Files
jak-project/game/graphics/opengl_renderer/background/Shrub.cpp
T
2022-04-03 13:56:45 -04:00

333 lines
12 KiB
C++

#include "Shrub.h"
Shrub::Shrub(const std::string& name, BucketId my_id) : BucketRenderer(name, my_id) {
m_color_result.resize(TIME_OF_DAY_COLOR_COUNT);
}
Shrub::~Shrub() {
discard_tree_cache();
}
void Shrub::render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) {
if (!m_enabled) {
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
return;
}
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) {
// 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;
}
auto pc_port_data = dma.read_and_advance();
ASSERT(pc_port_data.size_bytes == sizeof(TfragPcPortData));
memcpy(&m_pc_port_data, pc_port_data.data, sizeof(TfragPcPortData));
m_pc_port_data.level_name[11] = '\0';
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
TfragRenderSettings settings;
settings.hvdf_offset = m_pc_port_data.hvdf_off;
settings.fog = m_pc_port_data.fog;
memcpy(settings.math_camera.data(), m_pc_port_data.camera[0].data(), 64);
settings.tree_idx = 0;
for (int i = 0; i < 8; i++) {
settings.time_of_day_weights[i] =
2 * (0xff & m_pc_port_data.itimes[i / 2].data()[2 * (i % 2)]) / 127.f;
}
for (int i = 0; i < 4; i++) {
settings.planes[i] = m_pc_port_data.planes[i];
render_state->camera_planes[i] = m_pc_port_data.planes[i];
}
render_state->has_camera_planes = true;
m_has_level = setup_for_level(m_pc_port_data.level_name, render_state);
render_all_trees(settings, render_state, prof);
}
void Shrub::update_load(const Loader::LevelData* loader_data) {
const tfrag3::Level* lev_data = loader_data->level.get();
// We changed level!
discard_tree_cache();
m_trees.resize(lev_data->shrub_trees.size());
size_t max_draws = 0;
size_t time_of_day_count = 0;
size_t max_num_grps = 0;
size_t max_inds = 0;
for (u32 l_tree = 0; l_tree < lev_data->shrub_trees.size(); l_tree++) {
size_t num_grps = 0;
const auto& tree = lev_data->shrub_trees[l_tree];
max_draws = std::max(tree.static_draws.size(), max_draws);
for (auto& draw : tree.static_draws) {
(void)draw;
// num_grps += draw.vis_groups.size(); TODO
max_num_grps += 1;
}
max_num_grps = std::max(max_num_grps, num_grps);
time_of_day_count = std::max(tree.time_of_day_colors.size(), time_of_day_count);
max_inds = std::max(tree.indices.size(), max_inds);
u32 verts = tree.unpacked.vertices.size();
glGenVertexArrays(1, &m_trees[l_tree].vao);
glBindVertexArray(m_trees[l_tree].vao);
m_trees[l_tree].vertex_buffer = loader_data->shrub_vertex_data[l_tree];
m_trees[l_tree].vert_count = verts;
m_trees[l_tree].draws = &tree.static_draws;
m_trees[l_tree].colors = &tree.time_of_day_colors;
m_trees[l_tree].index_data = tree.indices.data();
m_trees[l_tree].tod_cache = swizzle_time_of_day(tree.time_of_day_colors);
glBindBuffer(GL_ARRAY_BUFFER, m_trees[l_tree].vertex_buffer);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::ShrubGpuVertex), // stride
(void*)offsetof(tfrag3::ShrubGpuVertex, x) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
2, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::ShrubGpuVertex), // stride
(void*)offsetof(tfrag3::ShrubGpuVertex, s) // offset (0)
);
glVertexAttribPointer(2, // location 1 in the shader
3, // 4 color components
GL_UNSIGNED_BYTE, // u8
GL_TRUE, // normalized (255 becomes 1)
sizeof(tfrag3::ShrubGpuVertex), //
(void*)offsetof(tfrag3::ShrubGpuVertex, rgba_base) //
);
glVertexAttribIPointer(3, // location 2 in the shader
1, // 1 values per vert
GL_UNSIGNED_SHORT, // u16
sizeof(tfrag3::ShrubGpuVertex), // stride
(void*)offsetof(tfrag3::ShrubGpuVertex, color_index) // offset (0)
);
glGenBuffers(1, &m_trees[l_tree].single_draw_index_buffer);
glGenBuffers(1, &m_trees[l_tree].index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_trees[l_tree].index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, tree.indices.size() * sizeof(u32), tree.indices.data(),
GL_STATIC_DRAW);
glActiveTexture(GL_TEXTURE10);
glGenTextures(1, &m_trees[l_tree].time_of_day_texture);
glBindTexture(GL_TEXTURE_1D, m_trees[l_tree].time_of_day_texture);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, TIME_OF_DAY_COLOR_COUNT, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindVertexArray(0);
}
m_cache.multidraw_offset_per_stripdraw.resize(max_draws);
m_cache.multidraw_count_buffer.resize(max_num_grps);
m_cache.multidraw_index_offset_buffer.resize(max_num_grps);
m_cache.draw_idx_temp.resize(max_draws);
m_cache.index_temp.resize(max_inds);
ASSERT(time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
}
bool Shrub::setup_for_level(const std::string& level, SharedRenderState* render_state) {
// make sure we have the level data.
