mirror of
https://github.com/open-goal/jak-project
synced 2026-06-05 19:28:31 -04:00
5b04be2fa0
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.
706 lines
26 KiB
C++
706 lines
26 KiB
C++
#include "TFragment.h"
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#include "game/graphics/opengl_renderer/dma_helpers.h"
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#include "third-party/imgui/imgui.h"
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namespace {
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bool looks_like_tfragment_dma(const DmaFollower& follow) {
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return follow.current_tag_vifcode0().kind == VifCode::Kind::STCYCL;
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}
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bool looks_like_tfrag_init(const DmaFollower& follow) {
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return follow.current_tag_vifcode0().kind == VifCode::Kind::NOP &&
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follow.current_tag_vifcode1().kind == VifCode::Kind::DIRECT &&
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follow.current_tag_vifcode1().immediate == 2;
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}
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} // namespace
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TFragment::TFragment(const std::string& name,
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int my_id,
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const std::vector<tfrag3::TFragmentTreeKind>& trees,
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bool child_mode,
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int level_id,
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const std::vector<GLuint>* anim_slot_array)
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: BucketRenderer(name, my_id),
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m_child_mode(child_mode),
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m_tree_kinds(trees),
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m_level_id(level_id),
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m_anim_slot_array(anim_slot_array) {
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for (auto& buf : m_buffered_data) {
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for (auto& x : buf.pad) {
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x = 0xff;
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}
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}
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glGenVertexArrays(1, &m_debug_vao);
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glBindVertexArray(m_debug_vao);
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glGenBuffers(1, &m_debug_verts);
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glBindBuffer(GL_ARRAY_BUFFER, m_debug_verts);
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glBufferData(GL_ARRAY_BUFFER, DEBUG_TRI_COUNT * 3 * sizeof(DebugVertex), nullptr,
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GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, // location 0 in the shader
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3, // 3 values per vert
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GL_FLOAT, // floats
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GL_FALSE, // normalized
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sizeof(DebugVertex), // stride
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(void*)offsetof(DebugVertex, position) // offset (0)
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);
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glVertexAttribPointer(1, // location 1 in the shader
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4, // 4 values per vert
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GL_FLOAT, // floats
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GL_FALSE, // normalized
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sizeof(DebugVertex), // stride
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(void*)offsetof(DebugVertex, rgba) // offset (0)
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);
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glBindVertexArray(0);
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// regardless of how many we use some fixed max
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// we won't actually interp or upload to gpu the unused ones, but we need a fixed maximum so
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// indexing works properly.
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m_color_result.resize(TIME_OF_DAY_COLOR_COUNT);
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}
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TFragment::~TFragment() {
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discard_tree_cache();
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glDeleteVertexArrays(1, &m_debug_vao);
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}
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void TFragment::render(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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if (!m_enabled) {
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while (dma.current_tag_offset() != render_state->next_bucket) {
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dma.read_and_advance();
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}
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return;
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}
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// First thing should be a NEXT with two nops.
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// unless we are a child, in which case our parent took this already.
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if (!m_child_mode) {
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auto data0 = dma.read_and_advance();
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ASSERT(data0.vifcode1().kind == VifCode::Kind::NOP);
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ASSERT(data0.vif0() == 0 || data0.vifcode0().kind == VifCode::Kind::MARK);
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ASSERT(data0.size_bytes == 0);
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}
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if (dma.current_tag().kind == DmaTag::Kind::CALL) {
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// renderer didn't run, let's just get out of here.
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for (int i = 0; i < 4; i++) {
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dma.read_and_advance();
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}
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ASSERT(dma.current_tag_offset() == render_state->next_bucket);
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return;
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}
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if (m_my_id == render_state->bucket_for_vis_copy &&
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dma.current_tag_vifcode1().kind == VifCode::Kind::PC_PORT) {
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DmaTransfer transfers[20];
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for (int i = 0; i < render_state->num_vis_to_copy; i++) {
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transfers[i] = dma.read_and_advance();
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auto next0 = dma.read_and_advance();
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ASSERT(next0.size_bytes == 0);
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}
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for (int i = 0; i < render_state->num_vis_to_copy; i++) {
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if (transfers[i].size_bytes == 128 * 16) {
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if (render_state->use_occlusion_culling) {
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render_state->occlusion_vis[i].valid = true;
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memcpy(render_state->occlusion_vis[i].data, transfers[i].data, 128 * 16);
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}
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} else {
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ASSERT(transfers[i].size_bytes == 16);
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}
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}
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}
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if (dma.current_tag().kind == DmaTag::Kind::CALL) {
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// renderer didn't run, let's just get out of here.
