Files
jak-project/game/graphics/opengl_renderer/OpenGLRenderer.cpp
T
water111 3d4dfb2077 [decomp] Decompile some time-of-day stuff, support new style Jak 2 time of day (#1943)
- Add "tfrag-water" tfrag tree support (may just be the same as Jak 1's
'dirt' for the settings)
- Add "tfrag-trans" tfrag tree support, reusing "trans-tfrag" from jak
1.
- Add a hack to `LinkedObjectFileCreation` to handle `oracle`, which is
accidentally multiply defined as a type leftover from jak 1 (an entity
in village1), and level info for jak 2.
- Add `VI1.DGO`
- add `time-of-day.gc`, and a few other stub functions so it works
- Set up some time of day stuff in GOAL for jak 2/PC renderers
- Clean up time of day in c++ renderers, support the more complicated
weight system used by jak 2 (backward compatible with jak 1, thankfully)

The mood functions now run, so this could cause problems if they rely on
stuff we don't have yet. But it seems fine for ctysluma and prison for
now.


![image](https://user-images.githubusercontent.com/48171810/194719441-d185f59c-19dc-4cd3-a5c4-00b0cfe1d6c3.png)


![image](https://user-images.githubusercontent.com/48171810/194719449-6e051bf3-0750-42e5-a654-901313dbe479.png)


![image](https://user-images.githubusercontent.com/48171810/194719455-3ca6793e-873a-449a-8e85-9c20ffeb4da3.png)


![image](https://user-images.githubusercontent.com/48171810/194719461-8f27af17-4434-4492-96cd-8c5eec6eafdf.png)


![image](https://user-images.githubusercontent.com/48171810/194719468-720715b9-985a-4acf-928c-eab948cfcb03.png)


![image](https://user-images.githubusercontent.com/48171810/194719486-bfb91e83-f6ca-4585-80ad-3b2c0cbbd5af.png)


![image](https://user-images.githubusercontent.com/48171810/194719492-df065d2f-cb5a-47e3-a248-f5317c42082f.png)


![image](https://user-images.githubusercontent.com/48171810/194719507-91e1f477-ecfe-4d6c-b744-5f24646255ca.png)
2022-10-08 13:33:03 -04:00

895 lines
38 KiB
C++

#include "OpenGLRenderer.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "game/graphics/opengl_renderer/DepthCue.h"
#include "game/graphics/opengl_renderer/DirectRenderer.h"
#include "game/graphics/opengl_renderer/EyeRenderer.h"
#include "game/graphics/opengl_renderer/ShadowRenderer.h"
#include "game/graphics/opengl_renderer/SkyRenderer.h"
#include "game/graphics/opengl_renderer/Sprite3.h"
#include "game/graphics/opengl_renderer/SpriteRenderer.h"
#include "game/graphics/opengl_renderer/TextureUploadHandler.h"
#include "game/graphics/opengl_renderer/VisDataHandler.h"
#include "game/graphics/opengl_renderer/background/Shrub.h"
#include "game/graphics/opengl_renderer/background/TFragment.h"
#include "game/graphics/opengl_renderer/background/Tie3.h"
#include "game/graphics/opengl_renderer/foreground/Generic2.h"
#include "game/graphics/opengl_renderer/foreground/Merc2.h"
#include "game/graphics/opengl_renderer/ocean/OceanMidAndFar.h"
#include "game/graphics/opengl_renderer/ocean/OceanNear.h"
#include "game/graphics/pipelines/opengl.h"
#include "third-party/imgui/imgui.h"
// for the vif callback
#include "game/kernel/common/kmachine.h"
#include "game/runtime.h"
namespace {
std::string g_current_render;
}
/*!
* OpenGL Error callback. If we do something invalid, this will be called.
