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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

1010 lines
36 KiB
C++

#include "Tie3.h"
#include "common/global_profiler/GlobalProfiler.h"
#include "common/log/log.h"
#include "common/util/Assert.h"
#include "third-party/imgui/imgui.h"
Tie3::Tie3(const std::string& name, int my_id, int level_id, tfrag3::TieCategory category)
: BucketRenderer(name, my_id), m_level_id(level_id), m_default_category(category) {
// regardless of how many we use some fixed max
// we won't actually interp or upload to gpu the unused ones, but we need a fixed maximum so
// indexing works properly.
m_color_result.resize(TIME_OF_DAY_COLOR_COUNT);
m_wind_data.paused = 0;
math::Vector4f ones(1, 1, 1, 1);
m_wind_data.wind_normal = ones;
m_wind_data.wind_temp = ones;
for (auto& wv : m_wind_data.wind_array) {
wv = ones;
}
for (auto& wf : m_wind_data.wind_force) {
wf = 1.f;
}
}
Tie3::~Tie3() {
discard_tree_cache();
}
void Tie3::init_shaders(ShaderLibrary& shaders) {
m_uniforms.decal = glGetUniformLocation(shaders[ShaderId::TFRAG3].id(), "decal");
m_etie_uniforms.persp0 = glGetUniformLocation(shaders[ShaderId::ETIE].id(), "persp0");
m_etie_uniforms.persp1 = glGetUniformLocation(shaders[ShaderId::ETIE].id(), "persp1");
m_etie_uniforms.cam_no_persp = glGetUniformLocation(shaders[ShaderId::ETIE].id(), "cam_no_persp");
m_etie_uniforms.envmap_tod_tint =
glGetUniformLocation(shaders[ShaderId::ETIE].id(), "envmap_tod_tint");
m_etie_base_uniforms.decal = glGetUniformLocation(shaders[ShaderId::ETIE_BASE].id(), "decal");
m_etie_base_uniforms.persp0 = glGetUniformLocation(shaders[ShaderId::ETIE_BASE].id(), "persp0");
m_etie_base_uniforms.persp1 = glGetUniformLocation(shaders[ShaderId::ETIE_BASE].id(), "persp1");
m_etie_base_uniforms.cam_no_persp =
glGetUniformLocation(shaders[ShaderId::ETIE_BASE].id(), "cam_no_persp");
}
/*!
* Load a TIE tree from FR3 data.
* This often causes stutters, so as much as possible, we move stuff to the loader,
* and this function just updates things to reference loader data.
*/
void Tie3::load_from_fr3_data(const LevelData* loader_data) {
auto ul = scoped_prof("update-load");
const tfrag3::Level* lev_data = loader_data->level.get();
m_wind_vectors.clear();
// We changed level! free opengl resources allocated for the previous
discard_tree_cache();
// resize for the number of trees in this level.