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for (int i = 0; i < 4; i++) {
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dma.read_and_advance();
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}
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ASSERT(dma.current_tag_offset() == render_state->next_bucket);
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return;
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}
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std::string level_name;
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while (looks_like_tfrag_init(dma)) {
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handle_initialization(dma);
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if (level_name.empty()) {
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level_name = m_pc_port_data.level_name;
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} else if (level_name != m_pc_port_data.level_name) {
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ASSERT(false);
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}
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while (looks_like_tfragment_dma(dma)) {
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dma.read_and_advance();
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}
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}
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while (dma.current_tag_offset() != render_state->next_bucket) {
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dma.read_and_advance();
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}
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if (level_name.empty()) {
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return;
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}
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{
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setup_for_level(m_tree_kinds, level_name, render_state);
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TfragRenderSettings settings;
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settings.camera = m_pc_port_data.camera;
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settings.tree_idx = 0;
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if (render_state->occlusion_vis[m_level_id].valid) {
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settings.occlusion_culling = render_state->occlusion_vis[m_level_id].data;
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}
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update_render_state_from_pc_settings(render_state, m_pc_port_data);
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auto t3prof = prof.make_scoped_child("t3");
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render_matching_trees(lod(), m_tree_kinds, settings, render_state, t3prof);
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}
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while (dma.current_tag_offset() != render_state->next_bucket) {
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auto tag = dma.current_tag().print();
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dma.read_and_advance();
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}
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}
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void TFragment::draw_debug_window() {
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for (int i = 0; i < (int)m_cached_trees.at(lod()).size(); i++) {
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auto& tree = m_cached_trees.at(lod()).at(i);
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if (tree.kind == tfrag3::TFragmentTreeKind::INVALID) {
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continue;
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}
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ImGui::PushID(i);
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ImGui::Text("[%d] %10s", i, tfrag3::tfrag_tree_names[(int)m_cached_trees[lod()][i].kind]);
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ImGui::SameLine();
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ImGui::Checkbox("Allow?", &tree.allowed);
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ImGui::SameLine();
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ImGui::Checkbox("Force?", &tree.forced);
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ImGui::SameLine();
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ImGui::Checkbox("cull debug (slow)", &tree.cull_debug);
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ImGui::PopID();
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if (tree.rendered_this_frame) {
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ImGui::Checkbox("freeze itimes", &tree.freeze_itimes);
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ImGui::Text(" tris: %d draws: %d", tree.tris_this_frame, tree.draws_this_frame);
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for (int j = 0; j < 4; j++) {
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ImGui::Text(" itimes[%d] 0x%x 0x%x 0x%x 0x%x", j, tree.itimes_debug[j][0],
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tree.itimes_debug[j][1], tree.itimes_debug[j][2], tree.itimes_debug[j][3]);
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}
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}
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}
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}
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void TFragment::init_shaders(ShaderLibrary& shaders) {
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m_uniforms.decal = glGetUniformLocation(shaders[ShaderId::TFRAG3].id(), "decal");
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}
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void TFragment::handle_initialization(DmaFollower& dma) {
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// Set up test (different between different renderers)
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auto setup_test = dma.read_and_advance();
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ASSERT(setup_test.vif0() == 0);
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ASSERT(setup_test.vifcode1().kind == VifCode::Kind::DIRECT);
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ASSERT(setup_test.vifcode1().immediate == 2);
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ASSERT(setup_test.size_bytes == 32);
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memcpy(m_test_setup, setup_test.data, 32);
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// matrix 0
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auto mat0_upload = dma.read_and_advance();
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unpack_to_stcycl(&m_buffered_data[0].pad[TFragDataMem::TFragMatrix0 * 16], mat0_upload,
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VifCode::Kind::UNPACK_V4_32, 4, 4, 64, TFragDataMem::TFragMatrix0, false, false);
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// matrix 1
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auto mat1_upload = dma.read_and_advance();
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unpack_to_stcycl(&m_buffered_data[1].pad[TFragDataMem::TFragMatrix0 * 16], mat1_upload,
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VifCode::Kind::UNPACK_V4_32, 4, 4, 64, TFragDataMem::TFragMatrix1, false, false);
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// data
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auto data_upload = dma.read_and_advance();
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(void)data_upload;
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// call the setup program
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auto mscal_setup = dma.read_and_advance();
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verify_mscal(mscal_setup, TFragProgMem::TFragSetup);
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auto pc_port_data = dma.read_and_advance();
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ASSERT(pc_port_data.size_bytes == sizeof(TfragPcPortData));
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memcpy(&m_pc_port_data, pc_port_data.data, sizeof(TfragPcPortData));
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m_pc_port_data.level_name[11] = '\0';
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// setup double buffering.
