Files
jak-project/game/graphics/opengl_renderer/OpenGLRenderer.cpp
T
Hat Kid 93afb02cf4 decomp3: spawn target, add merc and particle buckets and some temporary hacks (#3445)
This includes all the collision stuff needed to spawn `target`,
decompiles the sparticle code and adds some of the PC hacks needed for
merc to run (it doesn't work quite right and looks bad, likely due to a
combination of code copied from Jak 2 and the time of day hacks).

There are a bunch of temporary hacks (see commits) in place to prevent
the game from crashing quite as much, but it is still extremely prone to
doing so due to lots of missing functions/potentially bad decomp.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2024-04-05 00:07:39 -04:00

1510 lines
66 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/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/Generic2BucketRenderer.h"
#include "game/graphics/opengl_renderer/foreground/Merc2BucketRenderer.h"
#include "game/graphics/opengl_renderer/foreground/Shadow2.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"
#ifdef _WIN32
#include <Windows.h>
#endif
namespace {
std::string g_current_renderer;
}
/*!
* 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_renderer, id, source,
type, message);
} else if (severity == GL_DEBUG_SEVERITY_LOW) {
lg::info("[{}] OpenGL message 0x{:X} S{:X} T{:X}: {}", g_current_renderer, id, source, type,
message);
} else if (severity == GL_DEBUG_SEVERITY_MEDIUM) {
lg::warn("[{}] OpenGL warn 0x{:X} S{:X} T{:X}: {}", g_current_renderer, id, source, type,
message);
} else if (severity == GL_DEBUG_SEVERITY_HIGH) {
lg::error("[{}] OpenGL error 0x{:X} S{:X} T{:X}: {}", g_current_renderer, 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) {
// requires OpenGL 4.3
#ifndef __APPLE__
// 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);
#endif
lg::debug("OpenGL context information: {}", (const char*)glGetString(GL_VERSION));
const tfrag3::Level* common_level = nullptr;
{
auto p = scoped_prof("load-common");
common_level = &m_render_state.loader->load_common(*m_render_state.texture_pool, "GAME");
}
// initialize all renderers
switch (m_version) {
case GameVersion::Jak1:
break;
case GameVersion::Jak2:
m_texture_animator = std::make_shared<TextureAnimator>(m_render_state.shaders, common_level);
break;
case GameVersion::Jak3:
// for now, no texture animation for jak3...
break;
default:
ASSERT(false);
}
m_merc2 = std::make_shared<Merc2>(m_render_state.shaders, anim_slot_array());
m_generic2 = std::make_shared<Generic2>(m_render_state.shaders);
// initialize all renderers
auto p = scoped_prof("init-bucket-renderers");
switch (m_version) {
case GameVersion::Jak1:
init_bucket_renderers_jak1();
break;
case GameVersion::Jak2:
init_bucket_renderers_jak2();
break;
case GameVersion::Jak3:
init_bucket_renderers_jak3();
break;
default:
ASSERT(false);
}
}
void OpenGLRenderer::init_bucket_renderers_jak3() {
using namespace jak3;
m_bucket_renderers.resize((int)BucketId::MAX_BUCKETS);
m_bucket_categories.resize((int)BucketId::MAX_BUCKETS, BucketCategory::OTHER);
std::shared_ptr<TextureAnimator> texture_animator = nullptr; // todo tex anim
{
auto p = scoped_prof("render-inits");
m_blit_displays =
init_bucket_renderer<BlitDisplays>("blit", BucketCategory::OTHER, BucketId::BLIT_START);
// 4
init_bucket_renderer<TextureUploadHandler>("tex-lcom-sky-pre", BucketCategory::TEX,
BucketId::TEX_LCOM_SKY_PRE, texture_animator);
// 10
for (int i = 0; i < LEVEL_MAX; i++) {
#define GET_BUCKET_ID_FOR_LIST(bkt1, bkt2, idx) ((int)(bkt1) + ((int)(bkt2) - (int)(bkt1)) * (idx))
// 10
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),
texture_animator);
// 11
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, anim_slot_array());
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);
// 17
init_bucket_renderer<Merc2BucketRenderer>(