for (int geo = 0; geo < 4; ++geo) {
m_trees[geo].resize(lev_data->tie_trees[geo].size());
}
u16 max_wind_idx = 0;
// loop over all "geos" (level of details)
for (u32 l_geo = 0; l_geo < tfrag3::TIE_GEOS; l_geo++) {
// loop over all trees
for (u32 l_tree = 0; l_tree < lev_data->tie_trees[l_geo].size(); l_tree++) {
auto ul = scoped_prof("load-tree");
size_t wind_idx_buffer_len = 0;
size_t num_grps = 0;
const auto& tree = lev_data->tie_trees[l_geo][l_tree];
// compute maximum number of vis groups (leaf in the bvh)
for (auto& draw : tree.static_draws) {
num_grps += draw.vis_groups.size();
}
// compute wind buffer sizes
for (auto& draw : tree.instanced_wind_draws) {
wind_idx_buffer_len += draw.vertex_index_stream.size();
}
for (auto& inst : tree.wind_instance_info) {
max_wind_idx = std::max(max_wind_idx, inst.wind_idx);
}
// vertex buffer max
auto& lod_tree = m_trees.at(l_geo);
// set up resources: create a VAO
glGenVertexArrays(1, &lod_tree[l_tree].vao);
glBindVertexArray(lod_tree[l_tree].vao);
// openGL vertex buffer from loader
lod_tree[l_tree].vertex_buffer = loader_data->tie_data[l_geo][l_tree].vertex_buffer;
// draw array from FR3 data
lod_tree[l_tree].draws = &tree.static_draws;
// base TOD colors from FR3
lod_tree[l_tree].colors = &tree.colors;
// visibility BVH from FR3
lod_tree[l_tree].vis = &tree.bvh;
// indices from FR3 (needed on CPU for culling)
lod_tree[l_tree].index_data = tree.unpacked.indices.data();
// wind metadata
lod_tree[l_tree].instance_info = &tree.wind_instance_info;
lod_tree[l_tree].wind_draws = &tree.instanced_wind_draws;
// OpenGL index buffer (fixed index buffer for multidraw system)
lod_tree[l_tree].index_buffer = loader_data->tie_data[l_geo][l_tree].index_buffer;
lod_tree[l_tree].category_draw_indices = tree.category_draw_indices;
// set up vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, lod_tree[l_tree].vertex_buffer);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, x) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, s) // offset (0)
);
glVertexAttribIPointer(2, // location 2 in the shader
2, // 1 values per vert
GL_UNSIGNED_SHORT, // u16
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, color_index) // offset (0)
);
glVertexAttribPointer(3, // location 1 in the shader
4, // 3 values per vert
GL_INT_2_10_10_10_REV, // floats
GL_TRUE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, nor) // offset (0)
);
glVertexAttribPointer(4, // location 1 in the shader
4, // 3 values per vert
GL_UNSIGNED_BYTE, // floats
GL_TRUE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, r) // offset (0)
);
// allocate dynamic index buffer for the fallback "not multidraw" mode.
glGenBuffers(1, &lod_tree[l_tree].single_draw_index_buffer);
// set up wind
if (wind_idx_buffer_len > 0) {
lod_tree[l_tree].wind_matrix_cache.resize(tree.wind_instance_info.size());
lod_tree[l_tree].wind_vertex_index_buffer =
loader_data->tie_data[l_geo][l_tree].wind_indices;
u32 off = 0;
for (auto& draw : tree.instanced_wind_draws) {
lod_tree[l_tree].wind_vertex_index_offsets.push_back(off);
off += draw.vertex_index_stream.size();
}
}
// set up per-proto visibility. Jak 2 needs to enable/disable individual protos.
lod_tree[l_tree].has_proto_visibility = tree.has_per_proto_visibility_toggle;
if (tree.has_per_proto_visibility_toggle) {
lod_tree[l_tree].proto_visibility.init(tree.proto_names);
}
// set up time of day texture.
glActiveTexture(GL_TEXTURE10);
glGenTextures(1, &lod_tree[l_tree].time_of_day_texture);
glBindTexture(GL_TEXTURE_1D, lod_tree[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);
lod_tree[l_tree].vis_temp.resize(tree.bvh.vis_nodes.size());
lod_tree[l_tree].draw_idx_temp.resize(tree.static_draws.size());
lod_tree[l_tree].index_temp.resize(tree.unpacked.indices.size());
lod_tree[l_tree].multidraw_offset_per_stripdraw.resize(tree.static_draws.size());
lod_tree[l_tree].multidraw_count_buffer.resize(num_grps);
lod_tree[l_tree].multidraw_index_offset_buffer.resize(num_grps);
}
}
// set up temporary caches. These are just temporary, so they don't need per-tree versions.
m_wind_vectors.resize(4 * max_wind_idx + 4); // 4x u32's per wind.
// ASSERT(time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
}
/*!
* Try loading a level. Hopefully it has been preloaded and this is fast.
