Files
jak-project/game/graphics/opengl_renderer/OpenGLRenderer.cpp
T
ManDude 6884b0f73e start blit-displays decomp & renderer + improve decompilation of some DMA macros (#2616)
Adds sprite distort, fixes buggy sprite rendering in progress, adds
scissoring support (used in various scrolling menus) and a very basic
implementation of `blit-displays`. This is enough to make the fade
effect in the progress menu work, along with all the menus working
properly without needing to use the REPL. This does not make screen
flipping and the filter when failing a mission work.

Added support in the decompiler for detecting `dma-buffer-add-gs-set`
and `dma-buffer-add-gs-set-flusha` and updated all of the Jak 2 code to
use it. Readability improved!

Fixes decompiler issue with `with-dma-buffer-add-bucket` not inlining
forms which broke syntax. Fixes store error warnings showing up for
non-existent stores, there is now a dedicated pass for this at the end.

I started work on making `BITBLTBUF` stuff work in the DirectRenderer,
but stopped for now because it wasn't strictly necessary. It will still
assert like before.
2023-05-04 18:34:09 -04:00

1103 lines
48 KiB
C++

#include "OpenGLRenderer.h"
#include "common/goal_constants.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "game/graphics/opengl_renderer/BlitDisplays.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/LightningRenderer.h"
#include "game/graphics/opengl_renderer/ProgressRenderer.h"
#include "game/graphics/opengl_renderer/ShadowRenderer.h"
#include "game/graphics/opengl_renderer/SkyRenderer.h"
#include "game/graphics/opengl_renderer/TextureUploadHandler.h"
#include "game/graphics/opengl_renderer/VisDataHandler.h"
#include "game/graphics/opengl_renderer/Warp.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/opengl_renderer/sprite/Sprite3.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}: {}", g_current_render, 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_collide_renderer(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);
// 0
init_bucket_renderer<VisDataHandler>("vis", BucketCategory::OTHER, BucketId::BUCKET_2);
init_bucket_renderer<BlitDisplays>("blit", BucketCategory::OTHER, BucketId::BUCKET_3);
init_bucket_renderer<TextureUploadHandler>("tex-lcom-sky-pre", BucketCategory::TEX,
BucketId::TEX_LCOM_SKY_PRE);
init_bucket_renderer<DirectRenderer>("sky-draw", BucketCategory::OTHER, BucketId::SKY_DRAW, 1024);
init_bucket_renderer<OceanMidAndFar>("ocean-mid-far", BucketCategory::OCEAN,
BucketId::OCEAN_MID_FAR);
for (int i = 0; i < LEVEL_MAX; ++i) {
#define GET_BUCKET_ID_FOR_LIST(bkt1, bkt2, idx) ((int)(bkt1) + ((int)(bkt2) - (int)(bkt1)) * (idx))
init_bucket_renderer<TextureUploadHandler>(
fmt::format("tex-l{}-tfrag", i), BucketCategory::TEX,
GET_BUCKET_ID_FOR_LIST(BucketId::TEX_L0_TFRAG, BucketId::TEX_L1_TFRAG, i));
init_bucket_renderer<TFragment>(
fmt::format("tfrag-l{}-tfrag", i), BucketCategory::TFRAG,
GET_BUCKET_ID_FOR_LIST(BucketId::TFRAG_L0_TFRAG, BucketId::TFRAG_L1_TFRAG, i),
std::vector{tfrag3::TFragmentTreeKind::NORMAL}, false, i);
Tie3* tie = init_bucket_renderer<Tie3>(
fmt::format("tie-l{}-tfrag", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::TIE_L0_TFRAG, BucketId::TIE_L1_TFRAG, i), i);
init_bucket_renderer<Tie3AnotherCategory>(
fmt::format("etie-l{}-tfrag", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::ETIE_L0_TFRAG, BucketId::ETIE_L1_TFRAG, i), tie,
tfrag3::TieCategory::NORMAL_ENVMAP);
init_bucket_renderer<Merc2>(
