mirror of
https://github.com/open-goal/jak-project
synced 2026-08-12 03:49:08 -04:00
9ba86c8b6a
Fixes issue where warp effect looks wrong near the edge of the screen - there was an unhandled `REGION_CLAMP` texture setting. Fixes a potential bug where "warp page" things wouldn't be drawn at all because there is no PC warp bucket. Unclear if anything actually fits this category, but it doesn't hurt. Turn on PC-format texture uploads for the water page so the precursor guy uses the right texture. It has to use generic because it abuses the generic death query thing to spawn particles. Workaround for some issues with rebuilding level files after changing engine files. Not a perfect solution, but probably good enough.
831 lines
31 KiB
C++
831 lines
31 KiB
C++
#include "Sprite3.h"
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#include "common/log/log.h"
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#include "game/graphics/opengl_renderer/background/background_common.h"
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#include "game/graphics/opengl_renderer/dma_helpers.h"
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#include "third-party/fmt/core.h"
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#include "third-party/imgui/imgui.h"
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namespace {
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/*!
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* Does the next DMA transfer look like it could be the start of a 2D group?
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*/
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bool looks_like_2d_chunk_start(const DmaFollower& dma) {
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return dma.current_tag().qwc == 1 && dma.current_tag().kind == DmaTag::Kind::CNT;
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}
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/*!
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* Read the header. Asserts if it's bad.
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* Returns the number of sprites.
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* Advances 1 dma transfer
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*/
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u32 process_sprite_chunk_header(DmaFollower& dma) {
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auto transfer = dma.read_and_advance();
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// note that flg = true, this should use double buffering
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bool ok = verify_unpack_with_stcycl(transfer, VifCode::Kind::UNPACK_V4_32, 4, 4, 1,
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SpriteDataMem::Header, false, true);
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ASSERT(ok);
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u32 header[4];
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memcpy(header, transfer.data, 16);
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ASSERT(header[0] <= Sprite3::SPRITES_PER_CHUNK);
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return header[0];
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}
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constexpr int SPRITE_RENDERER_MAX_SPRITES = 1920 * 10;
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} // namespace
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Sprite3::Sprite3(const std::string& name, int my_id)
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: BucketRenderer(name, my_id), m_direct(name, my_id, 1024) {
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opengl_setup();
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}
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void Sprite3::opengl_setup() {
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// Set up OpenGL for 'normal' sprites
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opengl_setup_normal();
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// Set up OpenGL for distort sprites
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opengl_setup_distort();
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}
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void Sprite3::opengl_setup_normal() {
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glGenBuffers(1, &m_ogl.vertex_buffer);
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glGenVertexArrays(1, &m_ogl.vao);
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glBindVertexArray(m_ogl.vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
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auto verts = SPRITE_RENDERER_MAX_SPRITES * 4;
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auto bytes = verts * sizeof(SpriteVertex3D);
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glBufferData(GL_ARRAY_BUFFER, bytes, nullptr, GL_STREAM_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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0, // location 0 in the shader
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4, // 4 floats per vert (w unused)
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GL_FLOAT, // floats
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GL_TRUE, // normalized, ignored,
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, xyz_sx) // offset in array (why is this a pointer...)
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);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(
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1, // location 1 in the shader
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4, // 4 color components
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GL_FLOAT, // floats
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GL_TRUE, // normalized, ignored,
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, quat_sy) // offset in array (why is this a pointer...)
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);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(
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2, // location 2 in the shader
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4, // 4 color components
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GL_FLOAT, // floats
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GL_TRUE, // normalized, ignored,
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, rgba) // offset in array (why is this a pointer...)
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);
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glEnableVertexAttribArray(3);
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glVertexAttribIPointer(
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3, // location 3 in the shader
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2, // 4 color components
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GL_UNSIGNED_SHORT, // floats
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, flags_matrix) // offset in array (why is this a pointer...)
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);
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glEnableVertexAttribArray(4);
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glVertexAttribIPointer(
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4, // location 4 in the shader
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4, // 3 floats per vert
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GL_UNSIGNED_SHORT, // floats
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, info) // offset in array (why is this a pointer...)