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auto db_setup = dma.read_and_advance();
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ASSERT(db_setup.size_bytes == 0);
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ASSERT(db_setup.vifcode0().kind == VifCode::Kind::BASE &&
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db_setup.vifcode0().immediate == Buffer0_Start);
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ASSERT(db_setup.vifcode1().kind == VifCode::Kind::OFFSET &&
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db_setup.vifcode1().immediate == (Buffer1_Start - Buffer0_Start));
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}
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std::string TFragData::print() const {
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std::string result;
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result += fmt::format("fog: {}\n", fog.to_string_aligned());
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result += fmt::format("val: {}\n", val.to_string_aligned());
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result += fmt::format("str-gif: {}\n", str_gif.print());
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result += fmt::format("fan-gif: {}\n", fan_gif.print());
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result += fmt::format("ad-gif: {}\n", ad_gif.print());
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result += fmt::format("hvdf_offset: {}\n", hvdf_offset.to_string_aligned());
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result += fmt::format("hmge_scale: {}\n", hmge_scale.to_string_aligned());
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result += fmt::format("invh_scale: {}\n", invh_scale.to_string_aligned());
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result += fmt::format("ambient: {}\n", ambient.to_string_aligned());
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result += fmt::format("guard: {}\n", guard.to_string_aligned());
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result += fmt::format("k0s[0]: {}\n", k0s[0].to_string_aligned());
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result += fmt::format("k0s[1]: {}\n", k0s[1].to_string_aligned());
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result += fmt::format("k1s[0]: {}\n", k1s[0].to_string_aligned());
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result += fmt::format("k1s[1]: {}\n", k1s[1].to_string_aligned());
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return result;
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}
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void TFragment::update_load(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
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const LevelData* loader_data) {
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const auto* lev_data = loader_data->level.get();
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discard_tree_cache();
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for (int geom = 0; geom < GEOM_MAX; ++geom) {
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m_cached_trees[geom].clear();
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}
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u32 time_of_day_count = 0;
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size_t vis_temp_len = 0;
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size_t max_draws = 0;
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size_t max_num_grps = 0;
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size_t max_inds = 0;
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for (int geom = 0; geom < GEOM_MAX; ++geom) {
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for (size_t tree_idx = 0; tree_idx < lev_data->tfrag_trees[geom].size(); tree_idx++) {
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const auto& tree = lev_data->tfrag_trees[geom][tree_idx];
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if (std::find(tree_kinds.begin(), tree_kinds.end(), tree.kind) != tree_kinds.end()) {
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auto& tree_cache = m_cached_trees[geom].emplace_back();
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tree_cache.kind = tree.kind;
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max_draws = std::max(tree.draws.size(), max_draws);
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size_t num_grps = 0;
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for (auto& draw : tree.draws) {
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num_grps += draw.vis_groups.size();
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}
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max_num_grps = std::max(max_num_grps, num_grps);
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max_inds = std::max(tree.unpacked.indices.size(), max_inds);
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time_of_day_count = std::max(tree.colors.color_count, time_of_day_count);
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u32 verts = tree.packed_vertices.vertices.size();
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glGenVertexArrays(1, &tree_cache.vao);
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glBindVertexArray(tree_cache.vao);
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// glGenBuffers(1, &tree_cache.vertex_buffer);
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tree_cache.vertex_buffer = loader_data->tfrag_vertex_data[geom][tree_idx];
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tree_cache.vert_count = verts;
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tree_cache.draws = &tree.draws; // todo - should we just copy this?