fmt::format("merc-l{}-tfrag", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_TFRAG, BucketId::MERC_L1_TFRAG, i));
init_bucket_renderer<Generic2>(
fmt::format("gmerc-l{}-tfrag", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_TFRAG, BucketId::GMERC_L1_TFRAG, i));
init_bucket_renderer<TextureUploadHandler>(
fmt::format("tex-l{}-shrub", i), BucketCategory::TEX,
GET_BUCKET_ID_FOR_LIST(BucketId::TEX_L0_SHRUB, BucketId::TEX_L1_SHRUB, i));
init_bucket_renderer<Shrub>(
fmt::format("shrub-l{}-shrub", i), BucketCategory::SHRUB,
GET_BUCKET_ID_FOR_LIST(BucketId::SHRUB_L0_SHRUB, BucketId::SHRUB_L1_SHRUB, i));
init_bucket_renderer<Merc2>(
fmt::format("merc-l{}-shrub", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_SHRUB, BucketId::MERC_L1_SHRUB, i));
init_bucket_renderer<Generic2>(
fmt::format("gmerc-l{}-shrub", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_SHRUB, BucketId::GMERC_L1_SHRUB, i));
init_bucket_renderer<TextureUploadHandler>(
fmt::format("tex-l{}-alpha", i), BucketCategory::TEX,
GET_BUCKET_ID_FOR_LIST(BucketId::TEX_L0_ALPHA, BucketId::TEX_L1_ALPHA, i));
init_bucket_renderer<TFragment>(
fmt::format("tfrag-t-l{}-alpha", i), BucketCategory::TFRAG,
GET_BUCKET_ID_FOR_LIST(BucketId::TFRAG_T_L0_ALPHA, BucketId::TFRAG_T_L1_ALPHA, i),
std::vector{tfrag3::TFragmentTreeKind::TRANS}, false, i);
init_bucket_renderer<Tie3AnotherCategory>(
fmt::format("tie-t-l{}-alpha", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::TIE_T_L0_ALPHA, BucketId::TIE_T_L1_ALPHA, i), tie,
tfrag3::TieCategory::TRANS);
init_bucket_renderer<Tie3AnotherCategory>(
fmt::format("etie-t-l{}-alpha", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::ETIE_T_L0_ALPHA, BucketId::ETIE_T_L1_ALPHA, i), tie,
tfrag3::TieCategory::TRANS_ENVMAP);
init_bucket_renderer<Merc2>(
fmt::format("merc-l{}-alpha", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_ALPHA, BucketId::MERC_L1_ALPHA, i));
init_bucket_renderer<Generic2>(
fmt::format("gmerc-l{}-alpha", i), BucketCategory::GENERIC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_ALPHA, BucketId::GMERC_L1_ALPHA, i));
init_bucket_renderer<TextureUploadHandler>(
fmt::format("tex-l{}-pris", i), BucketCategory::TEX,
GET_BUCKET_ID_FOR_LIST(BucketId::TEX_L0_PRIS, BucketId::TEX_L1_PRIS, i));
init_bucket_renderer<Merc2>(
fmt::format("merc-l{}-pris", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_PRIS, BucketId::MERC_L1_PRIS, i));
init_bucket_renderer<Generic2>(
fmt::format("gmerc-l{}-pris", i), BucketCategory::GENERIC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_PRIS, BucketId::GMERC_L1_PRIS, i));
init_bucket_renderer<TextureUploadHandler>(
fmt::format("tex-l{}-pris2", i), BucketCategory::TEX,
GET_BUCKET_ID_FOR_LIST(BucketId::TEX_L0_PRIS2, BucketId::TEX_L1_PRIS2, i));
init_bucket_renderer<Merc2>(
fmt::format("merc-l{}-pris2", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_PRIS2, BucketId::MERC_L1_PRIS2, i));
init_bucket_renderer<Generic2>(
fmt::format("gmerc-l{}-pris2", i), BucketCategory::GENERIC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_PRIS2, BucketId::GMERC_L1_PRIS2, i));
init_bucket_renderer<TextureUploadHandler>(
fmt::format("tex-l{}-water", i), BucketCategory::TEX,
GET_BUCKET_ID_FOR_LIST(BucketId::TEX_L0_WATER, BucketId::TEX_L1_WATER, i));
init_bucket_renderer<Merc2>(
fmt::format("merc-l{}-water", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_WATER, BucketId::MERC_L1_WATER, i));
init_bucket_renderer<Generic2>(