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);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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u32 idx_buffer_len = SPRITE_RENDERER_MAX_SPRITES * 5;
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glGenBuffers(1, &m_ogl.index_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ogl.index_buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_len * sizeof(u32), nullptr, GL_STREAM_DRAW);
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glBindVertexArray(0);
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m_vertices_3d.resize(verts);
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m_index_buffer_data.resize(idx_buffer_len);
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m_default_mode.disable_depth_write();
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m_default_mode.set_depth_test(GsTest::ZTest::GEQUAL);
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m_default_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
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m_default_mode.set_aref(38);
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m_default_mode.set_alpha_test(DrawMode::AlphaTest::GEQUAL);
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m_default_mode.set_alpha_fail(GsTest::AlphaFail::FB_ONLY);
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m_default_mode.set_at(true);
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m_default_mode.set_zt(true);
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m_default_mode.set_ab(true);
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m_current_mode = m_default_mode;
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}
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/*!
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* Handle DMA data that does the per-frame setup.
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* This should get the dma chain immediately after the call to sprite-draw-distorters.
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* It ends right before the sprite-add-matrix-data for the 3d's
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*/
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void Sprite3::handle_sprite_frame_setup(DmaFollower& dma,
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GameVersion version,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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// first is some direct data
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auto direct_data = dma.read_and_advance();
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ASSERT(direct_data.size_bytes == 3 * 16);
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memcpy(m_sprite_direct_setup, direct_data.data, 3 * 16);
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// next would be the program, but it's 0 size on the PC and isn't sent.
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// next is the "frame data"
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switch (version) {
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case GameVersion::Jak1: {
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render_state->shaders[ShaderId::SPRITE3].activate();
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auto frame_data = dma.read_and_advance();
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ASSERT(frame_data.size_bytes == (int)sizeof(SpriteFrameDataJak1)); // very cool
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ASSERT(frame_data.vifcode0().kind == VifCode::Kind::STCYCL);
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VifCodeStcycl frame_data_stcycl(frame_data.vifcode0());
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ASSERT(frame_data_stcycl.cl == 4);
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ASSERT(frame_data_stcycl.wl == 4);
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ASSERT(frame_data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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VifCodeUnpack frame_data_unpack(frame_data.vifcode1());
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ASSERT(frame_data_unpack.addr_qw == SpriteDataMem::FrameData);
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ASSERT(frame_data_unpack.use_tops_flag == false);
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SpriteFrameDataJak1 jak1_data;
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memcpy(&jak1_data, frame_data.data, sizeof(SpriteFrameDataJak1));
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m_frame_data.from_jak1(jak1_data);
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} break;
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case GameVersion::Jak2: {
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// in jak 2, the DirectRenderer DMA comes right before the actual sprite data(?)
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// TODO might be different when distorter is running
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m_direct.reset_state();
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while (dma.current_tag().qwc != (int)sizeof(SpriteFrameData) / 16) {
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auto pre_frame_data = dma.read_and_advance();
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m_direct.render_vif(pre_frame_data.vif0(), pre_frame_data.vif1(), pre_frame_data.data,
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pre_frame_data.size_bytes, render_state, prof);
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}
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m_direct.flush_pending(render_state, prof);
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render_state->shaders[ShaderId::SPRITE3].activate();
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auto frame_data = dma.read_and_advance();
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ASSERT(frame_data.size_bytes == (int)sizeof(SpriteFrameData)); // very cool
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ASSERT(frame_data.vifcode0().kind == VifCode::Kind::STCYCL);
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VifCodeStcycl frame_data_stcycl(frame_data.vifcode0());
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ASSERT(frame_data_stcycl.cl == 4);
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ASSERT(frame_data_stcycl.wl == 4);
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ASSERT(frame_data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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VifCodeUnpack frame_data_unpack(frame_data.vifcode1());
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ASSERT(frame_data_unpack.addr_qw == SpriteDataMem::FrameData);
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ASSERT(frame_data_unpack.use_tops_flag == false);
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memcpy(&m_frame_data, frame_data.data, sizeof(SpriteFrameData));
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} break;
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default:
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ASSERT_NOT_REACHED();
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}
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// next, a MSCALF.
