mirror of
https://github.com/open-goal/jak-project
synced 2026-06-16 06:46:07 -04:00
9ba86c8b6a
Fixes issue where warp effect looks wrong near the edge of the screen - there was an unhandled `REGION_CLAMP` texture setting. Fixes a potential bug where "warp page" things wouldn't be drawn at all because there is no PC warp bucket. Unclear if anything actually fits this category, but it doesn't hurt. Turn on PC-format texture uploads for the water page so the precursor guy uses the right texture. It has to use generic because it abuses the generic death query thing to spawn particles. Workaround for some issues with rebuilding level files after changing engine files. Not a perfect solution, but probably good enough.
336 lines
13 KiB
C++
336 lines
13 KiB
C++
#include "common/log/log.h"
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#include "Generic2.h"
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void Generic2::opengl_setup() {
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// create OpenGL objects
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glGenBuffers(1, &m_ogl.vertex_buffer);
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glGenBuffers(1, &m_ogl.index_buffer);
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glGenVertexArrays(1, &m_ogl.vao);
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// set up the vertex array
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glBindVertexArray(m_ogl.vao);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ogl.index_buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(u32), nullptr, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, m_verts.size() * sizeof(Vertex), nullptr, GL_STREAM_DRAW);
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// xyz
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, // location 0 in the shader
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3, // 3 floats per vert
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GL_FLOAT, // floats
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GL_TRUE, // normalized, ignored,
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sizeof(Vertex), //
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(void*)offsetof(Vertex, xyz) // offset in array
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);
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// rgba
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, // location 1 in the shader
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4, // 4 color components
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GL_UNSIGNED_BYTE, // u8
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GL_TRUE, // normalized (255 becomes 1)
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sizeof(Vertex), //
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(void*)offsetof(Vertex, rgba) //
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);
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// stq
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, // location 2 in the shader
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2, // 2 floats per vert
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GL_FLOAT, // floats
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GL_FALSE, // normalized, ignored
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sizeof(Vertex), //
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(void*)offsetof(Vertex, st) // offset in array
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);
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// byte data
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glEnableVertexAttribArray(3);
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glVertexAttribIPointer(3, // location 3 in the shader
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4, //
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GL_UNSIGNED_BYTE, // u8's
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sizeof(Vertex), //
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(void*)offsetof(Vertex, tex_unit) // offset in array
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);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void Generic2::opengl_cleanup() {
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glDeleteBuffers(1, &m_ogl.vertex_buffer);
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glDeleteBuffers(1, &m_ogl.index_buffer);
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glDeleteVertexArrays(1, &m_ogl.vao);
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}
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void Generic2::init_shaders(ShaderLibrary& shaders) {
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const auto& shader = shaders[ShaderId::GENERIC];
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auto id = shader.id();
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shader.activate();
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m_ogl.alpha_reject = glGetUniformLocation(id, "alpha_reject");
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m_ogl.color_mult = glGetUniformLocation(id, "color_mult");
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m_ogl.fog_color = glGetUniformLocation(id, "fog_color");
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m_ogl.scale = glGetUniformLocation(id, "scale");
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m_ogl.mat_23 = glGetUniformLocation(id, "mat_23");
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m_ogl.mat_32 = glGetUniformLocation(id, "mat_32");
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m_ogl.mat_33 = glGetUniformLocation(id, "mat_33");
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m_ogl.fog_consts = glGetUniformLocation(id, "fog_constants");
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m_ogl.hvdf_offset = glGetUniformLocation(id, "hvdf_offset");
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m_ogl.gfx_hack_no_tex = glGetUniformLocation(id, "gfx_hack_no_tex");
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m_ogl.warp_sample_mode = glGetUniformLocation(id, "warp_sample_mode");
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}
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void Generic2::opengl_bind_and_setup_proj(SharedRenderState* render_state) {
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render_state->shaders[ShaderId::GENERIC].activate();
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glUniform4f(m_ogl.fog_color, render_state->fog_color[0] / 255.f,
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render_state->fog_color[1] / 255.f, render_state->fog_color[2] / 255.f,
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render_state->fog_intensity / 255);
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glUniform4f(m_ogl.scale, m_drawing_config.proj_scale[0], m_drawing_config.proj_scale[1],
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m_drawing_config.proj_scale[2], 0);
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glUniform1f(m_ogl.mat_23, m_drawing_config.proj_mat_23);
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glUniform1f(m_ogl.mat_32, m_drawing_config.proj_mat_32);
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glUniform1f(m_ogl.mat_33, 0);
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glUniform3f(m_ogl.fog_consts, m_drawing_config.pfog0, m_drawing_config.fog_min,
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m_drawing_config.fog_max);
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glUniform4f(m_ogl.hvdf_offset, m_drawing_config.hvdf_offset[0], m_drawing_config.hvdf_offset[1],
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m_drawing_config.hvdf_offset[2], m_drawing_config.hvdf_offset[3]);
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glUniform1i(m_ogl.gfx_hack_no_tex, Gfx::g_global_settings.hack_no_tex);
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}
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void Generic2::setup_opengl_for_draw_mode(const DrawMode& draw_mode,
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u8 fix,
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SharedRenderState* render_state) {
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// compute alpha_reject:
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float alpha_reject = 0.f;
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if (draw_mode.get_at_enable()) {
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switch (draw_mode.get_alpha_test()) {
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case DrawMode::AlphaTest::ALWAYS:
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break;
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case DrawMode::AlphaTest::GEQUAL:
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alpha_reject = draw_mode.get_aref() / 128.f;
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break;
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case DrawMode::AlphaTest::NEVER:
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break;
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default:
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ASSERT_MSG(false, fmt::format("unknown alpha test: {}", (int)draw_mode.get_alpha_test()));
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}
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}
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// setup blending and color mult
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float color_mult = 1.f;
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if (!draw_mode.get_ab_enable()) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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glBlendColor(1, 1, 1, 1);
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if (draw_mode.get_alpha_blend() == DrawMode::AlphaBlend::SRC_DST_SRC_DST) {
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// (Cs - Cd) * As + Cd
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// Cs * As + (1 - As) * Cd
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// s, d
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
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glBlendEquation(GL_FUNC_ADD);
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} else if (draw_mode.get_alpha_blend() == DrawMode::AlphaBlend::SRC_0_SRC_DST) {
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// (Cs - 0) * As + Cd
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// Cs * As + (1) * Cd
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// s, d
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// fix is ignored. it's usually 0, except for lightning, which sets it to 0x80.
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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} else if (draw_mode.get_alpha_blend() == DrawMode::AlphaBlend::ZERO_SRC_SRC_DST) {
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// (0 - Cs) * As + Cd
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// Cd - Cs * As
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// s, d
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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} else if (draw_mode.get_alpha_blend() == DrawMode::AlphaBlend::SRC_DST_FIX_DST) {
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// (Cs - Cd) * fix + Cd
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// Cs * fix + (1 - fx) * Cd
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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glBlendColor(0, 0, 0, fix / 127.f);
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glBlendEquation(GL_FUNC_ADD);
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} else if (draw_mode.get_alpha_blend() == DrawMode::AlphaBlend::SRC_SRC_SRC_SRC) {
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// this is very weird...
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// Cs
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glBlendFunc(GL_ONE, GL_ZERO);
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glBlendEquation(GL_FUNC_ADD);
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} else if (draw_mode.get_alpha_blend() == DrawMode::AlphaBlend::SRC_0_DST_DST) {
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// (Cs - 0) * Ad + Cd
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glBlendFunc(GL_DST_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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color_mult = 1.0f;
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} else if (draw_mode.get_alpha_blend() == DrawMode::AlphaBlend::SRC_0_FIX_DST) {
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glBlendEquation(GL_FUNC_ADD);
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glBlendFuncSeparate(GL_ONE, GL_ONE, GL_ONE, GL_ZERO);
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} else {
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ASSERT(false);
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}
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}
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// setup ztest
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if (draw_mode.get_zt_enable()) {
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glEnable(GL_DEPTH_TEST);
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switch (draw_mode.get_depth_test()) {
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case GsTest::ZTest::NEVER:
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glDepthFunc(GL_NEVER);
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break;
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case GsTest::ZTest::ALWAYS:
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glDepthFunc(GL_ALWAYS);
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break;
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case GsTest::ZTest::GEQUAL:
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glDepthFunc(GL_GEQUAL);
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break;
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case GsTest::ZTest::GREATER:
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glDepthFunc(GL_GREATER);
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break;
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default:
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ASSERT(false);
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}
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} else {
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// you aren't supposed to turn off z test enable, the GS had some bugs
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ASSERT(false);
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}
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if (draw_mode.get_depth_write_enable()) {
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glDepthMask(GL_TRUE);
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} else {
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glDepthMask(GL_FALSE);
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}
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glUniform1f(m_ogl.alpha_reject, alpha_reject);
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glUniform1f(m_ogl.color_mult, color_mult);
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glUniform4f(m_ogl.fog_color, render_state->fog_color[0] / 255.f,
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render_state->fog_color[1] / 255.f, render_state->fog_color[2] / 255.f,
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render_state->fog_intensity / 255);
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}
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void Generic2::setup_opengl_tex(u16 unit,
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u16 tbp,
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bool filter,
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bool clamp_s,
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bool clamp_t,
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SharedRenderState* render_state) {
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// look up the texture
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std::optional<u64> tex;
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u32 tbp_to_lookup = tbp & 0x7fff;
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bool use_mt4hh = tbp & 0x8000;
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if (use_mt4hh) {
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tex = render_state->texture_pool->lookup_mt4hh(tbp_to_lookup);
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} else {
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tex = render_state->texture_pool->lookup(tbp_to_lookup);
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}
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if (!tex) {
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lg::warn("Failed to find texture at {}, using random (generic2: {})", tbp_to_lookup,
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name_and_id());
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tex = render_state->texture_pool->get_placeholder_texture();
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}
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_2D, *tex);
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if (clamp_s) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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}
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if (clamp_t) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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if (filter) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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true ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR); // todo
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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if (render_state->version == GameVersion::Jak2 && tbp_to_lookup == 1216) {
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glUniform1ui(m_ogl.warp_sample_mode, 1);
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// warp shader uses region clamp, which isn't supported by DrawMode.