*/
void GLAPIENTRY opengl_error_callback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei /*length*/,
const GLchar* message,
const void* /*userParam*/) {
if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) {
lg::debug("OpenGL notification 0x{:X} S{:X} T{:X}: {}", id, source, type, message);
} else if (severity == GL_DEBUG_SEVERITY_LOW) {
lg::info("[{}] OpenGL message 0x{:X} S{:X} T{:X}: {}", g_current_render, id, source, type,
message);
} else if (severity == GL_DEBUG_SEVERITY_MEDIUM) {
lg::warn("[{}] OpenGL warn 0x{:X} S{:X} T{:X}: {}", g_current_render, id, source, type,
message);
} else if (severity == GL_DEBUG_SEVERITY_HIGH) {
lg::error("[{}] OpenGL error 0x{:X} S{:X} T{:X}: {}", g_current_render, id, source, type,
message);
// ASSERT(false);
}
}
OpenGLRenderer::OpenGLRenderer(std::shared_ptr<TexturePool> texture_pool,
std::shared_ptr<Loader> loader,
GameVersion version)
: m_render_state(texture_pool, loader, version), m_version(version) {
// setup OpenGL errors
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(opengl_error_callback, nullptr);
// disable specific errors
const GLuint gl_error_ignores_api_other[1] = {0x20071};
glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_OTHER, GL_DONT_CARE, 1,
&gl_error_ignores_api_other[0], GL_FALSE);
lg::debug("OpenGL context information: {}", (const char*)glGetString(GL_VERSION));
// initialize all renderers
switch (m_version) {
case GameVersion::Jak1:
init_bucket_renderers_jak1();
break;
case GameVersion::Jak2:
init_bucket_renderers_jak2();
break;
default:
ASSERT(false);
}
}
void OpenGLRenderer::init_bucket_renderers_jak2() {
using namespace jak2;
m_bucket_renderers.resize((int)BucketId::MAX_BUCKETS);
m_bucket_categories.resize((int)BucketId::MAX_BUCKETS, BucketCategory::OTHER);
init_bucket_renderer<VisDataHandler>("vis", BucketCategory::OTHER, BucketId::SPECIAL_BUCKET_2);
init_bucket_renderer<TFragment>("tfrag-l0-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_L0_TFRAG,
std::vector{tfrag3::TFragmentTreeKind::NORMAL}, false, 0);
init_bucket_renderer<Tie3>("tie-l0-tfrag", BucketCategory::TIE, BucketId::TIE_L0_TFRAG, 0);
init_bucket_renderer<TFragment>("tfrag-l1-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_L1_TFRAG,
std::vector{tfrag3::TFragmentTreeKind::NORMAL}, false, 1);
init_bucket_renderer<Tie3>("tie-l1-tfrag", BucketCategory::TIE, BucketId::TIE_L1_TFRAG, 1);
init_bucket_renderer<Shrub>("shrub-l0-shrub", BucketCategory::SHRUB, BucketId::SHRUB_L0_SHRUB);
init_bucket_renderer<Shrub>("shrub-l1-shrub", BucketCategory::SHRUB, BucketId::SHRUB_L1_SHRUB);
init_bucket_renderer<TFragment>("tfrag-t-l0-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_T_L0_ALPHA,
std::vector{tfrag3::TFragmentTreeKind::TRANS}, false, 0);
init_bucket_renderer<TFragment>("tfrag-w-l0-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_W_L0_WATER,
std::vector{tfrag3::TFragmentTreeKind::WATER}, false, 0);
init_bucket_renderer<DirectRenderer>("debug-no-zbuf1", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF1, 0x8000);
init_bucket_renderer<DirectRenderer>("debug2", BucketCategory::OTHER, BucketId::DEBUG2, 0x8000);
init_bucket_renderer<DirectRenderer>("debug-no-zbuf2", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF2, 0x8000);
init_bucket_renderer<DirectRenderer>("debug3", BucketCategory::OTHER, BucketId::DEBUG3, 0x8000);
// for now, for any unset renderers, just set them to an EmptyBucketRenderer.
for (size_t i = 0; i < m_bucket_renderers.size(); i++) {
if (!m_bucket_renderers[i]) {
init_bucket_renderer<EmptyBucketRenderer>(fmt::format("bucket{}", i), BucketCategory::OTHER,
i);
}
m_bucket_renderers[i]->init_shaders(m_render_state.shaders);
m_bucket_renderers[i]->init_textures(*m_render_state.texture_pool);
}
m_render_state.loader->load_common(*m_render_state.texture_pool, "GAME");
}
/*!
* Construct bucket renderers. We can specify different renderers for different buckets
*/
void OpenGLRenderer::init_bucket_renderers_jak1() {
using namespace jak1;
m_bucket_renderers.resize((int)BucketId::MAX_BUCKETS);
m_bucket_categories.resize((int)BucketId::MAX_BUCKETS, BucketCategory::OTHER);
std::vector<tfrag3::TFragmentTreeKind> normal_tfrags = {tfrag3::TFragmentTreeKind::NORMAL,
tfrag3::TFragmentTreeKind::LOWRES};
std::vector<tfrag3::TFragmentTreeKind> dirt_tfrags = {tfrag3::TFragmentTreeKind::DIRT};
std::vector<tfrag3::TFragmentTreeKind> ice_tfrags = {tfrag3::TFragmentTreeKind::ICE};
auto sky_gpu_blender = std::make_shared<SkyBlendGPU>();
auto sky_cpu_blender = std::make_shared<SkyBlendCPU>();
//-------------
// PRE TEXTURE
//-------------
// 0 : ??
// 1 : ??
// 2 : ??
