Files
jak-project/game/graphics/opengl_renderer/EyeRenderer.cpp
T
water111 f5453b96e4 [gfx] Fix eye-related crash, clear color logic (#3957)
When building the eye texture, the background is first set to the top
corner of the iris texture.

A long, long time ago, I implemented this by peeking at the data in the
texture itself. This doesn't work if the iris texture is animated since
the texture will only on the GPU.

To fix this, this PR changes the eye renderer to draw a square over the
entire eye texture using iris texture's top corner, avoiding the need
for getting the texture data on the CPU. I don't remember why I didn't
do this in the first place, but this seems better in every way.

Also `input_data` in TexturePool not being initialized, which was
leading to hard-to-debug crashes when it was randomly initialized to a
sometimes invalid but non-null pointer.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2025-06-12 00:51:03 -04:00

638 lines
20 KiB
C++

#include "EyeRenderer.h"
#include "common/util/FileUtil.h"
#include "game/graphics/opengl_renderer/AdgifHandler.h"
#include "third-party/imgui/imgui.h"
/////////////////////////
// Bucket Renderer
/////////////////////////
EyeRenderer::EyeRenderer(const std::string& name, int id) : BucketRenderer(name, id) {}
void EyeRenderer::init_textures(TexturePool& texture_pool, GameVersion version) {
// set up eyes
for (int pair_idx = 0; pair_idx < NUM_EYE_PAIRS; pair_idx++) {
for (int lr = 0; lr < 2; lr++) {
u32 tidx = pair_idx * 2 + lr;
u32 tbp = pair_idx * 2 + lr;
switch (version) {
case GameVersion::Jak1:
tbp += EYE_BASE_BLOCK_JAK1;
break;
case GameVersion::Jak2:
// NOTE: using jak 1's address because jak 2's breaks some ocean stuff.
// this is a little suspicious, I think we're possibly just getting lucky here.
tbp += EYE_BASE_BLOCK_JAK1;
break;
case GameVersion::Jak3:
// for jak 3, go back to using the right TBP.
tbp += EYE_BASE_BLOCK_JAK3;
break;
default:
ASSERT_NOT_REACHED();
}
TextureInput in;
in.gpu_texture = m_gpu_eye_textures[tidx].fb.texture();
in.w = 32;
in.h = 32;
in.debug_page_name = "PC-EYES";
in.debug_name = fmt::format("{}-eye-gpu-{}", lr ? "left" : "right", pair_idx);
in.id = texture_pool.allocate_pc_port_texture(version);
m_gpu_eye_textures[tidx].gpu_tex = texture_pool.give_texture_and_load_to_vram(in, tbp);
m_gpu_eye_textures[tidx].tbp = tbp;
}
}
// set up vertices for GPU mode
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_gl_vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, m_gl_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, VTX_BUFFER_FLOATS * sizeof(float), nullptr, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, // location 0 in the shader
4, // 2 floats per vert
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
sizeof(float) * 4, //
(void*)0 // offset in array
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
EyeRenderer::~EyeRenderer() {
glDeleteVertexArrays(1, &m_vao);
glDeleteBuffers(1, &m_gl_vertex_buffer);
}
void EyeRenderer::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
m_debug.clear();
// skip if disabled
if (!m_enabled) {
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
return;
}
// jump to bucket
auto data0 = dma.read_and_advance();
ASSERT(data0.vif1() == 0);
ASSERT(data0.vif0() == 0);
ASSERT(data0.size_bytes == 0);
// see if bucket is empty or not
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;
}
handle_eye_dma2(dma, render_state, prof);