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tree_cache.colors = &tree.colors;
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tree_cache.vis = &tree.bvh;
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tree_cache.index_data = tree.unpacked.indices.data();
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tree_cache.draw_mode = tree.use_strips ? GL_TRIANGLE_STRIP : GL_TRIANGLES;
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vis_temp_len = std::max(vis_temp_len, tree.bvh.vis_nodes.size());
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glBindBuffer(GL_ARRAY_BUFFER, tree_cache.vertex_buffer);
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// glBufferData(GL_ARRAY_BUFFER, verts * sizeof(tfrag3::PreloadedVertex),
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// nullptr,
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// GL_STREAM_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(0, // location 0 in the shader
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3, // 3 values per vert
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GL_FLOAT, // floats
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GL_FALSE, // normalized
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sizeof(tfrag3::PreloadedVertex), // stride
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(void*)offsetof(tfrag3::PreloadedVertex, x) // offset (0)
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);
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glVertexAttribPointer(1, // location 1 in the shader
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3, // 3 values per vert
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GL_FLOAT, // floats
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GL_FALSE, // normalized
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sizeof(tfrag3::PreloadedVertex), // stride
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(void*)offsetof(tfrag3::PreloadedVertex, s) // offset (0)
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);
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glVertexAttribIPointer(2, // location 2 in the shader
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2, // 1 values per vert
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GL_UNSIGNED_SHORT, // u16
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sizeof(tfrag3::PreloadedVertex), // stride
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(void*)offsetof(tfrag3::PreloadedVertex, color_index) // offset (0)
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);
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glGenBuffers(1, &tree_cache.single_draw_index_buffer);
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glGenBuffers(1, &tree_cache.index_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tree_cache.index_buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, tree.unpacked.indices.size() * sizeof(u32),
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tree.unpacked.indices.data(), GL_STREAM_DRAW);
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glGenTextures(1, &tree_cache.time_of_day_texture);
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glBindTexture(GL_TEXTURE_1D, tree_cache.time_of_day_texture);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, TIME_OF_DAY_COLOR_COUNT, 0, GL_RGBA,
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GL_UNSIGNED_INT_8_8_8_8, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindVertexArray(0);
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}
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}
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}
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m_cache.vis_temp.resize(vis_temp_len);
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m_cache.multidraw_offset_per_stripdraw.resize(max_draws);
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m_cache.multidraw_count_buffer.resize(max_num_grps);
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m_cache.multidraw_index_offset_buffer.resize(max_num_grps);
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m_cache.draw_idx_temp.resize(max_draws);
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m_cache.index_temp.resize(max_inds);
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ASSERT(time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
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}
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bool TFragment::setup_for_level(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
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const std::string& level,
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SharedRenderState* render_state) {
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// make sure we have the level data.
