mirror of
https://github.com/open-goal/jak-project
synced 2026-09-09 20:21:28 -04:00
5b04be2fa0
This adds hfrag, but with a few remaining issues: - The textures aren't animated. Instead, it just uses one texture. - The texture filtering isn't as good as at it could be. I also cleaned up a few issues with the background renderers: - Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub - Moved time-of-day color packing stuff to FR3 creation, rather than at level load. This appears to reduce the frame time spikes when a level is first drawn by about 5 or 6 ms in big levels. - Cleaned up the x86 specific stuff used in time of day. Now there's only one place where we have an `ifdef`, rather than spreading it all over the rendering code.
84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
#pragma once
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#include <optional>
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#include "common/util/FilteredValue.h"
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#include "game/graphics/gfx.h"
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#include "game/graphics/opengl_renderer/BucketRenderer.h"
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#include "game/graphics/opengl_renderer/background/background_common.h"
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#include "game/graphics/pipelines/opengl.h"
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class Shrub : public BucketRenderer {
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public:
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Shrub(const std::string& name, int my_id);
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~Shrub();
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void init_shaders(ShaderLibrary& shaders) override;
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bool setup_for_level(const std::string& level, SharedRenderState* render_state);
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void render_all_trees(const TfragRenderSettings& settings,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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void render_tree(int idx,
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const TfragRenderSettings& settings,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
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void draw_debug_window() override;
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private:
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void update_load(const LevelData* loader_data);
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void discard_tree_cache();
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struct Tree {
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GLuint vertex_buffer;
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GLuint index_buffer;
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GLuint single_draw_index_buffer;
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GLuint time_of_day_texture;
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GLuint vao;
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u32 vert_count;
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const std::vector<tfrag3::ShrubDraw>* draws = nullptr;
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const std::vector<tfrag3::TieWindInstance>* instance_info = nullptr;
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const tfrag3::PackedTimeOfDay* colors = nullptr;
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const u32* index_data = nullptr;
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std::vector<bool> proto_vis_mask;
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std::unordered_map<std::string, std::vector<u32>> proto_name_to_idx;
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struct {
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u32 draws = 0;
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u32 wind_draws = 0;
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Filtered<float> cull_time;
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Filtered<float> index_time;
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Filtered<float> tod_time;
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Filtered<float> setup_time;
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Filtered<float> draw_time;
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Filtered<float> tree_time;
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} perf;
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};
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struct {
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GLuint decal;
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} m_uniforms;
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std::vector<Tree> m_trees;
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std::string m_level_name;
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const std::vector<GLuint>* m_textures;
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u64 m_load_id = -1;
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std::vector<math::Vector<u8, 4>> m_color_result;
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static constexpr int TIME_OF_DAY_COLOR_COUNT = 8192;
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bool m_has_level = false;
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struct Cache {
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std::vector<std::pair<int, int>> draw_idx_temp;
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std::vector<u32> index_temp;
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std::vector<std::pair<int, int>> multidraw_offset_per_stripdraw;
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std::vector<GLsizei> multidraw_count_buffer;
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std::vector<void*> multidraw_index_offset_buffer;
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} m_cache;
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TfragPcPortData m_pc_port_data;
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const u8* m_proto_vis_data = nullptr;
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int m_proto_vis_data_size = 0;
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};
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