fmt::format("gmerc-l{}-water", i), BucketCategory::GENERIC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_WATER, BucketId::GMERC_L1_WATER, i));
init_bucket_renderer<TFragment>(
fmt::format("tfrag-w-l{}-alpha", i), BucketCategory::TFRAG,
GET_BUCKET_ID_FOR_LIST(BucketId::TFRAG_W_L0_WATER, BucketId::TFRAG_W_L1_WATER, i),
std::vector{tfrag3::TFragmentTreeKind::WATER}, false, i);
init_bucket_renderer<Tie3AnotherCategory>(
fmt::format("tie-w-l{}-water", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::TIE_W_L0_WATER, BucketId::TIE_W_L1_WATER, i), tie,
tfrag3::TieCategory::WATER);
init_bucket_renderer<Tie3AnotherCategory>(
fmt::format("etie-w-l{}-water", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::ETIE_W_L0_WATER, BucketId::ETIE_W_L1_WATER, i), tie,
tfrag3::TieCategory::WATER_ENVMAP);
#undef GET_BUCKET_ID_FOR_LIST
}
// 180
init_bucket_renderer<TextureUploadHandler>("tex-lcom-tfrag", BucketCategory::TEX,
BucketId::TEX_LCOM_TFRAG);
init_bucket_renderer<Merc2>("merc-lcom-tfrag", BucketCategory::MERC, BucketId::MERC_LCOM_TFRAG);
// 190
init_bucket_renderer<TextureUploadHandler>("tex-lcom-shrub", BucketCategory::TEX,
BucketId::TEX_LCOM_SHRUB);
init_bucket_renderer<Merc2>("merc-lcom-shrub", BucketCategory::MERC, BucketId::MERC_LCOM_SHRUB);
init_bucket_renderer<Generic2>("gmerc-lcom-tfrag", BucketCategory::GENERIC,
BucketId::GMERC_LCOM_TFRAG);
// 220
init_bucket_renderer<TextureUploadHandler>("tex-lcom-pris", BucketCategory::TEX,
BucketId::TEX_LCOM_PRIS);
init_bucket_renderer<Merc2>("merc-lcom-pris", BucketCategory::MERC, BucketId::MERC_LCOM_PRIS);
init_bucket_renderer<TextureUploadHandler>("tex-lcom-water", BucketCategory::TEX,
BucketId::TEX_LCOM_WATER);
init_bucket_renderer<Merc2>("merc-lcom-water", BucketCategory::MERC, BucketId::MERC_LCOM_WATER);
init_bucket_renderer<TextureUploadHandler>("tex-lcom-sky-post", BucketCategory::TEX,
BucketId::TEX_LCOM_SKY_POST);
// 310
init_bucket_renderer<OceanNear>("ocean-near", BucketCategory::OCEAN, BucketId::OCEAN_NEAR);
init_bucket_renderer<TextureUploadHandler>("tex-all-sprite", BucketCategory::TEX,
BucketId::TEX_ALL_SPRITE);
init_bucket_renderer<Sprite3>("particles", BucketCategory::SPRITE, BucketId::PARTICLES);
init_bucket_renderer<LightningRenderer>("effects", BucketCategory::OTHER, BucketId::EFFECTS);
init_bucket_renderer<TextureUploadHandler>("tex-all-warp", BucketCategory::TEX,
BucketId::TEX_ALL_WARP);
init_bucket_renderer<Warp>("warp", BucketCategory::GENERIC, BucketId::GMERC_WARP);
init_bucket_renderer<DirectRenderer>("debug-no-zbuf1", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF1, 0x8000);
init_bucket_renderer<TextureUploadHandler>("tex-all-map", BucketCategory::TEX,
BucketId::TEX_ALL_MAP);
// 320
init_bucket_renderer<ProgressRenderer>("progress", BucketCategory::OTHER, BucketId::PROGRESS,
0x8000);
init_bucket_renderer<DirectRenderer>("screen-filter", BucketCategory::OTHER,
BucketId::SCREEN_FILTER, 256);
init_bucket_renderer<DirectRenderer>("subtitle", BucketCategory::OTHER, BucketId::SUBTITLE,
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, 0x1000);
auto eye_renderer = std::make_unique<EyeRenderer>("eyes", 0);
m_render_state.eye_renderer = eye_renderer.get();
m_jak2_eye_renderer = std::move(eye_renderer);
// 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, GameVersion::Jak2);
}
m_jak2_eye_renderer->init_shaders(m_render_state.shaders);
m_jak2_eye_renderer->init_textures(*m_render_state.texture_pool, GameVersion::Jak2);