// 3 : SKY_DRAW
init_bucket_renderer<SkyRenderer>("sky", BucketCategory::OTHER, BucketId::SKY_DRAW);
// 4 : OCEAN_MID_AND_FAR
init_bucket_renderer<OceanMidAndFar>("ocean-mid-far", BucketCategory::OCEAN,
BucketId::OCEAN_MID_AND_FAR);
//-----------------------
// LEVEL 0 tfrag texture
//-----------------------
// 5 : TFRAG_TEX_LEVEL0
init_bucket_renderer<TextureUploadHandler>("l0-tfrag-tex", BucketCategory::TEX,
BucketId::TFRAG_TEX_LEVEL0);
// 6 : TFRAG_LEVEL0
init_bucket_renderer<TFragment>("l0-tfrag-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_LEVEL0,
normal_tfrags, false, 0);
// 7 : TFRAG_NEAR_LEVEL0
// 8 : TIE_NEAR_LEVEL0
// 9 : TIE_LEVEL0
init_bucket_renderer<Tie3>("l0-tfrag-tie", BucketCategory::TIE, BucketId::TIE_LEVEL0, 0);
// 10 : MERC_TFRAG_TEX_LEVEL0
init_bucket_renderer<Merc2>("l0-tfrag-merc", BucketCategory::MERC,
BucketId::MERC_TFRAG_TEX_LEVEL0);
// 11 : GMERC_TFRAG_TEX_LEVEL0
init_bucket_renderer<Generic2>("l0-tfrag-generic", BucketCategory::GENERIC,
BucketId::GENERIC_TFRAG_TEX_LEVEL0, 1500000, 10000, 10000, 800);
//-----------------------
// LEVEL 1 tfrag texture
//-----------------------
// 12 : TFRAG_TEX_LEVEL1
init_bucket_renderer<TextureUploadHandler>("l1-tfrag-tex", BucketCategory::TEX,
BucketId::TFRAG_TEX_LEVEL1);
// 13 : TFRAG_LEVEL1
init_bucket_renderer<TFragment>("l1-tfrag-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_LEVEL1,
normal_tfrags, false, 1);
// 14 : TFRAG_NEAR_LEVEL1
// 15 : TIE_NEAR_LEVEL1
// 16 : TIE_LEVEL1
init_bucket_renderer<Tie3>("l1-tfrag-tie", BucketCategory::TIE, BucketId::TIE_LEVEL1, 1);
// 17 : MERC_TFRAG_TEX_LEVEL1
init_bucket_renderer<Merc2>("l1-tfrag-merc", BucketCategory::MERC,
BucketId::MERC_TFRAG_TEX_LEVEL1);
// 18 : GMERC_TFRAG_TEX_LEVEL1
init_bucket_renderer<Generic2>("l1-tfrag-generic", BucketCategory::GENERIC,
BucketId::GENERIC_TFRAG_TEX_LEVEL1, 1500000, 10000, 10000, 800);
//-----------------------
// LEVEL 0 shrub texture
//-----------------------
// 19 : SHRUB_TEX_LEVEL0
init_bucket_renderer<TextureUploadHandler>("l0-shrub-tex", BucketCategory::TEX,
BucketId::SHRUB_TEX_LEVEL0);
// 20 : SHRUB_NORMAL_LEVEL0
init_bucket_renderer<Shrub>("l0-shrub", BucketCategory::SHRUB, BucketId::SHRUB_NORMAL_LEVEL0);
// 21 : ???
// 22 : SHRUB_BILLBOARD_LEVEL0
// 23 : SHRUB_TRANS_LEVEL0
// 24 : SHRUB_GENERIC_LEVEL0
//-----------------------
// LEVEL 1 shrub texture
//-----------------------
// 25 : SHRUB_TEX_LEVEL1
init_bucket_renderer<TextureUploadHandler>("l1-shrub-tex", BucketCategory::TEX,
BucketId::SHRUB_TEX_LEVEL1);
// 26 : SHRUB_NORMAL_LEVEL1
init_bucket_renderer<Shrub>("l1-shrub", BucketCategory::SHRUB, BucketId::SHRUB_NORMAL_LEVEL1);
// 27 : ???
