Files
jak-project/game/graphics/opengl_renderer/ocean/OceanTexture.cpp
T
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
This PR updates to SDL3, and with it, adds a handful of new features.
Everything seems to work but I'm going to look over the code once last
time before merging, some of the API changes are hard to spot.

Fixes #2773

### Pressure sensitivity support for DS3 Controllers

SDL3 adds pressure sensitivity support for DS3 controllers on windows. I
have not tested on linux. The option is disabled by default.

On windows you will need https://docs.nefarius.at/projects/DsHidMini/
and to be using SXS mode.

### DualSense and Xbox One Trigger Effects

If enabled, Jak 2 will have certain trigger effects.  They are:
   - xbox1:
     - small vibrate when collecting dark eco
     - big vibrate when changing to dark jak
     - vibrate when shooting gun, proportional to gun type
   - ps5:
     - resistance when changing to dark jak
     - different gun shooting effects
       - red (resistance)
       - yellow (weapon trigger)
       - blue (vibrates)
       - purple (less resistance)
> **Gun Shooting effects are only enabled if the new "Swap R1 and R2"
option is enabled**

There are more effects that could be used in `dualsense_effects.cpp`,
but I only exposed the ones I needed to OpenGOAL. If a modder wants to
use some of the others and wires them up end-to-end, please consider
contributing that upstream.

### New ImGUI Menu

Added new imgui options for selecting the active controller, for those
people that struggle to select the initial controller.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### Testing

The highlights of what I tested successfully:
   - display
     - [x] all mode switch permutations
     - [x] launch with all modes saved
- [x] switch monitors / unplug monitor that was active, how does it
handle it
     - [x] load with alternate monitor saved and all modes
     - [x] allowing hidpi doesnt break macos
   - controls
     - [x] keyboard and mouse still work
     - [x] pressure sensitivity on linux
2025-03-02 16:36:22 -05:00