fmt::format("merc-l{}-tfrag", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_TFRAG, BucketId::MERC_L1_TFRAG, i), m_merc2);
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),
m_texture_animator);
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<Merc2BucketRenderer>(
fmt::format("merc-l{}-shrub", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_SHRUB, BucketId::MERC_L1_SHRUB, i), m_merc2);
// 230
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),
m_texture_animator);
init_bucket_renderer<TFragment>(
fmt::format("tfrag-t-l{}-alpha", i), BucketCategory::TFRAG,
GET_BUCKET_ID_FOR_LIST(BucketId::TFRAG_L0_ALPHA, BucketId::TFRAG_L1_ALPHA, i),
std::vector{tfrag3::TFragmentTreeKind::TRANS}, false, i, anim_slot_array());
init_bucket_renderer<Tie3AnotherCategory>(
fmt::format("tie-t-l{}-alpha", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::TIE_L0_ALPHA, BucketId::TIE_L1_ALPHA, i), tie,
tfrag3::TieCategory::TRANS);
init_bucket_renderer<Tie3AnotherCategory>(
fmt::format("etie-l{}-alpha", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::ETIE_L0_ALPHA, BucketId::ETIE_L1_ALPHA, i), tie,
tfrag3::TieCategory::TRANS_ENVMAP);
init_bucket_renderer<Merc2BucketRenderer>(
fmt::format("merc-l{}-alpha", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_ALPHA, BucketId::MERC_L1_ALPHA, i), m_merc2);
init_bucket_renderer<Tie3AnotherCategory>(
fmt::format("tie-w-l{}-water", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::TIE_L0_WATER, BucketId::TIE_L1_WATER, i), tie,
tfrag3::TieCategory::WATER);
init_bucket_renderer<Tie3AnotherCategory>(
fmt::format("etie-l{}-water", i), BucketCategory::TIE,
GET_BUCKET_ID_FOR_LIST(BucketId::ETIE_L0_WATER, BucketId::ETIE_L1_WATER, i), tie,
tfrag3::TieCategory::WATER_ENVMAP);
}
// 340
init_bucket_renderer<TextureUploadHandler>("tex-lcom-tfrag", BucketCategory::TEX,
BucketId::TEX_LCOM_TFRAG, texture_animator);
init_bucket_renderer<Merc2BucketRenderer>("merc-lcom-tfrag", BucketCategory::MERC,
BucketId::MERC_LCOM_TFRAG, m_merc2);
// 345
init_bucket_renderer<TextureUploadHandler>("tex-lcom-shrub", BucketCategory::TEX,
BucketId::TEX_LCOM_SHRUB, texture_animator);
init_bucket_renderer<Merc2BucketRenderer>("merc-lcom-shrub", BucketCategory::MERC,
BucketId::MERC_LCOM_SHRUB, m_merc2);
// 351
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{}-pris", i), BucketCategory::TEX,
GET_BUCKET_ID_FOR_LIST(BucketId::TEX_L0_PRIS, BucketId::TEX_L1_PRIS, i),
texture_animator);
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),
texture_animator);
init_bucket_renderer<Merc2BucketRenderer>(
fmt::format("merc-l{}-pris", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_PRIS, BucketId::MERC_L1_PRIS, i), m_merc2);
init_bucket_renderer<Merc2BucketRenderer>(
fmt::format("merc-l{}-pris2", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_PRIS2, BucketId::MERC_L1_PRIS2, i), m_merc2);
}
// 401
init_bucket_renderer<TextureUploadHandler>("tex-lcom-pris", BucketCategory::TEX,
BucketId::TEX_LCOM_PRIS, texture_animator);
init_bucket_renderer<Merc2BucketRenderer>("merc-lcom-pris", BucketCategory::MERC,
BucketId::MERC_LCOM_PRIS, m_merc2);
// 461
init_bucket_renderer<TextureUploadHandler>("tex-lcom-sky-post", BucketCategory::TEX,
BucketId::TEX_LCOM_SKY_POST, texture_animator);
// 463
for (int i = 0; i < LEVEL_MAX; i++) {
#define GET_BUCKET_ID_FOR_LIST(bkt1, bkt2, idx) ((int)(bkt1) + ((int)(bkt2) - (int)(bkt1)) * (idx))
// 463
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),
texture_animator);
init_bucket_renderer<Merc2BucketRenderer>(
fmt::format("merc-l{}-water", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_WATER, BucketId::MERC_L1_WATER, i), m_merc2);
// 466
init_bucket_renderer<TFragment>(
fmt::format("tfrag-l{}-water", i), BucketCategory::TFRAG,
GET_BUCKET_ID_FOR_LIST(BucketId::TFRAG_L0_WATER, BucketId::TFRAG_L1_WATER, i),