// 28 : SHRUB_BILLBOARD_LEVEL1
// 29 : SHRUB_TRANS_LEVEL1
// 30 : SHRUB_GENERIC_LEVEL1
init_bucket_renderer<Generic2>("mystery-generic", BucketCategory::GENERIC,
BucketId::SHRUB_GENERIC_LEVEL1);
//-----------------------
// LEVEL 0 alpha texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l0-alpha-tex", BucketCategory::TEX,
BucketId::ALPHA_TEX_LEVEL0); // 31
init_bucket_renderer<SkyBlendHandler>("l0-alpha-sky-blend-and-tfrag-trans", BucketCategory::OTHER,
BucketId::TFRAG_TRANS0_AND_SKY_BLEND_LEVEL0, 0,
sky_gpu_blender, sky_cpu_blender); // 32
// 33
init_bucket_renderer<TFragment>("l0-alpha-tfrag", BucketCategory::TFRAG,
BucketId::TFRAG_DIRT_LEVEL0, dirt_tfrags, false,
0); // 34
// 35
init_bucket_renderer<TFragment>("l0-alpha-tfrag-ice", BucketCategory::TFRAG,
BucketId::TFRAG_ICE_LEVEL0, ice_tfrags, false, 0);
// 37
//-----------------------
// LEVEL 1 alpha texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l1-alpha-tex", BucketCategory::TEX,
BucketId::ALPHA_TEX_LEVEL1); // 38
init_bucket_renderer<SkyBlendHandler>("l1-alpha-sky-blend-and-tfrag-trans", BucketCategory::OTHER,
BucketId::TFRAG_TRANS1_AND_SKY_BLEND_LEVEL1, 1,
sky_gpu_blender, sky_cpu_blender); // 39
// 40
init_bucket_renderer<TFragment>("l1-alpha-tfrag-dirt", BucketCategory::TFRAG,
BucketId::TFRAG_DIRT_LEVEL1, dirt_tfrags, false,
1); // 41
// 42
init_bucket_renderer<TFragment>("l1-alpha-tfrag-ice", BucketCategory::TFRAG,
BucketId::TFRAG_ICE_LEVEL1, ice_tfrags, false, 1);
// 44
init_bucket_renderer<Merc2>("common-alpha-merc", BucketCategory::MERC,
BucketId::MERC_AFTER_ALPHA);
init_bucket_renderer<Generic2>("common-alpha-generic", BucketCategory::GENERIC,
BucketId::GENERIC_ALPHA); // 46
init_bucket_renderer<ShadowRenderer>("shadow", BucketCategory::OTHER, BucketId::SHADOW); // 47
//-----------------------
// LEVEL 0 pris texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l0-pris-tex", BucketCategory::TEX,
BucketId::PRIS_TEX_LEVEL0); // 48
init_bucket_renderer<Merc2>("l0-pris-merc", BucketCategory::MERC,
BucketId::MERC_PRIS_LEVEL0); // 49
init_bucket_renderer<Generic2>("l0-pris-generic", BucketCategory::GENERIC,
BucketId::GENERIC_PRIS_LEVEL0); // 50
//-----------------------
// LEVEL 1 pris texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l1-pris-tex", BucketCategory::TEX,
BucketId::PRIS_TEX_LEVEL1); // 51
init_bucket_renderer<Merc2>("l1-pris-merc", BucketCategory::MERC,
BucketId::MERC_PRIS_LEVEL1); // 52
init_bucket_renderer<Generic2>("l1-pris-generic", BucketCategory::GENERIC,
BucketId::GENERIC_PRIS_LEVEL1); // 53
// other renderers may output to the eye renderer
m_render_state.eye_renderer = init_bucket_renderer<EyeRenderer>(
"common-pris-eyes", BucketCategory::OTHER, BucketId::MERC_EYES_AFTER_PRIS); // 54
// hack: set to merc2 for debugging
init_bucket_renderer<Merc2>("common-pris-merc", BucketCategory::MERC,
BucketId::MERC_AFTER_PRIS); // 55
init_bucket_renderer<Generic2>("common-pris-generic", BucketCategory::GENERIC,
BucketId::GENERIC_PRIS); // 56
//-----------------------
// LEVEL 0 water texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l0-water-tex", BucketCategory::TEX,
BucketId::WATER_TEX_LEVEL0); // 57
init_bucket_renderer<Merc2>("l0-water-merc", BucketCategory::MERC,
BucketId::MERC_WATER_LEVEL0); // 58
init_bucket_renderer<Generic2>("l0-water-generic", BucketCategory::GENERIC,
BucketId::GENERIC_WATER_LEVEL0); // 59
//-----------------------
// LEVEL 1 water texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l1-water-tex", BucketCategory::TEX,
BucketId::WATER_TEX_LEVEL1); // 60
init_bucket_renderer<Merc2>("l1-water-merc", BucketCategory::MERC,
BucketId::MERC_WATER_LEVEL1); // 61
init_bucket_renderer<Generic2>("l1-water-generic", BucketCategory::GENERIC,
BucketId::GENERIC_WATER_LEVEL1); // 62
init_bucket_renderer<OceanNear>("ocean-near", BucketCategory::OCEAN, BucketId::OCEAN_NEAR); // 63
//-----------------------
// DEPTH CUE
//-----------------------
init_bucket_renderer<DepthCue>("depth-cue", BucketCategory::OTHER, BucketId::DEPTH_CUE); // 64
//-----------------------
// COMMON texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("common-tex", BucketCategory::TEX,
BucketId::PRE_SPRITE_TEX); // 65
std::vector<std::unique_ptr<BucketRenderer>> sprite_renderers;
// the first renderer added will be the default for sprite.
sprite_renderers.push_back(std::make_unique<Sprite3>("sprite-3", (int)BucketId::SPRITE));
sprite_renderers.push_back(
std::make_unique<SpriteRenderer>("sprite-renderer", (int)BucketId::SPRITE));
init_bucket_renderer<RenderMux>("sprite", BucketCategory::SPRITE, BucketId::SPRITE,
std::move(sprite_renderers)); // 66
init_bucket_renderer<DirectRenderer>("debug", BucketCategory::OTHER, BucketId::DEBUG, 0x20000);
init_bucket_renderer<DirectRenderer>("debug-no-zbuf", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF, 0x8000);
// an extra custom bucket!