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<Tie3WithEnvmapJak1>("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<Tie3WithEnvmapJak1>("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
init_bucket_renderer<Sprite3>("sprite", BucketCategory::SPRITE, BucketId::SPRITE); // 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, GameVersion::Jak1);
}
sky_cpu_blender->init_textures(*m_render_state.texture_pool, m_version);
sky_gpu_blender->init_textures(*m_render_state.texture_pool, m_version);
m_render_state.loader->load_common(*m_render_state.texture_pool, "GAME");
}
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
void OpenGLRenderer::blit_display() {
auto& back = m_fbo_state.resources.back_buffer;
if (!back.valid || !back.matches(*m_fbo_state.render_fbo)) {
back.clear();
back = make_fbo(m_fbo_state.render_fbo->width, m_fbo_state.render_fbo->height, 1, false);
}
Fbo* window_blit_src = nullptr;
if (m_fbo_state.resources.resolve_buffer.valid) {
// since this is called after do_pcrtc_effects, the resolve buffer is already made
window_blit_src = &m_fbo_state.resources.resolve_buffer;
} else {
window_blit_src = m_fbo_state.render_fbo;
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, window_blit_src->fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, back.fbo_id);
glBlitFramebuffer(0, // srcX0
0, // srcY0
window_blit_src->width, // srcX1
window_blit_src->height, // srcY1
0, // dstX0
0, // dstY0
back.width, // dstX1
back.height, // dstY1
GL_COLOR_BUFFER_BIT, // mask
GL_LINEAR // filter
);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
/*!
* 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();
}
}
// blit framebuffer so that it can be used as a texture by the game later
{
auto prof = m_profiler.root()->make_scoped_child("blit-display");
blit_display();
}
m_last_pmode_alp = settings.pmode_alp_register;
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();
}
}
if (settings.draw_loader_window) {
m_render_state.loader->draw_debug_window();
}
m_profiler.finish();
// 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_profiler_window) {
m_profiler.draw();
}
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.draw_filters_window) {
m_filters_menu.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();
}
if (m_jak2_eye_renderer) {
if (ImGui::TreeNode("Eyes")) {
m_jak2_eye_renderer->draw_debug_window();
ImGui::TreePop();
}
}
ImGui::End();
}
/*!
* 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 (settings.save_screenshot || window_resized || !m_fbo_state.render_fbo ||
!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.
// note: we always force a separate fbo on a screenshot so that it won't capture overlays.
// as an added bonus it also doesn't break the sprite distort buffer...
if (!settings.save_screenshot &&
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;
m_render_state.back_fbo = &m_fbo_state.resources.back_buffer;
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 = jak1::LEVEL_MAX;
// 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::BUCKET_2;
m_render_state.num_vis_to_copy = jak2::LEVEL_MAX;
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();
// hack to draw the collision mesh in the middle the drawing
if (bucket_id + 1 == (int)jak2::BucketId::TEX_L0_ALPHA &&
Gfx::g_global_settings.collision_enable) {
auto p = prof.make_scoped_child("collision-draw");
m_collide_renderer.render(&m_render_state, p);
}
}
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;
m_render_state.frame_idx++;
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);
}
}