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auto mscalf = dma.read_and_advance();
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ASSERT(mscalf.size_bytes == 0);
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ASSERT(mscalf.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(mscalf.vifcode0().immediate == SpriteProgMem::Init);
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ASSERT(mscalf.vifcode1().kind == VifCode::Kind::FLUSHE);
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// next base and offset
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auto base_offset = dma.read_and_advance();
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ASSERT(base_offset.size_bytes == 0);
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ASSERT(base_offset.vifcode0().kind == VifCode::Kind::BASE);
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ASSERT(base_offset.vifcode0().immediate == SpriteDataMem::Buffer0);
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ASSERT(base_offset.vifcode1().kind == VifCode::Kind::OFFSET);
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ASSERT(base_offset.vifcode1().immediate == SpriteDataMem::Buffer1);
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}
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void Sprite3::render_3d(DmaFollower& dma) {
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// one time matrix data
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auto matrix_data = dma.read_and_advance();
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ASSERT(matrix_data.size_bytes == sizeof(Sprite3DMatrixData));
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bool unpack_ok = verify_unpack_with_stcycl(matrix_data, VifCode::Kind::UNPACK_V4_32, 4, 4, 5,
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SpriteDataMem::Matrix, false, false);
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ASSERT(unpack_ok);
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static_assert(sizeof(m_3d_matrix_data) == 5 * 16);
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memcpy(&m_3d_matrix_data, matrix_data.data, sizeof(m_3d_matrix_data));
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// TODO
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}
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void Sprite3::render_2d_group0(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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// opengl sprite frame setup
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auto shid = render_state->shaders[ShaderId::SPRITE3].id();
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glUniform4fv(glGetUniformLocation(shid, "hvdf_offset"), 1, m_3d_matrix_data.hvdf_offset.data());
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glUniform1f(glGetUniformLocation(shid, "pfog0"), m_frame_data.pfog0);
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glUniform1f(glGetUniformLocation(shid, "min_scale"), m_frame_data.min_scale);
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glUniform1f(glGetUniformLocation(shid, "max_scale"), m_frame_data.max_scale);
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glUniform1f(glGetUniformLocation(shid, "fog_min"), m_frame_data.fog_min);
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glUniform1f(glGetUniformLocation(shid, "fog_max"), m_frame_data.fog_max);
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// glUniform1f(glGetUniformLocation(shid, "bonus"), m_frame_data.bonus);
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// glUniform4fv(glGetUniformLocation(shid, "hmge_scale"), 1, m_frame_data.hmge_scale.data());
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glUniform1f(glGetUniformLocation(shid, "deg_to_rad"), m_frame_data.deg_to_rad);
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glUniform1f(glGetUniformLocation(shid, "inv_area"), m_frame_data.inv_area);
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glUniformMatrix4fv(glGetUniformLocation(shid, "camera"), 1, GL_FALSE,
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m_3d_matrix_data.camera.data());
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glUniform4fv(glGetUniformLocation(shid, "xy_array"), 8, m_frame_data.xy_array[0].data());
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glUniform4fv(glGetUniformLocation(shid, "xyz_array"), 4, m_frame_data.xyz_array[0].data());
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glUniform4fv(glGetUniformLocation(shid, "st_array"), 4, m_frame_data.st_array[0].data());
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glUniform4fv(glGetUniformLocation(shid, "basis_x"), 1, m_frame_data.basis_x.data());
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glUniform4fv(glGetUniformLocation(shid, "basis_y"), 1, m_frame_data.basis_y.data());
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u16 last_prog = -1;
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while (looks_like_2d_chunk_start(dma)) {
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m_debug_stats.blocks_2d_grp0++;
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// 4 packets per chunk
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// first is the header
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u32 sprite_count = process_sprite_chunk_header(dma);
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m_debug_stats.count_2d_grp0 += sprite_count;
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// second is the vector data
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u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count;
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auto vec_data = dma.read_and_advance();
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ASSERT(expected_vec_size <= sizeof(m_vec_data_2d));
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unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size,
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SpriteDataMem::Vector, false, true);
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// third is the adgif data
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u32 expected_adgif_size = sizeof(AdGifData) * sprite_count;
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auto adgif_data = dma.read_and_advance();
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ASSERT(expected_adgif_size <= sizeof(m_adgif));
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unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size,
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SpriteDataMem::Adgif, false, true);
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// fourth is the actual run!!!!!
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auto run = dma.read_and_advance();
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ASSERT(run.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(run.vifcode1().kind == VifCode::Kind::MSCAL);
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if (m_enabled) {
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if (run.vifcode1().immediate != last_prog) {
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// one-time setups and flushing
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flush_sprites(render_state, prof, false);
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}
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if (run.vifcode1().immediate == SpriteProgMem::Sprites2dGrp0) {
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if (m_2d_enable) {
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do_block_common(SpriteMode::Mode2D, sprite_count, render_state, prof);
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}
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} else {
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if (m_3d_enable) {
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do_block_common(SpriteMode::Mode3D, sprite_count, render_state, prof);
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}
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}
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last_prog = run.vifcode1().immediate;
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}
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}
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}
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void Sprite3::render_fake_shadow(DmaFollower& dma) {
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// TODO
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// nop + flushe
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auto nop_flushe = dma.read_and_advance();
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ASSERT(nop_flushe.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(nop_flushe.vifcode1().kind == VifCode::Kind::FLUSHE);
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}
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/*!