init_bucket_renderer<DirectRenderer>("subtitle", BucketCategory::OTHER, BucketId::SUBTITLE, 6000);
// for now, for any unset renderers, just set them to an EmptyBucketRenderer.
for (size_t i = 0; i < m_bucket_renderers.size(); i++) {
if (!m_bucket_renderers[i]) {
init_bucket_renderer<EmptyBucketRenderer>(fmt::format("bucket{}", i), BucketCategory::OTHER,
(BucketId)i);
}
m_bucket_renderers[i]->init_shaders(m_render_state.shaders);
m_bucket_renderers[i]->init_textures(*m_render_state.texture_pool);
}
sky_cpu_blender->init_textures(*m_render_state.texture_pool);
sky_gpu_blender->init_textures(*m_render_state.texture_pool);
m_render_state.loader->load_common(*m_render_state.texture_pool, "GAME");
}
/*!
* Main render function. This is called from the gfx loop with the chain passed from the game.
*/
void OpenGLRenderer::render(DmaFollower dma, const RenderOptions& settings) {
m_profiler.clear();
m_render_state.reset();
m_render_state.ee_main_memory = g_ee_main_mem;
m_render_state.offset_of_s7 = offset_of_s7();
{
auto prof = m_profiler.root()->make_scoped_child("frame-setup");
setup_frame(settings);
if (settings.gpu_sync) {
glFinish();
}
}
{
auto prof = m_profiler.root()->make_scoped_child("loader");
if (m_last_pmode_alp == 0 && settings.pmode_alp_register != 0 && m_enable_fast_blackout_loads) {
// blackout, load everything and don't worry about frame rate
m_render_state.loader->update_blocking(*m_render_state.texture_pool);
} else {
m_render_state.loader->update(*m_render_state.texture_pool);
}
}
// render the buckets!
{
auto prof = m_profiler.root()->make_scoped_child("buckets");
dispatch_buckets(dma, prof, settings.gpu_sync);
}
// apply effects done with PCRTC registers
{
auto prof = m_profiler.root()->make_scoped_child("pcrtc");
do_pcrtc_effects(settings.pmode_alp_register, &m_render_state, prof);
if (settings.gpu_sync) {
glFinish();
}
}
if (settings.draw_render_debug_window) {
auto prof = m_profiler.root()->make_scoped_child("render-window");
draw_renderer_selection_window();
// add a profile bar for the imgui stuff
// vif_interrupt_callback(0);
if (settings.gpu_sync) {
glFinish();
}
}
m_last_pmode_alp = settings.pmode_alp_register;
m_profiler.finish();
if (settings.draw_profiler_window) {
m_profiler.draw();
}
// if (m_profiler.root_time() > 0.018) {
// fmt::print("Slow frame: {:.2f} ms\n", m_profiler.root_time() * 1000);
// fmt::print("{}\n", m_profiler.to_string());
// }
if (settings.draw_small_profiler_window) {
SmallProfilerStats stats;
stats.draw_calls = m_profiler.root()->stats().draw_calls;
stats.triangles = m_profiler.root()->stats().triangles;
for (int i = 0; i < (int)BucketCategory::MAX_CATEGORIES; i++) {
stats.time_per_category[i] = m_category_times[i];
}
m_small_profiler.draw(m_render_state.load_status_debug, stats);
}
if (settings.draw_subtitle_editor_window) {
m_subtitle_editor.draw_window();
}
if (settings.save_screenshot) {
Fbo* screenshot_src;
int read_buffer;
// can't screenshot from a multisampled buffer directly -
if (m_fbo_state.resources.resolve_buffer.valid) {
screenshot_src = &m_fbo_state.resources.resolve_buffer;
read_buffer = GL_COLOR_ATTACHMENT0;
} else {
screenshot_src = m_fbo_state.render_fbo;
read_buffer = GL_FRONT;
}
finish_screenshot(settings.screenshot_path, screenshot_src->width, screenshot_src->height, 0, 0,
screenshot_src->fbo_id, read_buffer);
}
if (settings.gpu_sync) {
glFinish();
}
}
/*!