Timer tfrag3_setup_timer;
auto lev_data = render_state->loader->get_tfrag3_level(level);
if (!lev_data || (m_has_level && lev_data->load_id != m_load_id)) {
m_has_level = false;
m_textures = nullptr;
m_level_name = "";
discard_tree_cache();
return false;
}
m_textures = &lev_data->textures;
m_load_id = lev_data->load_id;
if (m_level_name != level) {
update_load(lev_data);
m_has_level = true;
m_level_name = level;
} else {
m_has_level = true;
}
if (tfrag3_setup_timer.getMs() > 5) {
fmt::print("Shrub setup: {:.1f}ms\n", tfrag3_setup_timer.getMs());
}
return m_has_level;
}
void Shrub::discard_tree_cache() {
for (auto& tree : m_trees) {
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glDeleteTextures(1, &tree.time_of_day_texture);
glDeleteBuffers(1, &tree.index_buffer);
glDeleteBuffers(1, &tree.single_draw_index_buffer);
glDeleteVertexArrays(1, &tree.vao);
}
m_trees.clear();
}
void Shrub::render_all_trees(const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
for (u32 i = 0; i < m_trees.size(); i++) {
render_tree(i, settings, render_state, prof);
}
}
void Shrub::render_tree(int idx,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
Timer tree_timer;
auto& tree = m_trees.at(idx);
tree.perf.draws = 0;
tree.perf.wind_draws = 0;
if (!m_has_level) {
return;
}
if (m_color_result.size() < tree.colors->size()) {
m_color_result.resize(tree.colors->size());
}
Timer interp_timer;
interp_time_of_day_fast(settings.time_of_day_weights, tree.tod_cache, m_color_result.data());
tree.perf.tod_time.add(interp_timer.getSeconds());
Timer setup_timer;
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, tree.colors->size(), GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
m_color_result.data());
first_tfrag_draw_setup(settings, render_state, ShaderId::SHRUB);
glBindVertexArray(tree.vao);
glBindBuffer(GL_ARRAY_BUFFER, tree.vertex_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
render_state->no_multidraw ? tree.single_draw_index_buffer : tree.index_buffer);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(UINT32_MAX);
tree.perf.tod_time.add(setup_timer.getSeconds());
int last_texture = -1;
tree.perf.cull_time.add(0);
Timer index_timer;
if (render_state->no_multidraw) {
u32 idx_buffer_size = make_all_visible_index_list(
m_cache.draw_idx_temp.data(), m_cache.index_temp.data(), *tree.draws, tree.index_data);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size * sizeof(u32), m_cache.index_temp.data(),
GL_STREAM_DRAW);
} else {
make_all_visible_multidraws(m_cache.multidraw_offset_per_stripdraw.data(),
m_cache.multidraw_count_buffer.data(),
m_cache.multidraw_index_offset_buffer.data(), *tree.draws);
}
tree.perf.index_time.add(index_timer.getSeconds());
Timer draw_timer;
for (size_t draw_idx = 0; draw_idx < tree.draws->size(); draw_idx++) {
const auto& draw = tree.draws->operator[](draw_idx);
const auto& multidraw_indices = m_cache.multidraw_offset_per_stripdraw[draw_idx];
const auto& singledraw_indices = m_cache.draw_idx_temp[draw_idx];
if (render_state->no_multidraw) {
if (singledraw_indices.second == 0) {
continue;
}
} else {
if (multidraw_indices.second == 0) {
continue;
}
}
if ((int)draw.tree_tex_id != last_texture) {
glBindTexture(GL_TEXTURE_2D, m_textures->at(draw.tree_tex_id));
last_texture = draw.tree_tex_id;
}
auto double_draw = setup_tfrag_shader(render_state, draw.mode, ShaderId::SHRUB);
prof.add_draw_call();
prof.add_tri(draw.num_triangles);
tree.perf.draws++;
if (render_state->no_multidraw) {
glDrawElements(GL_TRIANGLE_STRIP, singledraw_indices.second, GL_UNSIGNED_INT,
(void*)(singledraw_indices.first * sizeof(u32)));
} else {
glMultiDrawElements(GL_TRIANGLE_STRIP,
&m_cache.multidraw_count_buffer[multidraw_indices.first], GL_UNSIGNED_INT,
&m_cache.multidraw_index_offset_buffer[multidraw_indices.first],
multidraw_indices.second);
}
switch (double_draw.kind) {
case DoubleDrawKind::NONE:
break;
case DoubleDrawKind::AFAIL_NO_DEPTH_WRITE:
tree.perf.draws++;
prof.add_draw_call();
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SHRUB].id(), "alpha_min"),
-10.f);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SHRUB].id(), "alpha_max"),
double_draw.aref_second);
glDepthMask(GL_FALSE);
if (render_state->no_multidraw) {
glDrawElements(GL_TRIANGLE_STRIP, singledraw_indices.second, GL_UNSIGNED_INT,
(void*)(singledraw_indices.first * sizeof(u32)));
} else {
glMultiDrawElements(
GL_TRIANGLE_STRIP, &m_cache.multidraw_count_buffer[multidraw_indices.first],
GL_UNSIGNED_INT, &m_cache.multidraw_index_offset_buffer[multidraw_indices.first],
multidraw_indices.second);
}
break;
default:
ASSERT(false);
}
}
glBindVertexArray(0);
tree.perf.draw_time.add(draw_timer.getSeconds());
tree.perf.tree_time.add(tree_timer.getSeconds());
}
void Shrub::draw_debug_window() {}