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* Handle DMA data for group1 2d's (HUD)
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*/
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void Sprite3::render_2d_group1(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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// one time matrix data upload
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auto mat_upload = dma.read_and_advance();
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bool mat_ok = verify_unpack_with_stcycl(mat_upload, VifCode::Kind::UNPACK_V4_32, 4, 4, 80,
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SpriteDataMem::Matrix, false, false);
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ASSERT(mat_ok);
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ASSERT(mat_upload.size_bytes == sizeof(m_hud_matrix_data));
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memcpy(&m_hud_matrix_data, mat_upload.data, sizeof(m_hud_matrix_data));
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// opengl sprite frame setup
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glUniform4fv(
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glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hud_hvdf_offset"), 1,
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m_hud_matrix_data.hvdf_offset.data());
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hud_hvdf_user"),
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75, m_hud_matrix_data.user_hvdf[0].data());
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glUniformMatrix4fv(
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glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hud_matrix"), 1,
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GL_FALSE, m_hud_matrix_data.matrix.data());
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// loop through chunks.
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while (looks_like_2d_chunk_start(dma)) {
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m_debug_stats.blocks_2d_grp1++;
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// 4 packets per chunk
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// first is the header
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u32 sprite_count = process_sprite_chunk_header(dma);
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m_debug_stats.count_2d_grp1 += sprite_count;
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// second is the vector data
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u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count;
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auto vec_data = dma.read_and_advance();
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ASSERT(expected_vec_size <= sizeof(m_vec_data_2d));
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unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size,
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SpriteDataMem::Vector, false, true);
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// third is the adgif data
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u32 expected_adgif_size = sizeof(AdGifData) * sprite_count;
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auto adgif_data = dma.read_and_advance();
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ASSERT(expected_adgif_size <= sizeof(m_adgif));
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unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size,
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SpriteDataMem::Adgif, false, true);
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// fourth is the actual run!!!!!
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auto run = dma.read_and_advance();
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ASSERT(run.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(run.vifcode1().kind == VifCode::Kind::MSCAL);
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switch (render_state->version) {
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case GameVersion::Jak1:
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ASSERT(run.vifcode1().immediate == SpriteProgMem::Sprites2dHud_Jak1);
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break;
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case GameVersion::Jak2:
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ASSERT(run.vifcode1().immediate == SpriteProgMem::Sprites2dHud_Jak2);
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break;
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default:
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ASSERT_NOT_REACHED();
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}
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if (m_enabled && m_2d_enable) {
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do_block_common(SpriteMode::ModeHUD, sprite_count, render_state, prof);
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}