while (dma.current_tag_offset() != render_state->next_bucket) {
auto data = dma.read_and_advance();
m_debug += fmt::format("dma: {}\n", data.size_bytes);
}
}
void EyeRenderer::draw_debug_window() {
ImGui::Text("Time: %.3f ms\n", m_average_time_ms);
ImGui::Text("Debug:\n%s", m_debug.c_str());
}
//////////////////////
// DMA Decode
//////////////////////
EyeRenderer::ScissorInfo decode_scissor(const DmaTransfer& dma) {
ASSERT(dma.vif0() == 0);
ASSERT(dma.vifcode1().kind == VifCode::Kind::DIRECT);
ASSERT(dma.size_bytes == 32);
GifTag gifTag(dma.data);
ASSERT(gifTag.nloop() == 1);
ASSERT(gifTag.eop());
ASSERT(!gifTag.pre());
ASSERT(gifTag.flg() == GifTag::Format::PACKED);
ASSERT(gifTag.nreg() == 1);
u8 reg_addr;
memcpy(&reg_addr, dma.data + 24, 1);
ASSERT((GsRegisterAddress)reg_addr == GsRegisterAddress::SCISSOR_1);
EyeRenderer::ScissorInfo result;
u64 val;
memcpy(&val, dma.data + 16, 8);
GsScissor reg(val);
result.x0 = reg.x0();
result.x1 = reg.x1();
result.y0 = reg.y0();
result.y1 = reg.y1();
return result;
}
EyeRenderer::SpriteInfo decode_sprite(const DmaTransfer& dma) {
/*
(new 'static 'dma-gif-packet
:dma-vif (new 'static 'dma-packet
:dma (new 'static 'dma-tag :qwc #x6 :id (dma-tag-id cnt))
:vif1 (new 'static 'vif-tag :imm #x6 :cmd (vif-cmd direct) :msk #x1)
)
:gif0 (new 'static 'gif-tag64
:nloop #x1
:eop #x1
:pre #x1
:prim (new 'static 'gs-prim :prim (gs-prim-type sprite) :tme #x1 :fst #x1)
:nreg #x5
)
:gif1 (new 'static 'gif-tag-regs
:regs0 (gif-reg-id rgbaq)
:regs1 (gif-reg-id uv)
:regs2 (gif-reg-id xyz2)
:regs3 (gif-reg-id uv)
:regs4 (gif-reg-id xyz2)
)
)
*/
ASSERT(dma.vif0() == 0);
ASSERT(dma.vifcode1().kind == VifCode::Kind::DIRECT);
ASSERT(dma.size_bytes == 6 * 16);
// note: not checking everything here.
GifTag gifTag(dma.data);
ASSERT(gifTag.nloop() == 1);
ASSERT(gifTag.eop());
ASSERT(gifTag.pre());
ASSERT(gifTag.flg() == GifTag::Format::PACKED);
ASSERT(gifTag.nreg() == 5);
EyeRenderer::SpriteInfo result;
// rgba
ASSERT(dma.data[16] == 128); // r
ASSERT(dma.data[16 + 4] == 128); // r
ASSERT(dma.data[16 + 8] == 128); // r
memcpy(&result.a, dma.data + 16 + 12, 1); // a
// uv0
memcpy(&result.uv0, &dma.data[32], 8);
// xyz0
memcpy(&result.xyz0[0], &dma.data[48], 12);
result.xyz0[2] >>= 4;
// uv1
memcpy(&result.uv1[0], &dma.data[64], 8);
// xyz1
memcpy(&result.xyz1[0], &dma.data[80], 12);
result.xyz1[2] >>= 4;
return result;
}
EyeRenderer::EyeDraw read_eye_draw(DmaFollower& dma) {
auto scissor = decode_scissor(dma.read_and_advance());
auto sprite = decode_sprite(dma.read_and_advance());
return {sprite, scissor};
}
std::vector<EyeRenderer::SingleEyeDraws> EyeRenderer::get_draws(DmaFollower& dma,
SharedRenderState* render_state) {
std::vector<SingleEyeDraws> draws;
// now, loop over eyes. end condition is a 8 qw transfer to restore gs.
while (dma.current_tag().qwc != 8) {
draws.emplace_back();
draws.emplace_back();
auto& l_draw = draws[draws.size() - 2];
auto& r_draw = draws[draws.size() - 1];
l_draw.lr = 0;
r_draw.lr = 1;
// eye background setup
auto adgif0_dma = dma.read_and_advance();
ASSERT(adgif0_dma.size_bytes == 96); // 5 adgifs a+d's plus tag
ASSERT(adgif0_dma.vif0() == 0);
ASSERT(adgif0_dma.vifcode1().kind == VifCode::Kind::DIRECT);
AdgifHelper adgif0(adgif0_dma.data + 16);
auto tex0 = render_state->texture_pool->lookup_gpu_texture(adgif0.tex0().tbp0());
u32 pair_idx = -1;
// first draw. this is the background. It reads 0,0 of the texture uses that color everywhere.