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Timer tfrag3_setup_timer;
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auto lev_data = render_state->loader->get_tfrag3_level(level);
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if (!lev_data) {
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// not loaded
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m_has_level = false;
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m_textures = nullptr;
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m_level_name = "";
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discard_tree_cache();
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return false;
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}
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if (m_has_level && lev_data->load_id != m_load_id) {
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m_has_level = false;
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m_textures = nullptr;
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m_level_name = "";
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discard_tree_cache();
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return setup_for_level(tree_kinds, level, render_state);
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}
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m_load_id = lev_data->load_id;
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if (m_level_name != level) {
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update_load(tree_kinds, lev_data);
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m_has_level = true;
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m_textures = &lev_data->textures;
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m_level_name = level;
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} else {
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m_has_level = true;
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}
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if (tfrag3_setup_timer.getMs() > 5) {
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lg::info("TFRAG setup: {:.1f}ms", tfrag3_setup_timer.getMs());
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}
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return m_has_level;
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}
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void TFragment::render_tree(int geom,
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const TfragRenderSettings& settings,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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if (!m_has_level) {
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return;
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}
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auto& tree = m_cached_trees.at(geom).at(settings.tree_idx);
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[[maybe_unused]] const auto* itimes = settings.camera.itimes;
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if (tree.freeze_itimes) {
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itimes = tree.itimes_debug;
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} else {
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for (int i = 0; i < 4; i++) {
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tree.itimes_debug[i] = settings.camera.itimes[i];
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}
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}
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ASSERT(tree.kind != tfrag3::TFragmentTreeKind::INVALID);
|
|
|
|
if (m_color_result.size() < tree.colors->color_count) {
|
|
m_color_result.resize(tree.colors->color_count);
|
|
}
|
|
interp_time_of_day(settings.camera.itimes, *tree.colors, m_color_result.data());
|
|
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::TFRAG3);
|
|
|
|
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);
|
|
|
|
cull_check_all_slow(settings.camera.planes, tree.vis->vis_nodes, settings.occlusion_culling,
|
|
m_cache.vis_temp.data());
|
|
|
|
u32 total_tris;
|
|
if (render_state->no_multidraw) {
|
|
u32 idx_buffer_size = make_index_list_from_vis_string(
|
|
m_cache.draw_idx_temp.data(), m_cache.index_temp.data(), *tree.draws, m_cache.vis_temp,
|
|
tree.index_data, &total_tris);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size * sizeof(u32), m_cache.index_temp.data(),
|
|
GL_STREAM_DRAW);
|
|
} else {
|
|
total_tris = make_multidraws_from_vis_string(
|
|
m_cache.multidraw_offset_per_stripdraw.data(), m_cache.multidraw_count_buffer.data(),
|
|
m_cache.multidraw_index_offset_buffer.data(), *tree.draws, m_cache.vis_temp);
|
|
}
|
|
|
|
prof.add_tri(total_tris);
|
|
|
|
for (size_t draw_idx = 0; draw_idx < tree.draws->size(); draw_idx++) {
|
|
const auto& draw = tree.draws->operator[](draw_idx);
|
|
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;
|
|
}
|
|
}
|
|
|
|
ASSERT(m_textures);
|
|
s32 tex_idx = draw.tree_tex_id;
|
|
if (tex_idx >= 0) {
|
|
glBindTexture(GL_TEXTURE_2D, m_textures->at(draw.tree_tex_id));
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_anim_slot_array->at(-(tex_idx + 1)));
|
|
}
|
|
auto double_draw = setup_tfrag_shader(render_state, draw.mode, ShaderId::TFRAG3);
|
|
glUniform1i(m_uniforms.decal, draw.mode.get_decal() ? 1 : 0);
|
|
tree.tris_this_frame += draw.num_triangles;
|
|
tree.draws_this_frame++;
|
|
|
|
prof.add_draw_call();
|
|
if (render_state->no_multidraw) {
|
|
glDrawElements(tree.draw_mode, singledraw_indices.second, GL_UNSIGNED_INT,
|
|
(void*)(singledraw_indices.first * sizeof(u32)));
|
|
} else {
|
|
glMultiDrawElements(tree.draw_mode, &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:
|
|
prof.add_draw_call();
|
|
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_min"),
|
|
-10.f);
|
|
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_max"),
|
|
double_draw.aref_second);
|
|
glDepthMask(GL_FALSE);
|
|
if (render_state->no_multidraw) {
|
|
glDrawElements(tree.draw_mode, singledraw_indices.second, GL_UNSIGNED_INT,
|
|
(void*)(singledraw_indices.first * sizeof(u32)));
|
|
} else {
|
|
glMultiDrawElements(
|
|
tree.draw_mode, &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);
|
|
}
|
|
|
|
/*!