std::vector{tfrag3::TFragmentTreeKind::WATER}, false, i, anim_slot_array());
}
// 563
init_bucket_renderer<TextureUploadHandler>("tex-lcom-water", BucketCategory::TEX,
BucketId::TEX_LCOM_WATER, texture_animator);
init_bucket_renderer<Merc2BucketRenderer>("merc-lcom-water", BucketCategory::MERC,
BucketId::MERC_LCOM_WATER, m_merc2);
// 568
init_bucket_renderer<TextureUploadHandler>("tex-sprite", BucketCategory::TEX,
BucketId::TEX_SPRITE, texture_animator);
init_bucket_renderer<Sprite3>("particles", BucketCategory::SPRITE, BucketId::PARTICLES);
// 575
init_bucket_renderer<TextureUploadHandler>("tex-warp", BucketCategory::TEX, BucketId::TEX_WARP,
texture_animator);
init_bucket_renderer<TextureUploadHandler>("debug-no-zbuf1", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF1, m_texture_animator, true);
// 578
init_bucket_renderer<TextureUploadHandler>("tex-hud-hud-alpha", BucketCategory::TEX,
BucketId::TEX_HUD_HUD_ALPHA, texture_animator);
// init_bucket_renderer<TextureUploadHandler>("tex-hud-hud-alpha", BucketCategory::TEX,
// BucketId::TEX_HUD_HUD_ALPHA, texture_animator);
// 583
init_bucket_renderer<DirectRenderer>("debug", BucketCategory::OTHER, BucketId::DEBUG, 0x8000);
// 584
init_bucket_renderer<DirectRenderer>("debug-no-zbuf2", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF2, 0x8000);
init_bucket_renderer<DirectRenderer>("debug-menu", BucketCategory::OTHER, BucketId::DEBUG_MENU,
0x8000);
// 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::Jak3);
}
}
}
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);
m_blit_displays =
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, m_texture_animator);
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),
m_texture_animator);
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, anim_slot_array());
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<Merc2BucketRenderer>(
fmt::format("merc-l{}-tfrag", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_TFRAG, BucketId::MERC_L1_TFRAG, i), m_merc2);
init_bucket_renderer<Generic2BucketRenderer>(
fmt::format("gmerc-l{}-tfrag", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_TFRAG, BucketId::GMERC_L1_TFRAG, i), m_generic2,
Generic2::Mode::NORMAL);
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),
m_texture_animator);
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<Merc2BucketRenderer>(
fmt::format("merc-l{}-shrub", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_SHRUB, BucketId::MERC_L1_SHRUB, i), m_merc2);
init_bucket_renderer<Generic2BucketRenderer>(
fmt::format("gmerc-l{}-shrub", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_SHRUB, BucketId::GMERC_L1_SHRUB, i), m_generic2,
Generic2::Mode::NORMAL);
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),
m_texture_animator);
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, anim_slot_array());
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<Merc2BucketRenderer>(
fmt::format("merc-l{}-alpha", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_ALPHA, BucketId::MERC_L1_ALPHA, i), m_merc2);
init_bucket_renderer<Generic2BucketRenderer>(
fmt::format("gmerc-l{}-alpha", i), BucketCategory::GENERIC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_ALPHA, BucketId::GMERC_L1_ALPHA, i), m_generic2,
Generic2::Mode::NORMAL);
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),
m_texture_animator);
init_bucket_renderer<Merc2BucketRenderer>(
fmt::format("merc-l{}-pris", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_PRIS, BucketId::MERC_L1_PRIS, i), m_merc2);
init_bucket_renderer<Generic2BucketRenderer>(
fmt::format("gmerc-l{}-pris", i), BucketCategory::GENERIC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_PRIS, BucketId::GMERC_L1_PRIS, i), m_generic2,
Generic2::Mode::NORMAL);
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),
m_texture_animator);
init_bucket_renderer<Merc2BucketRenderer>(