// we'll also figure out the eye index here.
bool using_64 = false;
{
auto draw0 = read_eye_draw(dma);
// ASSERT(draw0.sprite.uv0[0] == 0);
// ASSERT(draw0.sprite.uv0[1] == 0);
// printf("hashed name is 0x%x 0x%x\n", draw0.sprite.uv0[0], draw0.sprite.uv0[1]);
l_draw.fnv_name_hash = draw0.sprite.uv0;
r_draw.fnv_name_hash = draw0.sprite.uv0;
ASSERT(draw0.sprite.uv1[0] == 0);
ASSERT(draw0.sprite.uv1[1] == 0);
if (draw0.scissor.y1 - draw0.scissor.y0 == 63) {
using_64 = true;
l_draw.using_64 = true;
r_draw.using_64 = true;
}
u32 y0 = (draw0.sprite.xyz0[1] - 512) >> 4;
if (using_64) {
y0 = (draw0.sprite.xyz0[1] - 1024) >> 5;
y0 *= 4;
}
pair_idx = y0 / SINGLE_EYE_SIZE;
l_draw.pair = pair_idx;
r_draw.pair = pair_idx;
}
// up next is the pupil background
{
l_draw.iris = read_eye_draw(dma);
l_draw.iris_tex = tex0;
l_draw.iris_gl_tex = *render_state->texture_pool->lookup(adgif0.tex0().tbp0());
if (dma.current_tag().qwc == 6) {
// change adgif!
auto r_iris_adgif = dma.read_and_advance();
ASSERT(r_iris_adgif.size_bytes == 96); // 5 adgifs a+d's plus tag
ASSERT(r_iris_adgif.vif0() == 0);
ASSERT(r_iris_adgif.vifcode1().kind == VifCode::Kind::DIRECT);
AdgifHelper r_iris_helper(r_iris_adgif.data + 16);
r_draw.iris = read_eye_draw(dma);
r_draw.iris_tex =
render_state->texture_pool->lookup_gpu_texture(r_iris_helper.tex0().tbp0());
r_draw.iris_gl_tex = *render_state->texture_pool->lookup(r_iris_helper.tex0().tbp0());
} else {
// same adgif
r_draw.iris = read_eye_draw(dma);
r_draw.iris_tex = tex0;
r_draw.iris_gl_tex = l_draw.iris_gl_tex;
}
}
// now we'll draw the pupil on top of that
auto test1 = dma.read_and_advance();
(void)test1;
auto adgif1_dma = dma.read_and_advance();
ASSERT(adgif1_dma.size_bytes == 96); // 5 adgifs a+d's plus tag
ASSERT(adgif1_dma.vif0() == 0);
ASSERT(adgif1_dma.vifcode1().kind == VifCode::Kind::DIRECT);
AdgifHelper adgif1(adgif1_dma.data + 16);
auto tex1 = render_state->texture_pool->lookup_gpu_texture(adgif1.tex0().tbp0());
if (tex1 && tex1->get_data_ptr()) {
l_draw.pupil = read_eye_draw(dma);
l_draw.pupil_tex = tex1;
l_draw.pupil_gl_tex = *render_state->texture_pool->lookup(adgif1.tex0().tbp0());
}
if (dma.current_tag().qwc == 6) {
auto r_pupil_adgif = dma.read_and_advance();
ASSERT(r_pupil_adgif.size_bytes == 96); // 5 adgifs a+d's plus tag
ASSERT(r_pupil_adgif.vif0() == 0);
ASSERT(r_pupil_adgif.vifcode1().kind == VifCode::Kind::DIRECT);
AdgifHelper r_pupil_helper(r_pupil_adgif.data + 16);
r_draw.pupil = read_eye_draw(dma);
r_draw.pupil_tex =
render_state->texture_pool->lookup_gpu_texture(r_pupil_helper.tex0().tbp0());
r_draw.pupil_gl_tex = *render_state->texture_pool->lookup(r_pupil_helper.tex0().tbp0());
} else {
if (tex1 && tex1->get_data_ptr()) {
r_draw.pupil = read_eye_draw(dma);