* Draw the per-renderer debug window
*/
void OpenGLRenderer::draw_renderer_selection_window() {
ImGui::Begin("Renderer Debug");
ImGui::Checkbox("Use old single-draw", &m_render_state.no_multidraw);
ImGui::SliderFloat("Fog Adjust", &m_render_state.fog_intensity, 0, 10);
ImGui::Checkbox("Sky CPU", &m_render_state.use_sky_cpu);
ImGui::Checkbox("Occlusion Cull", &m_render_state.use_occlusion_culling);
ImGui::Checkbox("Blackout Loads", &m_enable_fast_blackout_loads);
for (size_t i = 0; i < m_bucket_renderers.size(); i++) {
auto renderer = m_bucket_renderers[i].get();
if (renderer && !renderer->empty()) {
ImGui::PushID(i);
if (ImGui::TreeNode(renderer->name_and_id().c_str())) {
ImGui::Checkbox("Enable", &renderer->enabled());
renderer->draw_debug_window();
ImGui::TreePop();
}
ImGui::PopID();
}
}
if (ImGui::TreeNode("Texture Pool")) {
m_render_state.texture_pool->draw_debug_window();
ImGui::TreePop();
}
ImGui::End();
}
namespace {
Fbo make_fbo(int w, int h, int msaa, bool make_zbuf_and_stencil) {
Fbo result;
bool use_multisample = msaa > 1;
// make framebuffer object
glGenFramebuffers(1, &result.fbo_id);
glBindFramebuffer(GL_FRAMEBUFFER, result.fbo_id);
result.valid = true;
// make texture that will hold the colors of the framebuffer
GLuint tex;
glGenTextures(1, &tex);
result.tex_id = tex;
glActiveTexture(GL_TEXTURE0);
if (use_multisample) {
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, msaa, GL_RGBA8, w, h, GL_TRUE);
} else {
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
// make depth and stencil buffers that will hold the... depth and stencil buffers
if (make_zbuf_and_stencil) {
GLuint zbuf;
glGenRenderbuffers(1, &zbuf);
result.zbuf_stencil_id = zbuf;
glBindRenderbuffer(GL_RENDERBUFFER, zbuf);
if (use_multisample) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH24_STENCIL8, w, h);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, zbuf);
}
// attach texture to framebuffer as target for colors
if (use_multisample) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
} else {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
}
GLenum render_targets[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, render_targets);
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
lg::error("Failed to setup framebuffer: {} {} {} {}\n", w, h, msaa, make_zbuf_and_stencil);
switch (status) {
case GL_FRAMEBUFFER_UNDEFINED:
printf("GL_FRAMEBUFFER_UNDEFINED\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
printf("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
printf("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
printf("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
printf("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
printf("GL_FRAMEBUFFER_UNSUPPORTED\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
printf("GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
printf("GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS\n");
break;
}
ASSERT(false);
}
result.multisample_count = msaa;
result.multisampled = use_multisample;
result.is_window = false;
result.width = w;
result.height = h;
return result;
}
} // namespace
/*!
* Pre-render frame setup.
*/
void OpenGLRenderer::setup_frame(const RenderOptions& settings) {
// glfw controls the window framebuffer, so we just update the size:
auto& window_fb = m_fbo_state.resources.window;
bool window_resized = window_fb.width != settings.window_framebuffer_width ||
window_fb.height != settings.window_framebuffer_height;
window_fb.valid = true;
window_fb.is_window = true;
window_fb.fbo_id = 0;
window_fb.width = settings.window_framebuffer_width;
window_fb.height = settings.window_framebuffer_height;
window_fb.multisample_count = 1;
window_fb.multisampled = false;
// see if the render FBO is still applicable
if (!m_fbo_state.render_fbo || window_resized ||
!m_fbo_state.render_fbo->matches(settings.game_res_w, settings.game_res_h,
settings.msaa_samples)) {
// doesn't match, set up a new one for these settings
lg::info("FBO Setup: requested {}x{}, msaa {}", settings.game_res_w, settings.game_res_h,
settings.msaa_samples);
// clear old framebuffers
m_fbo_state.resources.render_buffer.clear();
m_fbo_state.resources.resolve_buffer.clear();
// first, see if we can just render straight to the display framebuffer.
if (window_fb.matches(settings.game_res_w, settings.game_res_h, settings.msaa_samples)) {
// it matches - no need for extra framebuffers.
lg::info("FBO Setup: rendering directly to window framebuffer");
m_fbo_state.render_fbo = &m_fbo_state.resources.window;
} else {
lg::info("FBO Setup: window didn't match: {} {}", window_fb.width, window_fb.height);
// create a fbo to render to, with the desired settings
m_fbo_state.resources.render_buffer =
make_fbo(settings.game_res_w, settings.game_res_h, settings.msaa_samples, true);
m_fbo_state.render_fbo = &m_fbo_state.resources.render_buffer;
bool msaa_matches = window_fb.multisample_count == settings.msaa_samples;
if (!msaa_matches) {
lg::info("FBO Setup: using second temporary buffer: res: {}x{} {}x{}", window_fb.width,
window_fb.height, settings.game_res_w, settings.game_res_h);
// we'll need a temporary fbo to do the msaa resolve step
// non-multisampled, and doesn't need z/stencil
m_fbo_state.resources.resolve_buffer =
make_fbo(settings.game_res_w, settings.game_res_h, 1, false);
} else {
lg::info("FBO Setup: not using second temporary buffer");
}
}
}
ASSERT_MSG(settings.game_res_w > 0 && settings.game_res_h > 0,
fmt::format("Bad viewport size from game_res: {}x{}\n", settings.game_res_w,
settings.game_res_h));
if (!m_fbo_state.render_fbo->is_window) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_fbo_state.resources.window.width, m_fbo_state.resources.window.height);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(0.0);
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_BLEND);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo_state.render_fbo->fbo_id);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(0.0);
glClearStencil(0);
glDepthMask(GL_TRUE);
// Note: could rely on sky renderer to clear depth and color, but this causes problems with
// letterboxing
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_BLEND);
// setup the draw region to letterbox later
m_render_state.draw_region_w = settings.draw_region_width;
m_render_state.draw_region_h = settings.draw_region_height;
// center the letterbox
m_render_state.draw_offset_x =
(settings.window_framebuffer_width - m_render_state.draw_region_w) / 2;
m_render_state.draw_offset_y =
(settings.window_framebuffer_height - m_render_state.draw_region_h) / 2;
if (settings.borderless_windows_hacks) {
// pretend the framebuffer is 1 pixel shorter on borderless. fullscreen issues!