440 lines
16 KiB
C++

#include "OceanTexture.h"
#include "game/graphics/opengl_renderer/AdgifHandler.h"
#include "third-party/imgui/imgui.h"
constexpr int OCEAN_TEX_TBP_JAK1 = 8160; // todo
constexpr int OCEAN_TEX_TBP_JAK2 = 672;
OceanTexture::OceanTexture(bool generate_mipmaps)
: m_generate_mipmaps(generate_mipmaps),
m_result_texture(TEX0_SIZE,
TEX0_SIZE,
GL_UNSIGNED_INT_8_8_8_8_REV,
m_generate_mipmaps ? NUM_MIPS : 1),
m_temp_texture(TEX0_SIZE, TEX0_SIZE, GL_UNSIGNED_INT_8_8_8_8_REV) {
m_dbuf_x = m_dbuf_a;
m_dbuf_y = m_dbuf_b;
m_tbuf_x = m_tbuf_a;
m_tbuf_y = m_tbuf_b;
init_pc();
// initialize the mipmap drawing
glGenVertexArrays(1, &m_mipmap.vao);
glBindVertexArray(m_mipmap.vao);
glGenBuffers(1, &m_mipmap.vtx_buffer);
glBindBuffer(GL_ARRAY_BUFFER, m_mipmap.vtx_buffer);
std::vector<MipMap::Vertex> vertices = {
{-1, -1, 0, 0}, {-1, 1, 0, 1}, {1, -1, 1, 0}, {1, 1, 1, 1}};
glBufferData(GL_ARRAY_BUFFER, sizeof(MipMap::Vertex) * 4, vertices.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(
0, // location 0 in the shader
2, // 4 color components
GL_FLOAT, // floats
GL_FALSE, // normalized, ignored,
sizeof(MipMap::Vertex), //
(void*)offsetof(MipMap::Vertex, x) // offset in array (why is this a pointer...)
);
glVertexAttribPointer(
1, // location 0 in the shader
2, // 4 color components
GL_FLOAT, // floats
GL_FALSE, // normalized, ignored,
sizeof(MipMap::Vertex), //
(void*)offsetof(MipMap::Vertex, s) // offset in array (why is this a pointer...)
);
glBindVertexArray(0);
}
OceanTexture::~OceanTexture() {
destroy_pc();
}
void OceanTexture::init_textures(TexturePool& pool, GameVersion version) {
TextureInput in;
in.gpu_texture = m_result_texture.texture();
in.w = TEX0_SIZE;
in.h = TEX0_SIZE;
in.debug_page_name = "PC-OCEAN";
in.debug_name = fmt::format("pc-ocean-mip-{}", m_generate_mipmaps);
in.id = pool.allocate_pc_port_texture(version);
switch (version) {
case GameVersion::Jak1:
m_tex0_gpu = pool.give_texture_and_load_to_vram(in, OCEAN_TEX_TBP_JAK1);
break;
case GameVersion::Jak2:
case GameVersion::Jak3:
m_tex0_gpu = pool.give_texture_and_load_to_vram(in, OCEAN_TEX_TBP_JAK2);
break;
}
}
void OceanTexture::draw_debug_window() {
if (m_tex0_gpu) {
ImGui::Image((ImTextureID)(intptr_t)m_tex0_gpu->gpu_textures.at(0).gl,
ImVec2(m_tex0_gpu->w, m_tex0_gpu->h));
}
}
void OceanTexture::handle_ocean_texture_jak1(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// if we're doing mipmaps, render to temp.
// otherwise, render directly to target.
FramebufferTexturePairContext ctxt(m_generate_mipmaps ? m_temp_texture : m_result_texture);
// render to the first texture
{
// (set-display-gs-state arg0 ocean-tex-page-0 128 128 0 0)
auto data = dma.read_and_advance();
(void)data;
}
// set up VIF
{
// (new 'static 'vif-tag :cmd (vif-cmd base))
// (new 'static 'vif-tag :imm #xc0 :cmd (vif-cmd offset))
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::BASE);
ASSERT(data.vifcode1().kind == VifCode::Kind::OFFSET);
ASSERT(data.vifcode0().immediate == 0);
ASSERT(data.vifcode1().immediate == 0xc0);
}
// load texture constants
{
// (ocean-texture-add-constants arg0)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(OceanTextureConstants));
ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data.vifcode0().immediate == 0x404);
ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data.vifcode1().num == data.size_bytes / 16);
ASSERT(data.vifcode1().immediate == TexVu1Data::CONSTANTS);
memcpy(&m_texture_constants, data.data, sizeof(OceanTextureConstants));
}
// set up GS for envmap texture drawing
{
// (ocean-texture-add-envmap arg0)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(AdGifData) + 16); // 16 for the giftag.
ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
memcpy(&m_envmap_adgif, data.data + 16, sizeof(AdGifData));
// HACK
setup_renderer();
}
// vertices are uploaded double buffered
m_texture_vertices_loading = m_texture_vertices_a;
m_texture_vertices_drawing = m_texture_vertices_b;
// add first group of vertices
{
// (ocean-texture-add-verts arg0 sv-16)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(m_texture_vertices_a));
ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data.vifcode0().immediate == 0x404);
ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data.vifcode1().num == data.size_bytes / 16);
VifCodeUnpack up(data.vifcode1());
ASSERT(up.addr_qw == 0);
ASSERT(up.use_tops_flag == true);