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}
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}
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void Sprite3::render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) {
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switch (render_state->version) {
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case GameVersion::Jak1:
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render_jak1(dma, render_state, prof);
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break;
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case GameVersion::Jak2:
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render_jak2(dma, render_state, prof);
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break;
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default:
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ASSERT_NOT_REACHED();
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}
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}
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void Sprite3::render_jak2(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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m_debug_stats = {};
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auto data0 = dma.read_and_advance();
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ASSERT(data0.vif1() == 0 || 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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if (dma.current_tag_offset() == render_state->next_bucket) {
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return;
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}
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|
// First is the distorter (temporarily disabled for jak 2)
|
|
{
|
|
// auto child = prof.make_scoped_child("distorter");
|
|
// render_distorter(dma, render_state, child);
|
|
}
|
|
|
|
// next, the normal sprite stuff
|
|
handle_sprite_frame_setup(dma, render_state->version, render_state, prof);
|
|
|
|
// 3d sprites
|
|
render_3d(dma);
|
|
|
|
// 2d draw
|
|
// m_sprite_renderer.reset_state();
|
|
{
|
|
auto child = prof.make_scoped_child("2d-group0");
|
|
render_2d_group0(dma, render_state, child);
|
|
flush_sprites(render_state, prof, false);
|
|
}
|
|
|
|
// shadow draw
|
|
render_fake_shadow(dma);
|
|
|
|
// 2d draw (HUD)
|
|
{
|
|
auto child = prof.make_scoped_child("2d-group1");
|
|
render_2d_group1(dma, render_state, child);
|
|
flush_sprites(render_state, prof, true);
|
|
auto nop_flushe = dma.read_and_advance();
|
|
ASSERT(nop_flushe.vifcode0().kind == VifCode::Kind::NOP);
|
|
ASSERT(nop_flushe.vifcode1().kind == VifCode::Kind::FLUSHE);
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
{
|
|
auto p = prof.make_scoped_child("glow");
|
|
glow_dma_and_draw(dma, render_state, p);
|
|
}
|
|
|
|
// fmt::print("next bucket is 0x{}\n", render_state->next_bucket);
|
|
while (dma.current_tag_offset() != render_state->next_bucket) {
|
|
// auto tag = dma.current_tag();
|
|
auto data = dma.read_and_advance();
|
|
(void)data;
|
|
// VifCode code(data.vif0());
|
|
// fmt::print("@ 0x{:x} tag: {}", dma.current_tag_offset(), tag.print());
|
|
// fmt::print(" vif0: {}\n", code.print());
|
|
// fmt::print(" vif1: {}\n", VifCode(data.vif1()).print());
|
|
}
|
|
}
|
|
|
|
void Sprite3::render_jak1(DmaFollower& dma,
|
|
SharedRenderState* render_state,
|
|
ScopedProfilerNode& prof) {
|
|
m_debug_stats = {};
|
|
// First thing should be a NEXT with two nops. this is a jump from buckets to sprite data
|
|
auto data0 = dma.read_and_advance();
|
|
ASSERT(data0.vif1() == 0);
|
|
ASSERT(data0.vif0() == 0);
|
|
ASSERT(data0.size_bytes == 0);
|
|
|
|
if (dma.current_tag().kind == DmaTag::Kind::CALL) {
|
|
// sprite 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;
|
|
}
|
|
|
|
{
|
|
// Some DirectRenderer DMA is sent before everything else from the progress menu
|
|
m_direct.reset_state();
|
|
while (dma.current_tag().qwc != 7) {
|
|
auto direct_data = dma.read_and_advance();
|
|
m_direct.render_vif(direct_data.vif0(), direct_data.vif1(), direct_data.data,
|
|
direct_data.size_bytes, render_state, prof);
|
|
}
|
|
m_direct.flush_pending(render_state, prof);
|
|
}
|
|
|
|
// First is the distorter
|
|
{
|
|
auto child = prof.make_scoped_child("distorter");
|
|
render_distorter(dma, render_state, child);
|
|
}
|
|
|
|
// next, sprite frame setup.
|
|
handle_sprite_frame_setup(dma, render_state->version, render_state, prof);
|
|
|
|
// 3d sprites
|
|
render_3d(dma);
|
|
|
|
// 2d draw
|
|
// m_sprite_renderer.reset_state();
|
|
{
|
|
auto child = prof.make_scoped_child("2d-group0");
|
|
render_2d_group0(dma, render_state, child);
|
|
flush_sprites(render_state, prof, false);
|
|
}
|
|
|
|
// shadow draw
|
|
render_fake_shadow(dma);
|
|
|
|
// 2d draw (HUD)
|
|
{
|
|
auto child = prof.make_scoped_child("2d-group1");
|
|
render_2d_group1(dma, render_state, child);
|
|
flush_sprites(render_state, prof, true);
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
// TODO finish this up.