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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} else {
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glUniform1ui(m_ogl.warp_sample_mode, 0);
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}
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}
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void Generic2::do_draws_for_alpha(SharedRenderState* render_state,
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ScopedProfilerNode& prof,
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DrawMode::AlphaBlend alpha,
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bool hud) {
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for (u32 i = 0; i < m_next_free_bucket; i++) {
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auto& bucket = m_buckets[i];
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auto& first = m_adgifs[bucket.start];
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if (first.mode.get_alpha_blend() == alpha && first.uses_hud == hud) {
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setup_opengl_for_draw_mode(first.mode, first.fix, render_state);
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setup_opengl_tex(0, first.tbp, first.mode.get_filt_enable(), first.mode.get_clamp_s_enable(),
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first.mode.get_clamp_t_enable(), render_state);
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glDrawElements(GL_TRIANGLE_STRIP, bucket.idx_count, GL_UNSIGNED_INT,
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(void*)(sizeof(u32) * bucket.idx_idx));
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prof.add_draw_call();
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prof.add_tri(bucket.tri_count);
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}
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}
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}
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void Generic2::do_hud_draws(SharedRenderState* render_state, ScopedProfilerNode& prof) {
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for (u32 i = 0; i < m_next_free_bucket; i++) {
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auto& bucket = m_buckets[i];
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auto& first = m_adgifs[bucket.start];
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if (first.uses_hud) {
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setup_opengl_for_draw_mode(first.mode, first.fix, render_state);
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setup_opengl_tex(0, first.tbp, first.mode.get_filt_enable(), first.mode.get_clamp_s_enable(),
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first.mode.get_clamp_t_enable(), render_state);
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glDrawElements(GL_TRIANGLE_STRIP, bucket.idx_count, GL_UNSIGNED_INT,
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(void*)(sizeof(u32) * bucket.idx_idx));
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prof.add_draw_call();
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prof.add_tri(bucket.tri_count);
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}
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}
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}
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void Generic2::do_draws(SharedRenderState* render_state, ScopedProfilerNode& prof) {
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glBindVertexArray(m_ogl.vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ogl.index_buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_next_free_idx * sizeof(u32), m_indices.data(),
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GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_next_free_vert * sizeof(Vertex), m_verts.data(), GL_STREAM_DRAW);
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glEnable(GL_PRIMITIVE_RESTART);
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glPrimitiveRestartIndex(UINT32_MAX);
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opengl_bind_and_setup_proj(render_state);
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constexpr DrawMode::AlphaBlend alpha_order[ALPHA_MODE_COUNT] = {
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DrawMode::AlphaBlend::SRC_0_FIX_DST, DrawMode::AlphaBlend::SRC_SRC_SRC_SRC,
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DrawMode::AlphaBlend::SRC_DST_SRC_DST, DrawMode::AlphaBlend::SRC_0_SRC_DST,
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DrawMode::AlphaBlend::ZERO_SRC_SRC_DST, DrawMode::AlphaBlend::SRC_DST_FIX_DST,
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DrawMode::AlphaBlend::SRC_0_DST_DST,
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};
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for (int i = 0; i < ALPHA_MODE_COUNT; i++) {
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if (m_alpha_draw_enable[i]) {
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do_draws_for_alpha(render_state, prof, alpha_order[i], false);
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}
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}
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if (m_drawing_config.uses_hud) {
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glUniform4f(m_ogl.scale, m_drawing_config.hud_scale[0], m_drawing_config.hud_scale[1],
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m_drawing_config.hud_scale[2], 0);
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glUniform1f(m_ogl.mat_23, m_drawing_config.hud_mat_23);
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glUniform1f(m_ogl.mat_32, m_drawing_config.hud_mat_32);
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glUniform1f(m_ogl.mat_33, m_drawing_config.hud_mat_33);
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glUniform1i(m_ogl.gfx_hack_no_tex, false);
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do_hud_draws(render_state, prof);
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}
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}
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