r_draw.pupil_tex = tex1;
r_draw.pupil_gl_tex = l_draw.pupil_gl_tex;
}
}
// and finally the eyelid
auto test2 = dma.read_and_advance();
(void)test2;
auto adgif2_dma = dma.read_and_advance();
ASSERT(adgif2_dma.size_bytes == 96); // 5 adgifs a+d's plus tag
ASSERT(adgif2_dma.vif0() == 0);
ASSERT(adgif2_dma.vifcode1().kind == VifCode::Kind::DIRECT);
AdgifHelper adgif2(adgif2_dma.data + 16);
auto tex2 = render_state->texture_pool->lookup_gpu_texture(adgif2.tex0().tbp0());
{
l_draw.lid = read_eye_draw(dma);
l_draw.lid_tex = tex2;
l_draw.lid_gl_tex = *render_state->texture_pool->lookup(adgif2.tex0().tbp0());
}
if (dma.current_tag().qwc == 6) {
auto r_lid_adgif = dma.read_and_advance();
ASSERT(r_lid_adgif.size_bytes == 96); // 5 adgifs a+d's plus tag
ASSERT(r_lid_adgif.vif0() == 0);
ASSERT(r_lid_adgif.vifcode1().kind == VifCode::Kind::DIRECT);
AdgifHelper r_lid_helper(r_lid_adgif.data + 16);
r_draw.lid = read_eye_draw(dma);
r_draw.lid_tex = render_state->texture_pool->lookup_gpu_texture(r_lid_helper.tex0().tbp0());
r_draw.lid_gl_tex = *render_state->texture_pool->lookup(r_lid_helper.tex0().tbp0());
} else {
r_draw.lid = read_eye_draw(dma);
r_draw.lid_tex = tex2;
r_draw.lid_gl_tex = l_draw.lid_gl_tex;
}
if (render_state->version == GameVersion::Jak1) {
auto end = dma.read_and_advance();
ASSERT(end.size_bytes == 0);
ASSERT(end.vif0() == 0);
ASSERT(end.vif1() == 0);
}
}
return draws;
}
void EyeRenderer::handle_eye_dma2(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode&) {
Timer timer;
m_debug.clear();
// first should be the gs setup for render to texture
auto offset_setup = dma.read_and_advance();
ASSERT(offset_setup.size_bytes == 128);
ASSERT(offset_setup.vifcode0().kind == VifCode::Kind::FLUSHA);
ASSERT(offset_setup.vifcode1().kind == VifCode::Kind::DIRECT);
// next should be alpha setup
auto alpha_setup = dma.read_and_advance();
ASSERT(alpha_setup.size_bytes == 32);
ASSERT(alpha_setup.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(alpha_setup.vifcode1().kind == VifCode::Kind::DIRECT);
if (render_state->version == GameVersion::Jak1) {
// from the add to bucket
ASSERT(dma.current_tag().kind == DmaTag::Kind::NEXT);
ASSERT(dma.current_tag().qwc == 0);
ASSERT(dma.current_tag_vif0() == 0);
ASSERT(dma.current_tag_vif1() == 0);
dma.read_and_advance();
}
auto draws = get_draws(dma, render_state);
run_gpu(draws, render_state);
float time_ms = timer.getMs();
m_average_time_ms = m_average_time_ms * 0.95 + time_ms * 0.05;
}
int add_draw_to_buffer_32(int idx,
const EyeRenderer::EyeDraw& draw,
float* data,
int pair,
int lr) {
int x_off = lr * SINGLE_EYE_SIZE * 16;
int y_off = pair * SINGLE_EYE_SIZE * 16;
data[idx++] = draw.sprite.xyz0[0] - x_off;
data[idx++] = draw.sprite.xyz0[1] - y_off;
data[idx++] = 0;
data[idx++] = 0;