|
|
// fmt::print("next bucket is 0x{}\n", render_state->next_bucket);
|
|
while (dma.current_tag_offset() != render_state->next_bucket) {
|
|
// auto tag = dma.current_tag();
|
|
// fmt::print("@ 0x{:x} tag: {}", dma.current_tag_offset(), tag.print());
|
|
auto data = dma.read_and_advance();
|
|
VifCode code(data.vif0());
|
|
// fmt::print(" vif0: {}\n", code.print());
|
|
if (code.kind == VifCode::Kind::NOP) {
|
|
// fmt::print(" vif1: {}\n", VifCode(data.vif1()).print());
|
|
}
|
|
}
|
|
}
|
|
|
|
void Sprite3::draw_debug_window() {
|
|
ImGui::Separator();
|
|
ImGui::Text("Distort sprites: %d", m_distort_stats.total_sprites);
|
|
ImGui::Text("2D Group 0 (World) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp0,
|
|
m_debug_stats.count_2d_grp0);
|
|
ImGui::Text("2D Group 1 (HUD) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp1,
|
|
m_debug_stats.count_2d_grp1);
|
|
ImGui::Checkbox("Culling", &m_enable_culling);
|
|
ImGui::Checkbox("2d", &m_2d_enable);
|
|
ImGui::Checkbox("Glow", &m_enable_glow);
|
|
ImGui::SameLine();
|
|
ImGui::Checkbox("3d", &m_3d_enable);
|
|
ImGui::Checkbox("Distort", &m_distort_enable);
|
|
ImGui::Checkbox("Distort instancing", &m_enable_distort_instancing);
|
|
ImGui::Separator();
|
|
m_glow_renderer.draw_debug_window();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Render (for real)
|
|
|
|
void Sprite3::flush_sprites(SharedRenderState* render_state,
|
|
ScopedProfilerNode& prof,
|
|
bool double_draw) {
|
|
glBindVertexArray(m_ogl.vao);
|
|
|
|
glEnable(GL_PRIMITIVE_RESTART);
|
|
glPrimitiveRestartIndex(UINT32_MAX);
|
|
|
|
// upload vertex buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, m_sprite_idx * sizeof(SpriteVertex3D) * 4, m_vertices_3d.data(),
|
|
GL_STREAM_DRAW);
|
|
|
|
// two passes through the buckets. first to build the index buffer
|
|
u32 idx_offset = 0;
|
|
for (const auto bucket : m_bucket_list) {
|
|
memcpy(&m_index_buffer_data[idx_offset], bucket->ids.data(), bucket->ids.size() * sizeof(u32));
|
|
bucket->offset_in_idx_buffer = idx_offset;
|
|
idx_offset += bucket->ids.size();
|
|
}
|
|
|
|
// now upload it
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ogl.index_buffer);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_offset * sizeof(u32), m_index_buffer_data.data(),
|
|
GL_STREAM_DRAW);
|
|
|
|
// now do draws!
|
|
for (const auto bucket : m_bucket_list) {
|
|
u32 tbp = bucket->key >> 32;
|
|
DrawMode mode;
|
|
mode.as_int() = bucket->key & 0xffffffff;
|
|
|
|
std::optional<u64> tex;
|
|
tex = render_state->texture_pool->lookup(tbp);
|
|
|
|
if (!tex) {
|
|
lg::warn("Failed to find texture at {}, using random (sprite)", tbp);
|
|
tex = render_state->texture_pool->get_placeholder_texture();
|
|
}
|
|
ASSERT(tex);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, *tex);
|
|
|
|
auto settings = setup_opengl_from_draw_mode(mode, GL_TEXTURE0, false);
|
|
|
|
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_min"),
|
|
double_draw ? settings.aref_first : 0.016);
|
|
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_max"),
|
|
10.f);
|
|
glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "tex_T0"), 0);
|
|
|
|
prof.add_draw_call();
|
|
prof.add_tri(2 * (bucket->ids.size() / 5));
|
|
|
|
glDrawElements(GL_TRIANGLE_STRIP, bucket->ids.size(), GL_UNSIGNED_INT,
|
|
(void*)(bucket->offset_in_idx_buffer * sizeof(u32)));
|
|
|
|
if (double_draw) {
|
|
switch (settings.kind) {
|
|
case DoubleDrawKind::NONE:
|
|
break;
|
|
case DoubleDrawKind::AFAIL_NO_DEPTH_WRITE:
|
|
prof.add_draw_call();
|
|
prof.add_tri(2 * (bucket->ids.size() / 5));
|
|
glUniform1f(
|
|
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_min"),
|
|
-10.f);
|
|
glUniform1f(
|
|
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_max"),
|
|
settings.aref_second);
|
|
glDepthMask(GL_FALSE);
|
|
glDrawElements(GL_TRIANGLE_STRIP, bucket->ids.size(), GL_UNSIGNED_INT,
|
|
(void*)(bucket->offset_in_idx_buffer * sizeof(u32)));
|
|
break;
|
|
default:
|
|
ASSERT(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_sprite_buckets.clear();
|
|
m_bucket_list.clear();
|
|
m_last_bucket_key = UINT64_MAX;
|
|
m_last_bucket = nullptr;
|
|
m_sprite_idx = 0;
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
void Sprite3::handle_tex0(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
GsTex0 reg(val);
|
|
|
|
// update tbp
|
|
m_current_tbp = reg.tbp0();
|
|
m_current_mode.set_tcc(reg.tcc());
|
|
|
|
// tbw: assume they got it right
|
|
// psm: assume they got it right
|
|
// tw: assume they got it right
|
|
// th: assume they got it right
|
|
|
|
ASSERT(reg.tfx() == GsTex0::TextureFunction::MODULATE);
|
|
ASSERT(reg.psm() != GsTex0::PSM::PSMT4HH);
|
|
|
|
// cbp: assume they got it right
|
|
// cpsm: assume they got it right
|
|
// csm: assume they got it right
|
|
}
|
|
|
|
void Sprite3::handle_tex1(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
GsTex1 reg(val);
|
|
m_current_mode.set_filt_enable(reg.mmag());
|
|
}
|
|
|
|
void Sprite3::handle_zbuf(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
// note: we can basically ignore this. There's a single z buffer that's always configured the same
|
|
// way - 24-bit, at offset 448.