*/
bool Tie3::try_loading_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 try_loading_level(level, render_state);
}
// loading was successful. Link textures/load ID.
m_textures = &lev_data->textures;
m_load_id = lev_data->load_id;
// see if this is the first time we've gotten the level
if (m_level_name != level) {
// it is! do the one time load.
load_from_fr3_data(lev_data);
m_has_level = true;
m_level_name = level;
} else {
m_has_level = true;
}
if (tfrag3_setup_timer.getMs() > 5) {
lg::info("TIE setup: {:.1f}ms", tfrag3_setup_timer.getMs());
}
return m_has_level;
}
void Tie3::discard_tree_cache() {
for (int geo = 0; geo < 4; ++geo) {
for (auto& tree : m_trees[geo]) {
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[geo].clear();
}
}
bool Tie3::set_up_common_data_from_dma(DmaFollower& dma, SharedRenderState* render_state) {
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 false;
}
if (dma.current_tag_offset() == render_state->next_bucket) {
return false;
}
auto gs_test = dma.read_and_advance();
if (gs_test.size_bytes == 160) {
} else {
ASSERT(gs_test.size_bytes == 32);
auto tie_consts = dma.read_and_advance();
ASSERT(tie_consts.size_bytes == 9 * 16);
}
auto mscalf = dma.read_and_advance();
ASSERT(mscalf.size_bytes == 0);
auto row = dma.read_and_advance();
ASSERT(row.size_bytes == 32);
auto next = dma.read_and_advance();
if (next.size_bytes == 32) {
next = dma.read_and_advance();
}
ASSERT(next.size_bytes == 0);
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::Jak1) {
auto wind_data = dma.read_and_advance();
ASSERT(wind_data.size_bytes == sizeof(WindWork));
memcpy(&m_wind_data, wind_data.data, sizeof(WindWork));
}
if (render_state->version >= GameVersion::Jak2) {
// jak 2 proto visibility
auto proto_mask_data = dma.read_and_advance();
m_common_data.proto_vis_data = proto_mask_data.data;
m_common_data.proto_vis_data_size = proto_mask_data.size_bytes;
}
// envmap color
auto envmap_color = dma.read_and_advance();
ASSERT(envmap_color.size_bytes == 16);
memcpy(m_common_data.envmap_color.data(), envmap_color.data, 16);
m_common_data.envmap_color /= 128.f;
if (render_state->version == GameVersion::Jak1) {
m_common_data.envmap_color *= 2;
}
m_common_data.envmap_color *= m_envmap_strength;
m_common_data.frame_idx = render_state->frame_idx;
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
m_common_data.settings.camera = m_pc_port_data.camera;
m_common_data.settings.tree_idx = 0;
if (render_state->occlusion_vis[m_level_id].valid) {
m_common_data.settings.occlusion_culling = render_state->occlusion_vis[m_level_id].data;
} else {
m_common_data.settings.occlusion_culling = 0;
}
update_render_state_from_pc_settings(render_state, m_pc_port_data);
m_has_level = try_loading_level(m_pc_port_data.level_name, render_state);
return true;
}
/*!
* Render method called from bucket render system.
* Does common setup for all category, but only renderers default_category.