fmt::format("merc-l{}-pris2", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_PRIS2, BucketId::MERC_L1_PRIS2, i), m_merc2);
init_bucket_renderer<Generic2BucketRenderer>(
fmt::format("gmerc-l{}-pris2", i), BucketCategory::GENERIC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_PRIS2, BucketId::GMERC_L1_PRIS2, i), m_generic2,
Generic2::Mode::NORMAL);
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),
m_texture_animator);
init_bucket_renderer<Merc2BucketRenderer>(
fmt::format("merc-l{}-water", i), BucketCategory::MERC,
GET_BUCKET_ID_FOR_LIST(BucketId::MERC_L0_WATER, BucketId::MERC_L1_WATER, i), m_merc2);
init_bucket_renderer<Generic2BucketRenderer>(
fmt::format("gmerc-l{}-water", i), BucketCategory::GENERIC,
GET_BUCKET_ID_FOR_LIST(BucketId::GMERC_L0_WATER, BucketId::GMERC_L1_WATER, i), m_generic2,
Generic2::Mode::NORMAL);
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, anim_slot_array());
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, m_texture_animator);
init_bucket_renderer<Merc2BucketRenderer>("merc-lcom-tfrag", BucketCategory::MERC,
BucketId::MERC_LCOM_TFRAG, m_merc2);
// 190
init_bucket_renderer<TextureUploadHandler>("tex-lcom-shrub", BucketCategory::TEX,
BucketId::TEX_LCOM_SHRUB, m_texture_animator);
init_bucket_renderer<Merc2BucketRenderer>("merc-lcom-shrub", BucketCategory::MERC,
BucketId::MERC_LCOM_SHRUB, m_merc2);
init_bucket_renderer<Generic2BucketRenderer>("gmerc-lcom-tfrag", BucketCategory::GENERIC,
BucketId::GMERC_LCOM_TFRAG, m_generic2,
Generic2::Mode::NORMAL);
init_bucket_renderer<Shadow2>("shadow", BucketCategory::OTHER, BucketId::SHADOW);
// 220
init_bucket_renderer<TextureUploadHandler>("tex-lcom-pris", BucketCategory::TEX,
BucketId::TEX_LCOM_PRIS, m_texture_animator);
init_bucket_renderer<Merc2BucketRenderer>("merc-lcom-pris", BucketCategory::MERC,
BucketId::MERC_LCOM_PRIS, m_merc2);
init_bucket_renderer<Generic2BucketRenderer>("gmerc-lcom-pris", BucketCategory::GENERIC,
BucketId::GMERC_LCOM_PRIS, m_generic2,
Generic2::Mode::NORMAL);
init_bucket_renderer<TextureUploadHandler>("tex-lcom-water", BucketCategory::TEX,
BucketId::TEX_LCOM_WATER, m_texture_animator);
init_bucket_renderer<Merc2BucketRenderer>("merc-lcom-water", BucketCategory::MERC,
BucketId::MERC_LCOM_WATER, m_merc2);
init_bucket_renderer<TextureUploadHandler>("tex-lcom-sky-post", BucketCategory::TEX,
BucketId::TEX_LCOM_SKY_POST, m_texture_animator);
// 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, m_texture_animator);
init_bucket_renderer<Sprite3>("particles", BucketCategory::SPRITE, BucketId::PARTICLES);
init_bucket_renderer<Shadow2>("shadow2", BucketCategory::OTHER, BucketId::SHADOW2);
init_bucket_renderer<Generic2BucketRenderer>("effects", BucketCategory::OTHER, BucketId::EFFECTS,
m_generic2, Generic2::Mode::LIGHTNING);
init_bucket_renderer<TextureUploadHandler>("tex-all-warp", BucketCategory::TEX,
BucketId::TEX_ALL_WARP, m_texture_animator);
init_bucket_renderer<Warp>("warp", BucketCategory::GENERIC, BucketId::GMERC_WARP, m_generic2);
init_bucket_renderer<TextureUploadHandler>("debug-no-zbuf1", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF1, m_texture_animator, true);
init_bucket_renderer<TextureUploadHandler>("tex-all-map", BucketCategory::TEX,
BucketId::TEX_ALL_MAP, m_texture_animator, true);
// 320
init_bucket_renderer<ProgressRenderer>("progress", BucketCategory::OTHER, BucketId::PROGRESS,
0x1000);
init_bucket_renderer<DirectRenderer>("screen-filter", BucketCategory::OTHER,
BucketId::SCREEN_FILTER, 256);
init_bucket_renderer<TextureUploadHandler>("subtitle", BucketCategory::OTHER, BucketId::SUBTITLE,
m_texture_animator, true);
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, 0x2000);
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);
{
auto p = scoped_prof("render-inits");
// 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);
}
}
/*!