|
|
GsZbuf x(val);
|
|
ASSERT(x.psm() == TextureFormat::PSMZ24);
|
|
ASSERT(x.zbp() == 448 || x.zbp() == 304); // 304 for jak 2.
|
|
|
|
m_current_mode.set_depth_write_enable(!x.zmsk());
|
|
}
|
|
|
|
void Sprite3::handle_clamp(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
if (!(val == 0b101 || val == 0 || val == 1 || val == 0b100)) {
|
|
ASSERT_MSG(false, fmt::format("clamp: 0x{:x}", val));
|
|
}
|
|
|
|
m_current_mode.set_clamp_s_enable(val & 0b001);
|
|
m_current_mode.set_clamp_t_enable(val & 0b100);
|
|
}
|
|
|
|
void Sprite3::update_mode_from_alpha1(u64 val, DrawMode& mode) {
|
|
GsAlpha reg(val);
|
|
if (reg.a_mode() == GsAlpha::BlendMode::SOURCE && reg.b_mode() == GsAlpha::BlendMode::DEST &&
|
|
reg.c_mode() == GsAlpha::BlendMode::SOURCE && reg.d_mode() == GsAlpha::BlendMode::DEST) {
|
|
// (Cs - Cd) * As + Cd
|
|
// Cs * As + (1 - As) * Cd
|
|
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
|
|
|
|
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
|
|
reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
|
|
reg.c_mode() == GsAlpha::BlendMode::SOURCE &&
|
|
reg.d_mode() == GsAlpha::BlendMode::DEST) {
|
|
// (Cs - 0) * As + Cd
|
|
// Cs * As + (1) * CD
|
|
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_SRC_DST);
|
|
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
|
|
reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
|
|
reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
|
|
reg.d_mode() == GsAlpha::BlendMode::DEST) {
|
|
ASSERT(reg.fix() == 128);
|
|
// Cv = (Cs - 0) * FIX + Cd
|
|
// if fix = 128, it works out to 1.0
|
|
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_FIX_DST);
|
|
// src plus dest
|
|
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
|
|
reg.b_mode() == GsAlpha::BlendMode::DEST &&
|
|
reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
|
|
reg.d_mode() == GsAlpha::BlendMode::DEST) {
|
|
// Cv = (Cs - Cd) * FIX + Cd
|
|
ASSERT(reg.fix() == 64);
|
|
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_FIX_DST);
|
|
} else if (reg.a_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
|
|
reg.b_mode() == GsAlpha::BlendMode::SOURCE &&
|
|
reg.c_mode() == GsAlpha::BlendMode::SOURCE &&
|
|
reg.d_mode() == GsAlpha::BlendMode::DEST) {
|
|
// (0 - Cs) * As + Cd
|
|
// Cd - Cs * As
|
|
// s, d
|
|
mode.set_alpha_blend(DrawMode::AlphaBlend::ZERO_SRC_SRC_DST);
|
|
}
|
|
|
|
else {
|
|
lg::error("unsupported blend: a {} b {} c {} d {}", (int)reg.a_mode(), (int)reg.b_mode(),
|
|
(int)reg.c_mode(), (int)reg.d_mode());
|
|
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
|
|
ASSERT(false);
|
|
}
|
|
}
|
|
|
|
void Sprite3::handle_alpha(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
update_mode_from_alpha1(val, m_current_mode);
|
|
}
|
|
|
|
void Sprite3::do_block_common(SpriteMode mode,
|
|
u32 count,
|
|
SharedRenderState* render_state,
|
|
ScopedProfilerNode& prof) {
|
|
m_current_mode = m_default_mode;
|
|
for (u32 sprite_idx = 0; sprite_idx < count; sprite_idx++) {
|
|
if (m_sprite_idx == SPRITE_RENDERER_MAX_SPRITES) {
|
|
flush_sprites(render_state, prof, mode == ModeHUD);
|
|
}
|
|
|
|
if (mode == Mode2D && render_state->has_pc_data && m_enable_culling) {
|
|
// we can skip sprites that are out of view
|
|
// it's probably possible to do this for 3D as well.