|
|
* Render all trees with settings for the given tree.
|
|
* This is intended to be used only for debugging when we can't easily get commands for all trees
|
|
* working.
|
|
*/
|
|
void TFragment::render_all_trees(int geom,
|
|
const TfragRenderSettings& settings,
|
|
SharedRenderState* render_state,
|
|
ScopedProfilerNode& prof) {
|
|
TfragRenderSettings settings_copy = settings;
|
|
for (size_t i = 0; i < m_cached_trees[geom].size(); i++) {
|
|
if (m_cached_trees[geom][i].kind != tfrag3::TFragmentTreeKind::INVALID) {
|
|
settings_copy.tree_idx = i;
|
|
render_tree(geom, settings_copy, render_state, prof);
|
|
}
|
|
}
|
|
}
|
|
|
|
void TFragment::render_matching_trees(int geom,
|
|
const std::vector<tfrag3::TFragmentTreeKind>& trees,
|
|
const TfragRenderSettings& settings,
|
|
SharedRenderState* render_state,
|
|
ScopedProfilerNode& prof) {
|
|
TfragRenderSettings settings_copy = settings;
|
|
for (size_t i = 0; i < m_cached_trees[geom].size(); i++) {
|
|
auto& tree = m_cached_trees[geom][i];
|
|
tree.reset_stats();
|
|
if (!tree.allowed) {
|
|
continue;
|
|
}
|
|
if (std::find(trees.begin(), trees.end(), tree.kind) != trees.end() || tree.forced) {
|
|
tree.rendered_this_frame = true;
|
|
settings_copy.tree_idx = i;
|
|
render_tree(geom, settings_copy, render_state, prof);
|
|
if (tree.cull_debug) {
|
|
render_tree_cull_debug(settings_copy, render_state, prof);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void TFragment::discard_tree_cache() {
|
|
m_textures = nullptr;
|
|
for (int geom = 0; geom < GEOM_MAX; ++geom) {
|
|
for (auto& tree : m_cached_trees[geom]) {
|
|
if (tree.kind != tfrag3::TFragmentTreeKind::INVALID) {
|
|
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
|
|
glDeleteTextures(1, &tree.time_of_day_texture);
|
|
glDeleteBuffers(1, &tree.single_draw_index_buffer);
|
|
glDeleteBuffers(1, &tree.index_buffer);
|
|
glDeleteVertexArrays(1, &tree.vao);
|
|
}
|
|
}
|
|
m_cached_trees[geom].clear();
|
|
}
|
|
}
|
|
|
|
namespace {
|
|
|
|
float frac(float in) {
|
|
return in - (int)in;
|
|
}
|
|
|
|
void debug_vis_draw(int first_root,
|
|
int tree,
|
|
int num,
|
|
int depth,
|
|
const std::vector<tfrag3::VisNode>& nodes,
|
|
std::vector<TFragment::DebugVertex>& verts_out) {
|
|
for (int ki = 0; ki < num; ki++) {
|
|
auto& node = nodes.at(ki + tree - first_root);
|
|
ASSERT(node.child_id != 0xffff);
|
|
math::Vector4f rgba{frac(0.4 * depth), frac(0.7 * depth), frac(0.2 * depth), 0.06};
|
|
math::Vector3f center = node.bsphere.xyz();
|
|
float rad = node.bsphere.w();
|
|
math::Vector3f corners[8] = {center, center, center, center};
|
|
corners[0].x() += rad;
|
|
corners[1].x() += rad;
|
|
corners[2].x() -= rad;
|
|
corners[3].x() -= rad;
|
|
|
|
corners[0].y() += rad;
|
|
corners[1].y() -= rad;
|
|
corners[2].y() += rad;
|
|
corners[3].y() -= rad;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
corners[i + 4] = corners[i];
|
|
corners[i].z() += rad;
|
|
corners[i + 4].z() -= rad;
|
|
}
|
|
|
|
if (true) {
|
|
for (int i : {0, 4}) {
|
|
verts_out.push_back({corners[0 + i], rgba});