* 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, m_texture_animator);
// 6 : TFRAG_LEVEL0
init_bucket_renderer<TFragment>("l0-tfrag-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_LEVEL0,
normal_tfrags, false, 0, anim_slot_array());
// 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<Merc2BucketRenderer>("l0-tfrag-merc", BucketCategory::MERC,
BucketId::MERC_TFRAG_TEX_LEVEL0, m_merc2);
// 11 : GMERC_TFRAG_TEX_LEVEL0
init_bucket_renderer<Generic2BucketRenderer>("l0-tfrag-generic", BucketCategory::GENERIC,
BucketId::GENERIC_TFRAG_TEX_LEVEL0, m_generic2,
Generic2::Mode::NORMAL);
//-----------------------
// LEVEL 1 tfrag texture
//-----------------------
// 12 : TFRAG_TEX_LEVEL1
init_bucket_renderer<TextureUploadHandler>("l1-tfrag-tex", BucketCategory::TEX,
BucketId::TFRAG_TEX_LEVEL1, m_texture_animator);
// 13 : TFRAG_LEVEL1
init_bucket_renderer<TFragment>("l1-tfrag-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_LEVEL1,
normal_tfrags, false, 1, anim_slot_array());
// 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<Merc2BucketRenderer>("l1-tfrag-merc", BucketCategory::MERC,
BucketId::MERC_TFRAG_TEX_LEVEL1, m_merc2);
// 18 : GMERC_TFRAG_TEX_LEVEL1
init_bucket_renderer<Generic2BucketRenderer>("l1-tfrag-generic", BucketCategory::GENERIC,
BucketId::GENERIC_TFRAG_TEX_LEVEL1, m_generic2,
Generic2::Mode::NORMAL);
//-----------------------
// LEVEL 0 shrub texture
//-----------------------
// 19 : SHRUB_TEX_LEVEL0
init_bucket_renderer<TextureUploadHandler>("l0-shrub-tex", BucketCategory::TEX,
BucketId::SHRUB_TEX_LEVEL0, m_texture_animator);
// 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
init_bucket_renderer<Generic2BucketRenderer>("l0-shrub-generic", BucketCategory::GENERIC,
BucketId::SHRUB_GENERIC_LEVEL0, m_generic2,
Generic2::Mode::NORMAL);
//-----------------------
// LEVEL 1 shrub texture
//-----------------------
// 25 : SHRUB_TEX_LEVEL1
init_bucket_renderer<TextureUploadHandler>("l1-shrub-tex", BucketCategory::TEX,
BucketId::SHRUB_TEX_LEVEL1, m_texture_animator);
// 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<Generic2BucketRenderer>("l1-shrub-generic", BucketCategory::GENERIC,
BucketId::SHRUB_GENERIC_LEVEL1, m_generic2,
Generic2::Mode::NORMAL);
//-----------------------
// LEVEL 0 alpha texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l0-alpha-tex", BucketCategory::TEX,
BucketId::ALPHA_TEX_LEVEL0, m_texture_animator); // 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, anim_slot_array()); // 32
// 33
init_bucket_renderer<TFragment>("l0-alpha-tfrag", BucketCategory::TFRAG,
BucketId::TFRAG_DIRT_LEVEL0, dirt_tfrags, false, 0,
anim_slot_array()); // 34
// 35
init_bucket_renderer<TFragment>("l0-alpha-tfrag-ice", BucketCategory::TFRAG,
BucketId::TFRAG_ICE_LEVEL0, ice_tfrags, false, 0,
anim_slot_array());
// 37
//-----------------------
// LEVEL 1 alpha texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l1-alpha-tex", BucketCategory::TEX,
BucketId::ALPHA_TEX_LEVEL1, m_texture_animator); // 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, anim_slot_array()); // 39
// 40
init_bucket_renderer<TFragment>("l1-alpha-tfrag-dirt", BucketCategory::TFRAG,
BucketId::TFRAG_DIRT_LEVEL1, dirt_tfrags, false, 1,
anim_slot_array()); // 41
// 42
init_bucket_renderer<TFragment>("l1-alpha-tfrag-ice", BucketCategory::TFRAG,
BucketId::TFRAG_ICE_LEVEL1, ice_tfrags, false, 1,
anim_slot_array());
// 44
init_bucket_renderer<Merc2BucketRenderer>("common-alpha-merc", BucketCategory::MERC,
BucketId::MERC_AFTER_ALPHA, m_merc2);
init_bucket_renderer<Generic2BucketRenderer>("common-alpha-generic", BucketCategory::GENERIC,
BucketId::GENERIC_ALPHA, m_generic2,
Generic2::Mode::NORMAL); // 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, m_texture_animator); // 48
init_bucket_renderer<Merc2BucketRenderer>("l0-pris-merc", BucketCategory::MERC,
BucketId::MERC_PRIS_LEVEL0, m_merc2); // 49
init_bucket_renderer<Generic2BucketRenderer>("l0-pris-generic", BucketCategory::GENERIC,
BucketId::GENERIC_PRIS_LEVEL0, m_generic2,