memcpy(m_texture_vertices_loading, data.data, sizeof(m_texture_vertices_a));
}
// first call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::START);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L1_PC();
}
// loop over vertex groups
for (int i = 0; i < NUM_FRAG_LOOPS; i++) {
auto verts = dma.read_and_advance();
ASSERT(verts.size_bytes == sizeof(m_texture_vertices_a));
ASSERT(verts.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(verts.vifcode0().immediate == 0x404);
ASSERT(verts.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(verts.vifcode1().num == verts.size_bytes / 16);
VifCodeUnpack up(verts.vifcode1());
ASSERT(up.addr_qw == 0);
ASSERT(up.use_tops_flag == true);
memcpy(m_texture_vertices_loading, verts.data, sizeof(m_texture_vertices_a));
auto call = dma.read_and_advance();
ASSERT(call.size_bytes == 0);
ASSERT(call.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(call.vifcode0().immediate == TexVu1Prog::REST);
ASSERT(call.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L2_PC();
}
// last upload does something weird...
{
// (ocean-texture-add-verts-last arg0 (the-as (inline-array vector) sv-48) sv-64)
auto data0 = dma.read_and_advance();
ASSERT(data0.size_bytes == 128 * 16);
ASSERT(data0.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data0.vifcode0().immediate == 0x404);
ASSERT(data0.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data0.vifcode1().num == data0.size_bytes / 16);
VifCodeUnpack up0(data0.vifcode1());
ASSERT(up0.addr_qw == 0);
ASSERT(up0.use_tops_flag == true);
memcpy(m_texture_vertices_loading, data0.data, 128 * 16);
auto data1 = dma.read_and_advance();
ASSERT(data1.size_bytes == 64 * 16);
ASSERT(data1.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data1.vifcode0().immediate == 0x404);
ASSERT(data1.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data1.vifcode1().num == data1.size_bytes / 16);
VifCodeUnpack up1(data1.vifcode1());
ASSERT(up1.addr_qw == 128);
ASSERT(up1.use_tops_flag == true);
memcpy(m_texture_vertices_loading + 128, data1.data, 64 * 16);
}
// last rest call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::REST);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L2_PC();
}
// last call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::DONE);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
// this program does nothing.
}
flush(render_state, prof);
if (m_generate_mipmaps) {
// if we did mipmaps, the above code rendered to temp, and now we need to generate mipmaps
// in the real output
make_texture_with_mipmaps(render_state, prof);
}
// give to gpu!
render_state->texture_pool->move_existing_to_vram(m_tex0_gpu, OCEAN_TEX_TBP_JAK1);
}
void OceanTexture::handle_ocean_texture_jak2(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// if we're doing mipmaps, render to temp.
// otherwise, render directly to target.
FramebufferTexturePairContext ctxt(m_generate_mipmaps ? m_temp_texture : m_result_texture);
// render to the first texture
{
// (set-display-gs-state arg0 21 128 128 0 0)
auto data = dma.read_and_advance();
(void)data;
}
// set up GS for envmap texture drawing
{
// (ocean-texture-add-envmap arg0)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(AdGifData) + 16); // 16 for the giftag.
ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
memcpy(&m_envmap_adgif, data.data + 16, sizeof(AdGifData));
// HACK
setup_renderer();
}
// set up VIF
{
// (new 'static 'vif-tag)
// (new 'static 'vif-tag :imm #x4 :cmd (vif-cmd offset))
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 64);
ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
ASSERT(data.vifcode0().immediate == 0);
ASSERT(data.vifcode1().immediate == 0x4);
}
// (dma-buffer-add-vu-function arg0 ocean-texture-vu1-block 1)
dma.read_and_advance();
{
// (ocean-texture-add-constants obj arg0)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(OceanTextureConstants));
ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data.vifcode0().immediate == 0x404);
ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data.vifcode1().num == data.size_bytes / 16);
ASSERT(data.vifcode1().immediate == TexVu1Data::CONSTANTS);
memcpy(&m_texture_constants, data.data, sizeof(OceanTextureConstants));
}
// vertices are uploaded double buffered
m_texture_vertices_loading = m_texture_vertices_a;
m_texture_vertices_drawing = m_texture_vertices_b;