*/
void Tie3::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;
}
if (set_up_common_data_from_dma(dma, render_state)) {
setup_all_trees(lod(), m_common_data.settings, m_common_data.proto_vis_data,
m_common_data.proto_vis_data_size, !render_state->no_multidraw, prof);
draw_matching_draws_for_all_trees(lod(), m_common_data.settings, render_state, prof,
m_default_category);
}
}
void Tie3::render_from_another(SharedRenderState* render_state,
ScopedProfilerNode& prof,
tfrag3::TieCategory category) {
if (render_state->frame_idx != m_common_data.frame_idx) {
return;
}
draw_matching_draws_for_all_trees(lod(), m_common_data.settings, render_state, prof, category);
}
void Tie3::draw_matching_draws_for_all_trees(int geom,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof,
tfrag3::TieCategory category) {
for (u32 i = 0; i < m_trees[geom].size(); i++) {
draw_matching_draws_for_tree(i, geom, settings, render_state, prof, category);
}
}
void Tie3::setup_all_trees(int geom,
const TfragRenderSettings& settings,
const u8* proto_vis_data,
size_t proto_vis_data_size,
bool use_multidraw,
ScopedProfilerNode& prof) {
for (u32 i = 0; i < m_trees[geom].size(); i++) {
setup_tree(i, geom, settings, proto_vis_data, proto_vis_data_size, use_multidraw, prof);
}
}
void Tie3::setup_tree(int idx,
int geom,
const TfragRenderSettings& settings,
const u8* proto_vis_data,
size_t proto_vis_data_size,
bool use_multidraw,
ScopedProfilerNode& prof) {
// reset perf
auto& tree = m_trees.at(geom).at(idx);
// don't render if we haven't loaded
if (!m_has_level) {
return;
}
// update time of day
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());
// update proto vis mask
if (proto_vis_data) {
tree.proto_visibility.update(proto_vis_data, proto_vis_data_size);
}
if (!m_debug_all_visible) {
// need culling data
cull_check_all_slow(settings.camera.planes, tree.vis->vis_nodes, settings.occlusion_culling,
tree.vis_temp.data());
}
u32 num_tris = 0;
if (use_multidraw) {
if (m_debug_all_visible) {
num_tris = make_all_visible_multidraws(
tree.multidraw_offset_per_stripdraw.data(), tree.multidraw_count_buffer.data(),
tree.multidraw_index_offset_buffer.data(), *tree.draws);
} else {
Timer index_timer;
if (tree.has_proto_visibility) {
num_tris = make_multidraws_from_vis_and_proto_string(
tree.multidraw_offset_per_stripdraw.data(), tree.multidraw_count_buffer.data(),
tree.multidraw_index_offset_buffer.data(), *tree.draws, tree.vis_temp,
tree.proto_visibility.vis_flags);
} else {
num_tris = make_multidraws_from_vis_string(
tree.multidraw_offset_per_stripdraw.data(), tree.multidraw_count_buffer.data(),
tree.multidraw_index_offset_buffer.data(), *tree.draws, tree.vis_temp);
}
}
} else {
u32 idx_buffer_size;
if (m_debug_all_visible) {
idx_buffer_size =
make_all_visible_index_list(tree.draw_idx_temp.data(), tree.index_temp.data(),
*tree.draws, tree.index_data, &num_tris);
} else {
if (tree.has_proto_visibility) {
idx_buffer_size = make_index_list_from_vis_and_proto_string(
tree.draw_idx_temp.data(), tree.index_temp.data(), *tree.draws, tree.vis_temp,
tree.proto_visibility.vis_flags, tree.index_data, &num_tris);
} else {
idx_buffer_size =
make_index_list_from_vis_string(tree.draw_idx_temp.data(), tree.index_temp.data(),
