mirror of
https://github.com/open-goal/jak-project
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164 lines
5.3 KiB
C++
164 lines
5.3 KiB
C++
#pragma once
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#include "common/dma/gs.h"
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#include "common/math/Vector.h"
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#include "game/graphics/opengl_renderer/BucketRenderer.h"
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#include "game/graphics/opengl_renderer/DirectRenderer.h"
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#include "game/graphics/opengl_renderer/sprite_common.h"
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class SpriteRenderer : public BucketRenderer {
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public:
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SpriteRenderer(const std::string& name, BucketId my_id);
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void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
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void draw_debug_window() override;
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static constexpr int SPRITES_PER_CHUNK = 48;
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private:
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void render_distorter(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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void handle_sprite_frame_setup(DmaFollower& dma);
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void render_3d(DmaFollower& dma);
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void render_2d_group0(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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void render_fake_shadow(DmaFollower& dma);
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void render_2d_group1(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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enum SpriteMode { Mode2D = 1, ModeHUD = 2, Mode3D = 3 };
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void do_block_common(SpriteMode mode,
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u32 count,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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void handle_tex0(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
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void handle_tex1(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
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// void handle_mip(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
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void handle_zbuf(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
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void handle_clamp(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
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void handle_alpha(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
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void update_gl_prim(SharedRenderState* render_state);
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void update_gl_texture(SharedRenderState* render_state, int unit);
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void flush_sprites(SharedRenderState* render_state, ScopedProfilerNode& prof);
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u8 m_sprite_distorter_setup[7 * 16]; // direct data
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u8 m_sprite_direct_setup[3 * 16];
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SpriteFrameData m_frame_data; // qwa: 980
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Sprite3DMatrixData m_3d_matrix_data;
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SpriteHudMatrixData m_hud_matrix_data;
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SpriteVecData2d m_vec_data_2d[SPRITES_PER_CHUNK];
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AdGifData m_adgif[SPRITES_PER_CHUNK];
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struct DebugStats {
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int blocks_2d_grp0 = 0;
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int count_2d_grp0 = 0;
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int blocks_2d_grp1 = 0;
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int count_2d_grp1 = 0;
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} m_debug_stats;
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bool m_enable_culling = true;
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bool m_2d_enable = true;
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bool m_3d_enable = true;
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struct SpriteVertex3D {
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math::Vector4f xyz_sx; // position + x scale
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math::Vector4f quat_sy; // quaternion + y scale
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math::Vector4f rgba; // color
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math::Vector<u16, 2> flags_matrix; // flags + matrix... split
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math::Vector<u16, 4> info;
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math::Vector<u8, 4> pad;
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};
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static_assert(sizeof(SpriteVertex3D) == 64);
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std::vector<SpriteVertex3D> m_vertices_3d;
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struct {
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GLuint vertex_buffer;
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GLuint vao;
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} m_ogl;
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int m_sprite_offset = 0;
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// state set through the prim register that requires changing GL stuff.
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struct PrimGlState {
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void from_register(GsPrim reg) {
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current_register = reg;
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gouraud_enable = reg.gouraud();
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texture_enable = reg.tme();
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fogging_enable = reg.fge();
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aa_enable = reg.aa1();
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use_uv = reg.fst();
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ctxt = reg.ctxt();
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fix = reg.fix();
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alpha_blend_enable = reg.abe();
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}
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GsPrim current_register;
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bool gouraud_enable = false;
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bool texture_enable = false;
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bool fogging_enable = false;
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bool alpha_blend_enable = false;
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bool aa_enable = false;
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bool use_uv = false; // todo: might not require a gl state change
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bool ctxt = false; // do they ever use ctxt2?
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bool fix = false; // what does this even do?
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} m_prim_gl_state;
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static constexpr int ADGIF_STATE_COUNT = 10;
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struct AdGifState {
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GsTex0 reg_tex0;
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u32 texture_base_ptr = 0;
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bool using_mt4hh = false;
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bool tcc = false;
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bool enable_tex_filt = false;
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u64 reg_clamp = 0b101;
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bool clamp_s = true;
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bool clamp_t = true;
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GsAlpha reg_alpha;
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GsAlpha::BlendMode a = GsAlpha::BlendMode::SOURCE;
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GsAlpha::BlendMode b = GsAlpha::BlendMode::DEST;
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GsAlpha::BlendMode c = GsAlpha::BlendMode::SOURCE;
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GsAlpha::BlendMode d = GsAlpha::BlendMode::DEST;
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u8 fix = 0;
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void from_register(GsAlpha reg) {
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reg_alpha = reg;
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a = reg.a_mode();
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b = reg.b_mode();
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c = reg.c_mode();
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d = reg.d_mode();
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fix = reg.fix();
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ASSERT(fix == 0);
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}
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bool z_write = false;
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bool used = false;
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bool nontexture_equal(const AdGifState& other) const {
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return reg_alpha == other.reg_alpha && z_write == other.z_write;
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}
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bool operator==(const AdGifState& other) const {
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return reg_tex0 == other.reg_tex0 && enable_tex_filt == other.enable_tex_filt &&
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reg_clamp == other.reg_clamp && nontexture_equal(other);
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}
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bool operator!=(const AdGifState& other) const { return !operator==(other); }
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} m_adgif_state_stack[ADGIF_STATE_COUNT];
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AdGifState m_adgif_state; // temp state
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int m_adgif_index = 0;
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void update_gl_blend(AdGifState& state);
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};
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