// add one pixel of vertical letterbox on borderless to make up for extra line
m_render_state.draw_offset_y++;
}
m_render_state.render_fb = m_fbo_state.render_fbo->fbo_id;
if (m_render_state.draw_region_w <= 0 || m_render_state.draw_region_h <= 0) {
// trying to draw to 0 size region... opengl doesn't like this.
m_render_state.draw_region_w = 320;
m_render_state.draw_region_h = 240;
}
if (m_fbo_state.render_fbo->is_window) {
m_render_state.render_fb_x = m_render_state.draw_offset_x;
m_render_state.render_fb_y = m_render_state.draw_offset_y;
m_render_state.render_fb_w = m_render_state.draw_region_w;
m_render_state.render_fb_h = m_render_state.draw_region_h;
glViewport(m_render_state.draw_offset_x, m_render_state.draw_offset_y,
m_render_state.draw_region_w, m_render_state.draw_region_h);
} else {
m_render_state.render_fb_x = 0;
m_render_state.render_fb_y = 0;
m_render_state.render_fb_w = settings.game_res_w;
m_render_state.render_fb_h = settings.game_res_h;
glViewport(0, 0, settings.game_res_w, settings.game_res_h);
}
}
void OpenGLRenderer::dispatch_buckets_jak1(DmaFollower dma,
ScopedProfilerNode& prof,
bool sync_after_buckets) {
// The first thing the DMA chain should be a call to a common default-registers chain.
// this chain resets the state of the GS. After this is buckets
m_category_times.fill(0);
m_render_state.buckets_base =
dma.current_tag_offset() + 16; // offset by 1 qw for the initial call
m_render_state.next_bucket = m_render_state.buckets_base;
m_render_state.bucket_for_vis_copy = (int)jak1::BucketId::TFRAG_LEVEL0;
m_render_state.num_vis_to_copy = 2;
// Find the default regs buffer
auto initial_call_tag = dma.current_tag();
ASSERT(initial_call_tag.kind == DmaTag::Kind::CALL);
auto initial_call_default_regs = dma.read_and_advance();
ASSERT(initial_call_default_regs.transferred_tag == 0); // should be a nop.
m_render_state.default_regs_buffer = dma.current_tag_offset();
auto default_regs_tag = dma.current_tag();
ASSERT(default_regs_tag.kind == DmaTag::Kind::CNT);
ASSERT(default_regs_tag.qwc == 10);
// TODO verify data in here.
auto default_data = dma.read_and_advance();
ASSERT(default_data.size_bytes > 148);
memcpy(m_render_state.fog_color.data(), default_data.data + 144, 4);
auto default_ret_tag = dma.current_tag();
ASSERT(default_ret_tag.qwc == 0);
ASSERT(default_ret_tag.kind == DmaTag::Kind::RET);
dma.read_and_advance();
// now we should point to the first bucket!
ASSERT(dma.current_tag_offset() == m_render_state.next_bucket);
m_render_state.next_bucket += 16;
// loop over the buckets!
for (size_t bucket_id = 0; bucket_id < m_bucket_renderers.size(); bucket_id++) {
auto& renderer = m_bucket_renderers[bucket_id];
auto bucket_prof = prof.make_scoped_child(renderer->name_and_id());
g_current_render = renderer->name_and_id();
// lg::info("Render: {} start", g_current_render);
renderer->render(dma, &m_render_state, bucket_prof);
if (sync_after_buckets) {
auto pp = scoped_prof("finish");
glFinish();
}
// lg::info("Render: {} end", g_current_render);
// should have ended at the start of the next chain
ASSERT(dma.current_tag_offset() == m_render_state.next_bucket);
m_render_state.next_bucket += 16;
vif_interrupt_callback(bucket_id);
m_category_times[(int)m_bucket_categories[bucket_id]] += bucket_prof.get_elapsed_time();
// hack to draw the collision mesh in the middle the drawing
if (bucket_id == 31 - 1 && Gfx::g_global_settings.collision_enable) {
auto p = prof.make_scoped_child("collision-draw");
m_collide_renderer.render(&m_render_state, p);
}
}
g_current_render = "";
// TODO ending data.