*tree.draws, tree.vis_temp, tree.index_data, &num_tris);
}
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tree.single_draw_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size * sizeof(u32), tree.index_temp.data(),
GL_STREAM_DRAW);
}
prof.add_tri(num_tris);
}
namespace {
void set_uniform(GLuint uniform, const math::Vector4f& val) {
glUniform4f(uniform, val.x(), val.y(), val.z(), val.w());
}
} // namespace
void init_etie_cam_uniforms(const EtieUniforms& uniforms, const GoalBackgroundCameraData& data) {
glUniformMatrix4fv(uniforms.cam_no_persp, 1, GL_FALSE, data.rot[0].data());
math::Vector4f perspective[2];
float inv_fog = 1.f / data.fog[0];
auto& hvdf_off = data.hvdf_off;
float pxx = data.perspective[0].x();
float pyy = data.perspective[1].y();
float pzz = data.perspective[2].z();
float pzw = data.perspective[2].w();
float pwz = data.perspective[3].z();
float scale = pzw * inv_fog;
perspective[0].x() = scale * hvdf_off.x();
perspective[0].y() = scale * hvdf_off.y();
perspective[0].z() = scale * hvdf_off.z() + pzz;
perspective[0].w() = scale;
perspective[1].x() = pxx;
perspective[1].y() = pyy;
perspective[1].z() = pwz;
perspective[1].w() = 0;
set_uniform(uniforms.persp0, perspective[0]);
set_uniform(uniforms.persp1, perspective[1]);
}
void Tie3::draw_matching_draws_for_tree(int idx,
int geom,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof,
tfrag3::TieCategory category) {
auto& tree = m_trees.at(geom).at(idx);
// don't render if we haven't loaded
if (!m_has_level) {
return;
}
bool use_envmap = tfrag3::is_envmap_first_draw_category(category);
auto shader_id = use_envmap ? ShaderId::ETIE_BASE : ShaderId::TFRAG3;
// setup OpenGL shader
first_tfrag_draw_setup(settings.camera, render_state, shader_id);
if (use_envmap) {
// if we use envmap, use the envmap-style math for the base draw to avoid rounding issue.
init_etie_cam_uniforms(m_etie_base_uniforms, m_common_data.settings.camera);
}
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_TEXTURE10);
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(UINT32_MAX);
int last_texture = -1;
for (size_t draw_idx = tree.category_draw_indices[(int)category];
draw_idx < tree.category_draw_indices[(int)category + 1]; draw_idx++) {
const auto& draw = tree.draws->operator[](draw_idx);
const auto& multidraw_indices = tree.multidraw_offset_per_stripdraw[draw_idx];
const auto& singledraw_indices = tree.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;
}
auto double_draw = setup_tfrag_shader(render_state, draw.mode,
use_envmap ? ShaderId::ETIE_BASE : ShaderId::TFRAG3);
glUniform1i(use_envmap ? m_etie_base_uniforms.decal : m_uniforms.decal,
draw.mode.get_decal() ? 1 : 0);
prof.add_draw_call();
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, &tree.multidraw_count_buffer[multidraw_indices.first], GL_UNSIGNED_INT,
&tree.multidraw_index_offset_buffer[multidraw_indices.first], multidraw_indices.second);
}
switch (double_draw.kind) {
case DoubleDrawKind::NONE:
break;
case DoubleDrawKind::AFAIL_NO_DEPTH_WRITE:
ASSERT(false);
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(GL_TRIANGLE_STRIP, singledraw_indices.second, GL_UNSIGNED_INT,
(void*)(singledraw_indices.first * sizeof(u32)));
} else {
glMultiDrawElements(
GL_TRIANGLE_STRIP, &tree.multidraw_count_buffer[multidraw_indices.first],