|
|
auto bsphere = m_vec_data_2d[sprite_idx].xyz_sx;
|
|
bsphere.w() = std::max(bsphere.w(), m_vec_data_2d[sprite_idx].sy());
|
|
if (bsphere.w() == 0 || !sphere_in_view_ref(bsphere, render_state->camera_planes)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (render_state->version > GameVersion::Jak1) {
|
|
// glow code sets the matrix to -1,
|
|
// jak 2 adds:
|
|
// ibltz vi08, L4
|
|
// which is set from ilw.y vi08, 1(vi02)
|
|
if (m_vec_data_2d[sprite_idx].matrix() == -1) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
auto& adgif = m_adgif[sprite_idx];
|
|
handle_tex0(adgif.tex0_data, render_state, prof);
|
|
handle_tex1(adgif.tex1_data, render_state, prof);
|
|
if (GsRegisterAddress(adgif.clamp_addr) == GsRegisterAddress::ZBUF_1) {
|
|
handle_zbuf(adgif.clamp_data, render_state, prof);
|
|
} else {
|
|
handle_clamp(adgif.clamp_data, render_state, prof);
|
|
}
|
|
handle_alpha(adgif.alpha_data, render_state, prof);
|
|
|
|
u64 key = (((u64)m_current_tbp) << 32) | m_current_mode.as_int();
|
|
Bucket* bucket;
|
|
if (key == m_last_bucket_key) {
|
|
bucket = m_last_bucket;
|
|
} else {
|
|
auto it = m_sprite_buckets.find(key);
|
|
if (it == m_sprite_buckets.end()) {
|
|
bucket = &m_sprite_buckets[key];
|
|
bucket->key = key;
|
|
m_bucket_list.push_back(bucket);
|
|
} else {
|
|
bucket = &it->second;
|
|
}
|
|
}
|
|
u32 start_vtx_id = m_sprite_idx * 4;
|
|
bucket->ids.push_back(start_vtx_id);
|
|
bucket->ids.push_back(start_vtx_id + 1);
|
|
bucket->ids.push_back(start_vtx_id + 2);
|
|
bucket->ids.push_back(start_vtx_id + 3);
|
|
bucket->ids.push_back(UINT32_MAX);
|
|
|
|
auto& vert1 = m_vertices_3d.at(start_vtx_id + 0);
|
|
|
|
vert1.xyz_sx = m_vec_data_2d[sprite_idx].xyz_sx;
|
|
vert1.quat_sy = m_vec_data_2d[sprite_idx].flag_rot_sy;
|
|
vert1.rgba = m_vec_data_2d[sprite_idx].rgba / 255;
|
|
vert1.flags_matrix[0] = m_vec_data_2d[sprite_idx].flag();
|
|
vert1.flags_matrix[1] = m_vec_data_2d[sprite_idx].matrix();
|
|
vert1.info[0] = 0; // hack
|
|
vert1.info[1] = m_current_mode.get_tcc_enable();
|
|
vert1.info[2] = 0;
|
|
vert1.info[3] = mode;
|
|
|
|
m_vertices_3d.at(start_vtx_id + 1) = vert1;
|
|
m_vertices_3d.at(start_vtx_id + 2) = vert1;
|
|
m_vertices_3d.at(start_vtx_id + 3) = vert1;
|
|
|
|
m_vertices_3d.at(start_vtx_id + 1).info[2] = 1;
|
|
m_vertices_3d.at(start_vtx_id + 2).info[2] = 3;
|
|
m_vertices_3d.at(start_vtx_id + 3).info[2] = 2;
|
|
|
|
++m_sprite_idx;
|
|
}
|
|
}
|