data[idx++] = draw.sprite.xyz1[0] - x_off;
data[idx++] = draw.sprite.xyz0[1] - y_off;
data[idx++] = 1;
data[idx++] = 0;
data[idx++] = draw.sprite.xyz0[0] - x_off;
data[idx++] = draw.sprite.xyz1[1] - y_off;
data[idx++] = 0;
data[idx++] = 1;
data[idx++] = draw.sprite.xyz1[0] - x_off;
data[idx++] = draw.sprite.xyz1[1] - y_off;
data[idx++] = 1;
data[idx++] = 1;
return idx;
}
int add_draw_to_buffer_64(int idx,
const EyeRenderer::EyeDraw& draw,
float* data,
int pair,
int lr) {
int x_off = lr * SINGLE_EYE_SIZE * 32;
int y_off = (pair / 4) * SINGLE_EYE_SIZE * 32;
data[idx++] = (draw.sprite.xyz0[0] - x_off) / 2;
data[idx++] = (draw.sprite.xyz0[1] - y_off) / 2;
data[idx++] = 0;
data[idx++] = 0;
data[idx++] = (draw.sprite.xyz1[0] - x_off) / 2;
data[idx++] = (draw.sprite.xyz0[1] - y_off) / 2;
data[idx++] = 1;
data[idx++] = 0;
data[idx++] = (draw.sprite.xyz0[0] - x_off) / 2;
data[idx++] = (draw.sprite.xyz1[1] - y_off) / 2;
data[idx++] = 0;
data[idx++] = 1;
data[idx++] = (draw.sprite.xyz1[0] - x_off) / 2;
data[idx++] = (draw.sprite.xyz1[1] - y_off) / 2;
data[idx++] = 1;
data[idx++] = 1;
return idx;
}
int add_clear_draw_to_buffer(int idx, float* data) {
// the entire eye texture is cleared using the 0,0 value from the iris texture
const float center = 768;
const float upper = center + 256;
const float lower = center - 256;
data[idx++] = lower;
data[idx++] = lower;
data[idx++] = 0;
data[idx++] = 0;
data[idx++] = upper;
data[idx++] = lower;
data[idx++] = 0;
data[idx++] = 0;
data[idx++] = lower;
data[idx++] = upper;
data[idx++] = 0;
data[idx++] = 0;
data[idx++] = upper;
data[idx++] = upper;
data[idx++] = 0;
data[idx++] = 0;
return idx;
}
void EyeRenderer::run_gpu(const std::vector<SingleEyeDraws>& draws,
SharedRenderState* render_state) {
if (draws.empty()) {
return;
}
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_gl_vertex_buffer);
// the first thing we'll do is prepare the vertices
int buffer_idx = 0;
for (const auto& draw : draws) {
buffer_idx = add_clear_draw_to_buffer(buffer_idx, m_gpu_vertex_buffer);
if (draw.using_64) {
buffer_idx =
add_draw_to_buffer_64(buffer_idx, draw.iris, m_gpu_vertex_buffer, draw.pair, draw.lr);
buffer_idx =
add_draw_to_buffer_64(buffer_idx, draw.pupil, m_gpu_vertex_buffer, draw.pair, draw.lr);
buffer_idx =
add_draw_to_buffer_64(buffer_idx, draw.lid, m_gpu_vertex_buffer, draw.pair, draw.lr);
} else {
buffer_idx =
add_draw_to_buffer_32(buffer_idx, draw.iris, m_gpu_vertex_buffer, draw.pair, draw.lr);
buffer_idx =
add_draw_to_buffer_32(buffer_idx, draw.pupil, m_gpu_vertex_buffer, draw.pair, draw.lr);
buffer_idx =
add_draw_to_buffer_32(buffer_idx, draw.lid, m_gpu_vertex_buffer, draw.pair, draw.lr);
}
}
ASSERT(buffer_idx <= VTX_BUFFER_FLOATS);
int check = buffer_idx;
// maybe buffer sub data.