GL_UNSIGNED_INT, &tree.multidraw_index_offset_buffer[multidraw_indices.first],
multidraw_indices.second);
}
break;
default:
ASSERT(false);
}
}
if (!m_hide_wind && category == tfrag3::TieCategory::NORMAL) {
auto wind_prof = prof.make_scoped_child("wind");
render_tree_wind(idx, geom, settings, render_state, wind_prof);
}
glBindVertexArray(0);
if (use_envmap && m_draw_envmap_second_draw) {
envmap_second_pass_draw(tree, settings, render_state, prof,
tfrag3::get_second_draw_category(category));
}
}
void Tie3::envmap_second_pass_draw(const Tree& tree,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof,
tfrag3::TieCategory category) {
first_tfrag_draw_setup(settings.camera, render_state, ShaderId::ETIE);
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);
init_etie_cam_uniforms(m_etie_uniforms, m_common_data.settings.camera);
set_uniform(m_etie_uniforms.envmap_tod_tint, m_common_data.envmap_color);
int last_texture = -1;
for (size_t draw_idx = tree.category_draw_indices[(int)category];
draw_idx < tree.category_draw_indices[(int)category + 1]; draw_idx++) {
const auto& draw = tree.draws->operator[](draw_idx);
const auto& multidraw_indices = tree.multidraw_offset_per_stripdraw[draw_idx];
const auto& singledraw_indices = tree.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;
}
auto double_draw = setup_tfrag_shader(render_state, draw.mode, ShaderId::ETIE);
prof.add_draw_call();
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, &tree.multidraw_count_buffer[multidraw_indices.first], GL_UNSIGNED_INT,
&tree.multidraw_index_offset_buffer[multidraw_indices.first], multidraw_indices.second);
}
switch (double_draw.kind) {
case DoubleDrawKind::NONE:
break;
default:
ASSERT(false);
}
}
}
void Tie3::draw_debug_window() {
ImGui::Checkbox("envmap 2nd draw", &m_draw_envmap_second_draw);
ImGui::SliderFloat("envmap str", &m_envmap_strength, 0, 2);
ImGui::Checkbox("Fast ToD", &m_use_fast_time_of_day);
ImGui::SameLine();
ImGui::Checkbox("All Visible", &m_debug_all_visible);
ImGui::Checkbox("Hide Wind", &m_hide_wind);
ImGui::SliderFloat("Wind Multiplier", &m_wind_multiplier, 0., 40.f);
ImGui::Separator();
}
void TieProtoVisibility::init(const std::vector<std::string>& names) {
vis_flags.resize(names.size());
for (auto& x : vis_flags) {
x = 1;
}
all_visible = true;
name_to_idx.clear();
size_t i = 0;
for (auto& name : names) {
name_to_idx[name].push_back(i++);
}
}
void TieProtoVisibility::update(const u8* data, size_t size) {
char name_buffer[256]; // ??
if (!all_visible) {
for (auto& x : vis_flags) {
x = 1;
}
all_visible = true;
}
const u8* end = 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()) {
all_visible = false;
for (auto x : name_to_idx.at(name_buffer)) {
vis_flags[x] = 0;
}
}
}
while (*data == 0) {
if (data >= end) {
return;
}
data++;
}
}
}
void vector_min_in_place(math::Vector4f& v, float val) {
for (int i = 0; i < 4; i++) {
if (v[i] > val) {
v[i] = val;
}
}
}
math::Vector4f vector_max(const math::Vector4f& v, float val) {
math::Vector4f result;
for (int i = 0; i < 4; i++) {
result[i] = std::max(val, v[i]);
}
return result;
}
void do_wind_math(u16 wind_idx,
float* wind_vector_data,
const Tie3::WindWork& wind_work,
float stiffness,
std::array<math::Vector4f, 4>& mat) {