}
void OpenGLRenderer::dispatch_buckets_jak2(DmaFollower dma,
ScopedProfilerNode& prof,
bool sync_after_buckets) {
// The first thing the DMA chain should be a call to a common default-registers chain.
// this chain resets the state of the GS. After this is buckets
m_category_times.fill(0);
m_render_state.buckets_base = dma.current_tag_offset(); // starts at 0 in jak 2
m_render_state.next_bucket = m_render_state.buckets_base + 16;
m_render_state.bucket_for_vis_copy = (int)jak2::BucketId::SPECIAL_BUCKET_2;
m_render_state.num_vis_to_copy = 6;
for (size_t bucket_id = 0; bucket_id < m_bucket_renderers.size(); bucket_id++) {
auto& renderer = m_bucket_renderers[bucket_id];
auto bucket_prof = prof.make_scoped_child(renderer->name_and_id());
g_current_render = renderer->name_and_id();
// lg::info("Render: {} start", g_current_render);
renderer->render(dma, &m_render_state, bucket_prof);
if (sync_after_buckets) {
auto pp = scoped_prof("finish");
glFinish();
}
// lg::info("Render: {} end", g_current_render);
// should have ended at the start of the next chain
ASSERT(dma.current_tag_offset() == m_render_state.next_bucket);
m_render_state.next_bucket += 16;
vif_interrupt_callback(bucket_id + 1);
m_category_times[(int)m_bucket_categories[bucket_id]] += bucket_prof.get_elapsed_time();
}
vif_interrupt_callback(m_bucket_renderers.size());
// TODO ending data.
}
/*!
* This function finds buckets and dispatches them to the appropriate part.
*/
void OpenGLRenderer::dispatch_buckets(DmaFollower dma,
ScopedProfilerNode& prof,
bool sync_after_buckets) {
m_render_state.version = m_version;
switch (m_version) {
case GameVersion::Jak1:
dispatch_buckets_jak1(dma, prof, sync_after_buckets);
break;
case GameVersion::Jak2:
dispatch_buckets_jak2(dma, prof, sync_after_buckets);
break;
default:
ASSERT(false);
}
}
/*!
* Take a screenshot!
*/
void OpenGLRenderer::finish_screenshot(const std::string& output_name,
int width,
int height,
int x,
int y,
GLuint fbo,
int read_buffer) {
std::vector<u32> buffer(width * height);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
GLint oldbuf;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldbuf);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glReadBuffer(read_buffer);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data());
// flip upside down in place
for (int h = 0; h < height / 2; h++) {
for (int w = 0; w < width; w++) {
std::swap(buffer[h * width + w], buffer[(height - h - 1) * width + w]);
}
}
// set alpha. For some reason, image viewers do weird stuff with alpha.
for (auto& px : buffer) {
px |= 0xff000000;
}
file_util::write_rgba_png(output_name, buffer.data(), width, height);
glBindFramebuffer(GL_READ_FRAMEBUFFER, oldbuf);
}
void OpenGLRenderer::do_pcrtc_effects(float alp,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
if (m_fbo_state.render_fbo->is_window) {
// nothing to do!
} else {
Fbo* window_blit_src = nullptr;
if (m_fbo_state.resources.resolve_buffer.valid) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_state.render_fbo->fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_state.resources.resolve_buffer.fbo_id);
glBlitFramebuffer(0, // srcX0
0, // srcY0
m_fbo_state.render_fbo->width, // srcX1
m_fbo_state.render_fbo->height, // srcY1
0, // dstX0
0, // dstY0
m_fbo_state.resources.resolve_buffer.width, // dstX1
m_fbo_state.resources.resolve_buffer.height, // dstY1
GL_COLOR_BUFFER_BIT, // mask
GL_LINEAR // filter
);
window_blit_src = &m_fbo_state.resources.resolve_buffer;
} else {
window_blit_src = &m_fbo_state.resources.render_buffer;
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, window_blit_src->fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, // srcX0
0, // srcY0
window_blit_src->width, // srcX1
window_blit_src->height, // srcY1
render_state->draw_offset_x, // dstX0
render_state->draw_offset_y, // dstY0
render_state->draw_offset_x + render_state->draw_region_w, // dstX1
render_state->draw_offset_y + render_state->draw_region_h, // dstY1
GL_COLOR_BUFFER_BIT, // mask
GL_LINEAR // filter
);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
if (alp < 1 && m_version != GameVersion::Jak2) { // TODO: enable blackout on jak 2.
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
glBlendEquation(GL_FUNC_ADD);
glViewport(0, 0, m_fbo_state.resources.window.width, m_fbo_state.resources.window.height);
m_blackout_renderer.draw(Vector4f(0, 0, 0, 1.f - alp), render_state, prof);
glEnable(GL_DEPTH_TEST);
}
}