glBufferData(GL_ARRAY_BUFFER, buffer_idx * sizeof(float), m_gpu_vertex_buffer, GL_STREAM_DRAW);
FramebufferTexturePairContext ctxt(m_gpu_eye_textures[draws.front().tex_slot()].fb);
// set up common opengl state
glDisable(GL_DEPTH_TEST);
render_state->shaders[ShaderId::EYE].activate();
glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::EYE].id(), "tex_T0"), 0);
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
buffer_idx = 0;
for (size_t draw_idx = 0; draw_idx < draws.size(); draw_idx++) {
const auto& draw = draws[draw_idx];
auto& out_tex = m_gpu_eye_textures[draw.tex_slot()];
out_tex.fnv_name_hash = draw.fnv_name_hash;
out_tex.lr = draw.lr;
// clear: not really needed, but we do it to help debugging in case all the textures are missing
float clear[4] = {1.0, 0, 0, 0};
glClearBufferfv(GL_COLOR, 0, clear);
// background
if (draw.iris_tex) {
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, draw.iris_gl_tex);
glDrawArrays(GL_TRIANGLE_STRIP, buffer_idx / 4, 4);
}
buffer_idx += 4 * 4;
// iris
if (draw.iris_tex) {
// set alpha
// set Z
// set texture
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, draw.iris_gl_tex);
glDrawArrays(GL_TRIANGLE_STRIP, buffer_idx / 4, 4);
}
buffer_idx += 4 * 4;
if (draw.pupil_tex) {
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, draw.pupil_gl_tex);
glDrawArrays(GL_TRIANGLE_STRIP, buffer_idx / 4, 4);
}
buffer_idx += 4 * 4;
if (draw.lid_tex) {
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, draw.lid_gl_tex);
glDrawArrays(GL_TRIANGLE_STRIP, buffer_idx / 4, 4);
}
buffer_idx += 4 * 4;
// finally, give to "vram"
render_state->texture_pool->move_existing_to_vram(out_tex.gpu_tex, out_tex.tbp);
if (draw_idx != draws.size() - 1) {
ctxt.switch_to(m_gpu_eye_textures[draws[draw_idx + 1].tex_slot()].fb);
}
}
ASSERT(check == buffer_idx);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
std::optional<u64> EyeRenderer::lookup_eye_texture(u8 eye_id) {
eye_id = (eye_id % 40);
if ((s32)eye_id >= NUM_EYE_PAIRS * 2) {
fmt::print("lookup eye failed for {} (1)\n", eye_id);
return {};
}
auto* gpu_tex = m_gpu_eye_textures[eye_id].gpu_tex;
if (gpu_tex) {
return gpu_tex->gpu_textures.at(0).gl;
} else {
fmt::print("lookup eye failed for {}\n", eye_id);
return {};
}
}
std::optional<u64> EyeRenderer::lookup_eye_texture_hash(u64 hash, bool lr) {
for (auto& slot : m_gpu_eye_textures) {
if (slot.fnv_name_hash == hash && slot.lr == lr) {
auto* gpu_tex = slot.gpu_tex;
if (gpu_tex) {
return gpu_tex->gpu_textures.at(0).gl;
} else {
fmt::print("lookup eye failed for {} (1)\n", hash);
return {};
}
}
}
fmt::print("lookup eye failed for {} (2)\n", hash);
return {};
}
//////////////////////
// DMA Decode
//////////////////////
std::string EyeRenderer::SpriteInfo::print() const {
std::string result;
result += fmt::format("a: {:x} uv: ({}), ({}, {}) xyz: ({}, {}, {}), ({}, {}, {})", a, uv0,
uv1[0], uv1[1], xyz0[0], xyz0[1], xyz0[2], xyz1[0], xyz1[1], xyz1[2]);
return result;
}
std::string EyeRenderer::ScissorInfo::print() const {
return fmt::format("x : [{}, {}], y : [{}, {}]", x0, x1, y0, y1);
}
std::string EyeRenderer::EyeDraw::print() const {
return fmt::format("{}\n{}\n", sprite.print(), scissor.print());
}