float* my_vector = wind_vector_data + (4 * wind_idx);
const auto& work_vector = wind_work.wind_array[(wind_work.wind_time + wind_idx) & 63];
constexpr float cx = 0.5;
constexpr float cy = 100.0;
constexpr float cz = 0.0166;
constexpr float cw = -1.0;
// ld s1, 8(s5) # load wind vector 1
// pextlw s1, r0, s1 # convert to 2x 64 bits, by shifting left
// qmtc2.i vf18, s1 # put in vf
float vf18_x = my_vector[2];
float vf18_z = my_vector[3];
// ld s2, 0(s5) # load wind vector 0
// pextlw s3, r0, s2 # convert to 2x 64 bits, by shifting left
// qmtc2.i vf17, s3 # put in vf
float vf17_x = my_vector[0];
float vf17_z = my_vector[1];
// lqc2 vf16, 12(s3) # load wind vector
math::Vector4f vf16 = work_vector;
// vmula.xyzw acc, vf16, vf1 # acc = vf16
// vmsubax.xyzw acc, vf18, vf19 # acc = vf16 - vf18 * wind_const.x
// vmsuby.xyzw vf16, vf17, vf19
// # vf16 -= (vf18 * wind_const.x) + (vf17 * wind_const.y)
vf16.x() -= cx * vf18_x + cy * vf17_x;
vf16.z() -= cx * vf18_z + cy * vf17_z;
// vmulaz.xyzw acc, vf16, vf19 # acc = vf16 * wind_const.z
// vmadd.xyzw vf18, vf1, vf18
// # vf18 += vf16 * wind_const.z
math::Vector4f vf18(vf18_x, 0.f, vf18_z, 0.f);
vf18 += vf16 * cz;
// vmulaz.xyzw acc, vf18, vf19 # acc = vf18 * wind_const.z
// vmadd.xyzw vf17, vf17, vf1
// # vf17 += vf18 * wind_const.z
math::Vector4f vf17(vf17_x, 0.f, vf17_z, 0.f);
vf17 += vf18 * cz;
// vitof12.xyzw vf11, vf11 # normal convert
// vitof12.xyzw vf12, vf12 # normal convert
// vminiw.xyzw vf17, vf17, vf0
vector_min_in_place(vf17, 1.f);
// qmfc2.i s3, vf18
// ppacw s3, r0, s3
// vmaxw.xyzw vf27, vf17, vf19
auto vf27 = vector_max(vf17, cw);
// vmulw.xyzw vf27, vf27, vf15
vf27 *= stiffness;
// vmulax.yw acc, vf0, vf0
// vmulay.xz acc, vf27, vf10
// vmadd.xyzw vf10, vf1, vf10
mat[0].x() += vf27.x() * mat[0].y();
mat[0].z() += vf27.z() * mat[0].y();
// qmfc2.i s2, vf27
if (!wind_work.paused) {
my_vector[0] = vf27.x();
my_vector[1] = vf27.z();
my_vector[2] = vf18.x();
my_vector[3] = vf18.z();
}
// vmulax.yw acc, vf0, vf0
// vmulay.xz acc, vf27, vf11
// vmadd.xyzw vf11, vf1, vf11
mat[1].x() += vf27.x() * mat[1].y();
mat[1].z() += vf27.z() * mat[1].y();
// ppacw s2, r0, s2
// vmulax.yw acc, vf0, vf0
// vmulay.xz acc, vf27, vf12
// vmadd.xyzw vf12, vf1, vf12
mat[2].x() += vf27.x() * mat[2].y();
mat[2].z() += vf27.z() * mat[2].y();
//
// if not paused
// sd s3, 8(s5)
// sd s2, 0(s5)
}
void Tie3::render_tree_wind(int idx,
int geom,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
auto& tree = m_trees.at(geom).at(idx);
if (tree.wind_draws->empty()) {
return;
}
// note: this isn't the most efficient because we might compute wind matrices for invisible
// instances. TODO: add vis ids to the instance info to avoid this
memset(tree.wind_matrix_cache.data(), 0, sizeof(float) * 16 * tree.wind_matrix_cache.size());
auto& cam_bad = settings.camera.camera;
std::array<math::Vector4f, 4> cam;
for (int i = 0; i < 4; i++) {
cam[i] = cam_bad[i];
}
for (size_t inst_id = 0; inst_id < tree.instance_info->size(); inst_id++) {
auto& info = tree.instance_info->operator[](inst_id);
auto& out = tree.wind_matrix_cache[inst_id];
// auto& mat = tree.instance_info->operator[](inst_id).matrix;
auto mat = info.matrix;
ASSERT(info.wind_idx * 4 <= m_wind_vectors.size());
