Files
jak-project/game/graphics/opengl_renderer/ocean/OceanMidAndFar.cpp
T
Hat Kid 25e105aa5d jak2/3: implement ocean envmap (#4303)
Implements the envmap for the ocean generated by
`ocean-method-89`/`ocean-method-88`.

While the resulting envmap looks accurate compared to PCSX2 in
Renderdoc, the end result does not seem 100% identical, but it is a big
improvement over the default placeholder texture.

Closes #3417
2026-06-07 07:27:43 +02:00

200 lines
6.6 KiB
C++

#include "OceanMidAndFar.h"
#include "third-party/imgui/imgui.h"
OceanMidAndFar::OceanMidAndFar(const std::string& name, int my_id)
: BucketRenderer(name, my_id),
m_direct(name, my_id, 4096),
m_envmap_renderer(name + "-envmap", my_id, 4096),
m_texture_renderer(true) {}
void OceanMidAndFar::draw_debug_window() {
if (ImGui::TreeNode("envmap")) {
m_envmap_renderer.draw_debug_window();
ImGui::TreePop();
}
m_texture_renderer.draw_debug_window();
m_direct.draw_debug_window();
}
void OceanMidAndFar::init_textures(TexturePool& pool, GameVersion version) {
m_texture_renderer.init_textures(pool, version);
m_envmap_renderer.init_textures(pool, version);
}
void OceanMidAndFar::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// skip if disabled
if (!m_enabled) {
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
return;
}
switch (render_state->version) {
case GameVersion::Jak1:
render_jak1(dma, render_state, prof);
break;
case GameVersion::Jak2:
case GameVersion::Jak3:
case GameVersion::JakX:
render_jak2(dma, render_state, prof);
break;
}
}
void OceanMidAndFar::render_jak1(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// jump to bucket
auto data0 = dma.read_and_advance();
ASSERT(data0.vif1() == 0);
ASSERT(data0.vif0() == 0);
ASSERT(data0.size_bytes == 0);
// see if bucket is empty or not
if (dma.current_tag().kind == DmaTag::Kind::CALL) {
// renderer didn't run, let's just get out of here.
for (int i = 0; i < 4; i++) {
dma.read_and_advance();
}
ASSERT(dma.current_tag_offset() == render_state->next_bucket);
return;
}
m_direct.reset_state();
{
auto p = prof.make_scoped_child("texture");
m_texture_renderer.handle_ocean_texture_jak1(dma, render_state, p);
}
handle_ocean_far(dma, render_state, prof);
m_direct.flush_pending(render_state, prof);
m_direct.set_mipmap(true);
handle_ocean_mid(dma, render_state, prof);
auto final_next = dma.read_and_advance();
ASSERT(final_next.vifcode0().kind == VifCode::Kind::NOP &&
final_next.vifcode1().kind == VifCode::Kind::NOP && final_next.size_bytes == 0);
for (int i = 0; i < 4; i++) {
dma.read_and_advance();
}
ASSERT(dma.current_tag_offset() == render_state->next_bucket);
m_direct.flush_pending(render_state, prof);
m_direct.set_mipmap(false);
}
void OceanMidAndFar::render_jak2(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// jump to bucket
auto data0 = dma.read_and_advance();
ASSERT(data0.vif1() == 0 || data0.vifcode1().kind == VifCode::Kind::NOP);
ASSERT(data0.vif0() == 0 || data0.vifcode0().kind == VifCode::Kind::MARK);
ASSERT(data0.size_bytes == 0);
// see if bucket is empty or not
if (dma.current_tag_offset() == render_state->next_bucket) {
// fmt::print("ocean-mid-far: early exit!\n");
return;
}
m_direct.reset_state();
{
auto p = prof.make_scoped_child("envmap");
m_envmap_renderer.handle_ocean_envmap_jak2(dma, render_state, p);
}
{
auto p = prof.make_scoped_child("texture");
m_texture_renderer.handle_ocean_texture_jak2(dma, render_state, p);
}
handle_ocean_far(dma, render_state, prof);
m_direct.flush_pending(render_state, prof);
m_direct.set_mipmap(true);
handle_ocean_mid(dma, render_state, prof);
auto final_next = dma.read_and_advance();
ASSERT(final_next.vifcode0().kind == VifCode::Kind::NOP &&
final_next.vifcode1().kind == VifCode::Kind::NOP && final_next.size_bytes == 0);
for (int i = 0; i < 2; i++) {
dma.read_and_advance();
}
ASSERT(dma.current_tag_offset() == render_state->next_bucket);
// auto transfers = 0;
// // print the entire chain
// printf("START OCEAN MID FAR DMA!!!!!!!\n");
// while (dma.current_tag_offset() != render_state->next_bucket) {
// auto data = dma.read_and_advance();
// printf(
// "dma transfer %d:\n%ssize: %d\nvif0: %s, data: %d\nvif1: %s, data: %d, imm: "
// "%d\n\n",
// transfers, dma.current_tag().print().c_str(), data.size_bytes,
// data.vifcode0().print().c_str(), data.vif0(), data.vifcode1().print().c_str(),
// data.vifcode1().num, data.vifcode1().immediate);
// transfers++;
// }
// printf("transfers: %d\n\n", transfers);
m_direct.flush_pending(render_state, prof);
m_direct.set_mipmap(false);
}
void OceanMidAndFar::handle_ocean_far(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
auto init_data = dma.read_and_advance();
ASSERT(init_data.size_bytes == 160);
u8 init_data_buffer[160];
memcpy(init_data_buffer, init_data.data, 160);
// this is a bit of a hack, but it patches the ta0 to 0 in
// (set! (-> (the-as (pointer gs-texa) s4-0) 8) (new 'static 'gs-texa :ta0 #x80 :ta1 #x80))
// TODO figure out if we actually have do something here.
u8 val = 0;
memcpy(init_data_buffer + 80, &val, 1);
m_direct.render_gif(init_data_buffer, 160, render_state, prof);
while (dma.current_tag().kind == DmaTag::Kind::CNT &&
dma.current_tag_vifcode0().kind == VifCode::Kind::NOP) {
auto data = dma.read_and_advance();
ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
ASSERT(data.size_bytes / 16 == data.vifcode1().immediate);
m_direct.render_gif(data.data, data.size_bytes, render_state, prof);
}
}
bool is_end_tag(const DmaTag& tag, const VifCode& v0, const VifCode& v1) {
return tag.qwc == 0 && tag.kind == DmaTag::Kind::NEXT && v0.kind == VifCode::Kind::NOP &&
v1.kind == VifCode::Kind::NOP;
}
void OceanMidAndFar::handle_ocean_mid(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
if (dma.current_tag_vifcode0().kind == VifCode::Kind::BASE) {
switch (render_state->version) {
case GameVersion::Jak1:
m_mid_renderer.run(dma, render_state, prof);
break;
case GameVersion::Jak2:
case GameVersion::Jak3:
case GameVersion::JakX:
m_mid_renderer.run_jak2(dma, render_state, prof);
}
} else {
// not drawing
return;
}
while (!is_end_tag(dma.current_tag(), dma.current_tag_vifcode0(), dma.current_tag_vifcode1())) {
dma.read_and_advance();
}
}