// add first group of vertices
{
// (ocean-texture-add-verts arg0 sv-16)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(m_texture_vertices_a));
ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data.vifcode0().immediate == 0x404);
ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data.vifcode1().num == data.size_bytes / 16);
VifCodeUnpack up(data.vifcode1());
ASSERT(up.addr_qw == 0);
ASSERT(up.use_tops_flag == true);
memcpy(m_texture_vertices_loading, data.data, sizeof(m_texture_vertices_a));
}
// first call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::START);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L1_PC_jak2();
}
// loop over vertex groups
for (int i = 0; i < NUM_FRAG_LOOPS; i++) {
auto verts = dma.read_and_advance();
ASSERT(verts.size_bytes == sizeof(m_texture_vertices_a));
ASSERT(verts.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(verts.vifcode0().immediate == 0x404);
ASSERT(verts.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(verts.vifcode1().num == verts.size_bytes / 16);
VifCodeUnpack up(verts.vifcode1());
ASSERT(up.addr_qw == 0);
ASSERT(up.use_tops_flag == true);
memcpy(m_texture_vertices_loading, verts.data, sizeof(m_texture_vertices_a));
auto call = dma.read_and_advance();
ASSERT(call.size_bytes == 0);
ASSERT(call.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(call.vifcode0().immediate == TexVu1Prog::REST);
ASSERT(call.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L2_PC_jak2();
}
// last upload does something weird...
{
// (ocean-texture-add-verts-last arg0 (the-as (inline-array vector) sv-48) sv-64)
auto data0 = dma.read_and_advance();
ASSERT(data0.size_bytes == 128 * 16);
ASSERT(data0.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data0.vifcode0().immediate == 0x404);
ASSERT(data0.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data0.vifcode1().num == data0.size_bytes / 16);
VifCodeUnpack up0(data0.vifcode1());
ASSERT(up0.addr_qw == 0);
ASSERT(up0.use_tops_flag == true);
memcpy(m_texture_vertices_loading, data0.data, 128 * 16);
auto data1 = dma.read_and_advance();
ASSERT(data1.size_bytes == 64 * 16);
ASSERT(data1.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data1.vifcode0().immediate == 0x404);
ASSERT(data1.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data1.vifcode1().num == data1.size_bytes / 16);
VifCodeUnpack up1(data1.vifcode1());
ASSERT(up1.addr_qw == 128);
ASSERT(up1.use_tops_flag == true);
memcpy(m_texture_vertices_loading + 128, data1.data, 64 * 16);
}
// last rest call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::REST);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L2_PC_jak2();
}
// last call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::DONE);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
// this program does nothing.
}
flush(render_state, prof);
if (m_generate_mipmaps) {
// if we did mipmaps, the above code rendered to temp, and now we need to generate mipmaps
// in the real output
make_texture_with_mipmaps(render_state, prof);
}
// (reset-display-gs-state *display* arg0)
// dma.read_and_advance();
// give to gpu!
render_state->texture_pool->move_existing_to_vram(m_tex0_gpu, OCEAN_TEX_TBP_JAK2);
}
/*!
* Generate mipmaps for the ocean texture.
* There's a trick here - we reduce the intensity of alpha on the lower lods. This lets texture
* filtering slowly fade the alpha value out to 0 with distance.
*/
void OceanTexture::make_texture_with_mipmaps(SharedRenderState* render_state,
ScopedProfilerNode& prof) {
glBindVertexArray(m_mipmap.vao);
render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].activate();
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(),
"alpha_intensity"),
1.0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_temp_texture.texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUniform1i(
glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(), "tex_T0"),
0);
glBindBuffer(GL_ARRAY_BUFFER, m_mipmap.vtx_buffer);
for (int i = 0; i < NUM_MIPS; i++) {
FramebufferTexturePairContext ctxt(m_result_texture, i);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(),
"alpha_intensity"),
std::max(0.f, 1.f - 0.51f * i));
glUniform1f(
glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(), "scale"),
1.f / (1 << i));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
prof.add_draw_call();
prof.add_tri(2);
}
glBindVertexArray(0);
}