do_wind_math(info.wind_idx, m_wind_vectors.data(), m_wind_data,
info.stiffness * m_wind_multiplier, mat);
// vmulax.xyzw acc, vf20, vf10
// vmadday.xyzw acc, vf21, vf10
// vmaddz.xyzw vf10, vf22, vf10
out[0] = cam[0] * mat[0].x() + cam[1] * mat[0].y() + cam[2] * mat[0].z();
// vmulax.xyzw acc, vf20, vf11
// vmadday.xyzw acc, vf21, vf11
// vmaddz.xyzw vf11, vf22, vf11
out[1] = cam[0] * mat[1].x() + cam[1] * mat[1].y() + cam[2] * mat[1].z();
// vmulax.xyzw acc, vf20, vf12
// vmadday.xyzw acc, vf21, vf12
// vmaddz.xyzw vf12, vf22, vf12
out[2] = cam[0] * mat[2].x() + cam[1] * mat[2].y() + cam[2] * mat[2].z();
// vmulax.xyzw acc, vf20, vf13
// vmadday.xyzw acc, vf21, vf13
// vmaddaz.xyzw acc, vf22, vf13
// vmaddw.xyzw vf13, vf23, vf0
out[3] = cam[0] * mat[3].x() + cam[1] * mat[3].y() + cam[2] * mat[3].z() + cam[3];
}
int last_texture = -1;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tree.wind_vertex_index_buffer);
for (size_t draw_idx = 0; draw_idx < tree.wind_draws->size(); draw_idx++) {
const auto& draw = tree.wind_draws->operator[](draw_idx);
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;
}
auto double_draw = setup_tfrag_shader(render_state, draw.mode, ShaderId::TFRAG3);
int off = 0;
for (auto& grp : draw.instance_groups) {
if (!m_debug_all_visible && !tree.vis_temp.at(grp.vis_idx)) {
off += grp.num;
continue; // invisible, skip.
}
glUniformMatrix4fv(
glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "camera"), 1, GL_FALSE,
tree.wind_matrix_cache.at(grp.instance_idx)[0].data());
prof.add_draw_call();
prof.add_tri(grp.num);
glDrawElements(GL_TRIANGLE_STRIP, grp.num, GL_UNSIGNED_INT,
(void*)((off + tree.wind_vertex_index_offsets.at(draw_idx)) * sizeof(u32)));
off += grp.num;
switch (double_draw.kind) {
case DoubleDrawKind::NONE:
break;
case DoubleDrawKind::AFAIL_NO_DEPTH_WRITE:
prof.add_draw_call();
prof.add_tri(grp.num);
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);
glDrawElements(GL_TRIANGLE_STRIP, draw.vertex_index_stream.size(), GL_UNSIGNED_INT,
(void*)0);
break;
default:
ASSERT(false);
}
}
}
}
Tie3AnotherCategory::Tie3AnotherCategory(const std::string& name,
int my_id,
Tie3* parent,
tfrag3::TieCategory category)
: BucketRenderer(name, my_id), m_parent(parent), m_category(category) {}
void Tie3AnotherCategory::draw_debug_window() {
ImGui::Text("Child of this renderer:");
m_parent->draw_debug_window();
}
void Tie3AnotherCategory::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
auto first_tag = dma.current_tag();
dma.read_and_advance();
if (first_tag.kind != DmaTag::Kind::CNT || first_tag.qwc != 0) {
fmt::print("Bucket renderer {} ({}) was supposed to be empty, but wasn't\n", m_my_id, m_name);
ASSERT(false);
}
m_parent->render_from_another(render_state, prof, m_category);
}
Tie3WithEnvmapJak1::Tie3WithEnvmapJak1(const std::string& name, int my_id, int level_id)
: Tie3(name, my_id, level_id, tfrag3::TieCategory::NORMAL) {}
void Tie3WithEnvmapJak1::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
Tie3::render(dma, render_state, prof);
if (m_enable_envmap) {
render_from_another(render_state, prof, tfrag3::TieCategory::NORMAL_ENVMAP);
}
}
void Tie3WithEnvmapJak1::draw_debug_window() {
ImGui::Checkbox("envmap", &m_enable_envmap);
Tie3::draw_debug_window();
}