->color_count) {
m_color_result.resize(tree.colors->color_count);
}
Timer interp_timer;
interp_time_of_day(settings.camera.itimes, *tree.colors, m_color_result.data());
tree.perf.tod_time.add(interp_timer.getSeconds());
Timer setup_timer;
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, tree.colors->color_count, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV, m_color_result.data());
first_tfrag_draw_setup(settings.camera, render_state, ShaderId::SHRUB);
glBindVertexArray(tree.vao);
glBindBuffer(GL_ARRAY_BUFFER, tree.vertex_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
render_state->no_multidraw ? tree.single_draw_index_buffer : tree.index_buffer);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(UINT32_MAX);
if (m_proto_vis_data) {
update_vis_mask(tree.proto_vis_mask, m_proto_vis_data, m_proto_vis_data_size,
tree.proto_name_to_idx);
}
tree.perf.tod_time.add(setup_timer.getSeconds());
int last_texture = -1;
tree.perf.cull_time.add(0);
Timer index_timer;
if (render_state->no_multidraw) {
u32 idx_buffer_size = make_all_visible_index_list(
m_cache.draw_idx_temp.data(), m_cache.index_temp.data(), *tree.draws, tree.index_data);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size * sizeof(u32), m_cache.index_temp.data(),
GL_STREAM_DRAW);
} else {
make_all_visible_multidraws(m_cache.multidraw_offset_per_stripdraw.data(),
m_cache.multidraw_count_buffer.data(),
m_cache.multidraw_index_offset_buffer.data(), *tree.draws);
}
tree.perf.index_time.add(index_timer.getSeconds());
Timer draw_timer;
for (size_t draw_idx = 0; draw_idx < tree.draws->size(); draw_idx++) {
const auto& draw = tree.draws->operator[](draw_idx);
if (!tree.proto_vis_mask.at(draw.proto_idx)) {
continue;
}
const auto& multidraw_indices = m_cache.multidraw_offset_per_stripdraw[draw_idx];
const auto& singledraw_indices = m_cache.draw_idx_temp[draw_idx];
if (render_state->no_multidraw) {
if (singledraw_indices.second == 0) {
continue;
}
} else {
if (multidraw_indices.second == 0) {
continue;
}
}
if ((int)draw.tree_tex_id != last_texture) {
glBindTexture(GL_TEXTURE_2D, m_textures->at(draw.tree_tex_id));
last_texture = draw.tree_tex_id;
}
glUniform1i(m_uniforms.decal, draw.mode.get_decal() ? 1 : 0);
auto double_draw = setup_tfrag_shader(render_state, draw.mode, ShaderId::SHRUB);
prof.add_draw_call();
prof.add_tri(draw.num_triangles);
tree.perf.draws++;
if (render_state->no_multidraw) {
glDrawElements(GL_TRIANGLE_STRIP, singledraw_indices.second, GL_UNSIGNED_INT,
(void*)(singledraw_indices.first * sizeof(u32)));
} else {
glMultiDrawElements(GL_TRIANGLE_STRIP,
&m_cache.multidraw_count_buffer[multidraw_indices.first], GL_UNSIGNED_INT,
&m_cache.multidraw_index_offset_buffer[multidraw_indices.first],
multidraw_indices.second);
}
switch (double_draw.kind) {
case DoubleDrawKind::NONE:
break;
case DoubleDrawKind::AFAIL_NO_DEPTH_WRITE:
tree.perf.draws++;
prof.add_draw_call();
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SHRUB].id(), "alpha_min"),
-10.f);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SHRUB].id(), "alpha_max"),
double_draw.aref_second);
glDepthMask(GL_FALSE);
if (render_state->no_multidraw) {
glDrawElements(GL_TRIANGLE_STRIP, singledraw_indices.second, GL_UNSIGNED_INT,
(void*)(singledraw_indices.first * sizeof(u32)));
} else {
glMultiDrawElements(
GL_TRIANGLE_STRIP, &m_cache.multidraw_count_buffer[multidraw_indices.first],
GL_UNSIGNED_INT, &m_cache.multidraw_index_offset_buffer[multidraw_indices.first],
multidraw_indices.second);
}
break;
default:
ASSERT(false);
}
}
glBindVertexArray(0);
tree.perf.draw_time.add(draw_timer.getSeconds());
tree.perf.tree_time.add(tree_timer.getSeconds());
}
void Shrub::draw_debug_window() {}