|
|
verts_out.push_back({corners[1 + i], rgba});
|
|
verts_out.push_back({corners[2 + i], rgba});
|
|
|
|
verts_out.push_back({corners[1 + i], rgba}); // 0
|
|
verts_out.push_back({corners[3 + i], rgba});
|
|
verts_out.push_back({corners[2 + i], rgba});
|
|
}
|
|
|
|
for (int i : {2, 6, 7, 2, 3, 7, 0, 4, 5, 0, 5, 1, 0, 6, 4, 0, 6, 2, 1, 3, 7, 1, 5, 7}) {
|
|
verts_out.push_back({corners[i], rgba});
|
|
}
|
|
|
|
constexpr int border0[12] = {0, 4, 6, 2, 2, 6, 3, 7, 0, 1, 2, 3};
|
|
constexpr int border1[12] = {1, 5, 7, 3, 0, 4, 1, 5, 4, 5, 6, 7};
|
|
rgba.w() = 1.0;
|
|
|
|
for (int i = 0; i < 12; i++) {
|
|
auto p0 = corners[border0[i]];
|
|
auto p1 = corners[border1[i]];
|
|
auto diff = (p1 - p0).normalized();
|
|
math::Vector3f px = diff.z() == 0 ? math::Vector3f{1, 0, 1} : math::Vector3f{0, 1, 1};
|
|
auto off = diff.cross(px) * 2000;
|
|
|
|
verts_out.push_back({p0 + off, rgba});
|
|
verts_out.push_back({p0 - off, rgba});
|
|
verts_out.push_back({p1 - off, rgba});
|
|
|
|
verts_out.push_back({p0 + off, rgba});
|
|
verts_out.push_back({p1 + off, rgba});
|
|
verts_out.push_back({p1 - off, rgba});
|
|
}
|
|
}
|
|
|
|
if (node.flags) {
|
|
debug_vis_draw(first_root, node.child_id, node.num_kids, depth + 1, nodes, verts_out);
|
|
}
|
|
}
|
|
}
|
|
|
|
} // namespace
|
|
|
|
void TFragment::render_tree_cull_debug(const TfragRenderSettings& settings,
|
|
SharedRenderState* render_state,
|
|
ScopedProfilerNode& prof) {
|
|
// generate debug verts:
|
|
m_debug_vert_data.clear();
|
|
auto& tree = m_cached_trees.at(settings.tree_idx).at(lod());
|
|
|
|
debug_vis_draw(tree.vis->first_root, tree.vis->first_root, tree.vis->num_roots, 1,
|
|
tree.vis->vis_nodes, m_debug_vert_data);
|
|
|
|
render_state->shaders[ShaderId::TFRAG3_NO_TEX].activate();
|
|
glUniformMatrix4fv(
|
|
glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3_NO_TEX].id(), "camera"), 1,
|
|
GL_FALSE, settings.camera.camera[0].data());
|
|
glUniform4f(
|
|
glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3_NO_TEX].id(), "hvdf_offset"),
|
|
settings.camera.hvdf_off[0], settings.camera.hvdf_off[1], settings.camera.hvdf_off[2],
|
|
settings.camera.hvdf_off[3]);
|
|
glUniform1f(
|
|
glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3_NO_TEX].id(), "fog_constant"),
|
|
settings.camera.fog.x());
|
|
// glDisable(GL_DEPTH_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_GEQUAL);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // ?
|
|
glDepthMask(GL_FALSE);
|
|
|
|
glBindVertexArray(m_debug_vao);
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_debug_verts);
|
|
|
|
int remaining = m_debug_vert_data.size();
|
|
int start = 0;
|
|
|
|
while (remaining > 0) {
|
|
int to_do = std::min(DEBUG_TRI_COUNT * 3, remaining);
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, to_do * sizeof(DebugVertex),
|
|
m_debug_vert_data.data() + start);
|
|
glDrawArrays(GL_TRIANGLES, 0, to_do);
|
|
prof.add_draw_call();
|
|
prof.add_tri(to_do / 3);
|
|
|
|
remaining -= to_do;
|
|
start += to_do;
|
|
}
|
|
}
|