Generic2::Mode::NORMAL); // 50
//-----------------------
// LEVEL 1 pris texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l1-pris-tex", BucketCategory::TEX,
BucketId::PRIS_TEX_LEVEL1, m_texture_animator); // 51
init_bucket_renderer<Merc2BucketRenderer>("l1-pris-merc", BucketCategory::MERC,
BucketId::MERC_PRIS_LEVEL1, m_merc2); // 52
init_bucket_renderer<Generic2BucketRenderer>("l1-pris-generic", BucketCategory::GENERIC,
BucketId::GENERIC_PRIS_LEVEL1, m_generic2,
Generic2::Mode::NORMAL); // 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<Merc2BucketRenderer>("common-pris-merc", BucketCategory::MERC,
BucketId::MERC_AFTER_PRIS, m_merc2); // 55
init_bucket_renderer<Generic2BucketRenderer>("common-pris-generic", BucketCategory::GENERIC,
BucketId::GENERIC_PRIS, m_generic2,
Generic2::Mode::NORMAL); // 56
//-----------------------
// LEVEL 0 water texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l0-water-tex", BucketCategory::TEX,
BucketId::WATER_TEX_LEVEL0, m_texture_animator); // 57
init_bucket_renderer<Merc2BucketRenderer>("l0-water-merc", BucketCategory::MERC,
BucketId::MERC_WATER_LEVEL0, m_merc2); // 58
init_bucket_renderer<Generic2BucketRenderer>("l0-water-generic", BucketCategory::GENERIC,
BucketId::GENERIC_WATER_LEVEL0, m_generic2,
Generic2::Mode::NORMAL); // 59
//-----------------------
// LEVEL 1 water texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l1-water-tex", BucketCategory::TEX,
BucketId::WATER_TEX_LEVEL1, m_texture_animator); // 60
init_bucket_renderer<Merc2BucketRenderer>("l1-water-merc", BucketCategory::MERC,
BucketId::MERC_WATER_LEVEL1, m_merc2); // 61
init_bucket_renderer<Generic2BucketRenderer>("l1-water-generic", BucketCategory::GENERIC,
BucketId::GENERIC_WATER_LEVEL1, m_generic2,
Generic2::Mode::NORMAL); // 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, m_texture_animator); // 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);
}
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: {} {} {} {} ", w, h, msaa, make_zbuf_and_stencil);
switch (status) {
case GL_FRAMEBUFFER_UNDEFINED:
lg::print("GL_FRAMEBUFFER_UNDEFINED\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
lg::print("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
lg::print("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
lg::print("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
lg::print("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
lg::print("GL_FRAMEBUFFER_UNSUPPORTED\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
lg::print("GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
lg::print("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() {
if (m_blit_displays) {
m_blit_displays->do_copy_back(&m_render_state);
}
}
/*!
* 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();
{
g_current_renderer = "frame-setup";
auto prof = m_profiler.root()->make_scoped_child("frame-setup");
setup_frame(settings);
if (settings.gpu_sync) {
glFinish();
}
}
{
g_current_renderer = "loader";
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);
if (m_texture_animator) {
// if animation requests weren't made, assume the level is unloaded and the textures should
// reset.
m_texture_animator->clear_stale_textures(m_render_state.frame_idx);
}
}
// blit framebuffer so that it can be used as a texture by the game later
{
g_current_renderer = "blit-display";
auto prof = m_profiler.root()->make_scoped_child("blit-display");
blit_display();
}
// apply effects done with PCRTC registers
{
g_current_renderer = "pcrtc";
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();
}
}
m_last_pmode_alp = settings.pmode_alp_register;
if (settings.save_screenshot) {
g_current_renderer = "screenshot";
auto prof = m_profiler.root()->make_scoped_child("screenshot");
int read_buffer;
int x, y, w, h, fbo_id;
if (settings.internal_res_screenshot) {
Fbo* screenshot_src;
// 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;
}
w = screenshot_src->width;
h = screenshot_src->height;
x = 0;
y = 0;
fbo_id = screenshot_src->fbo_id;
} else {
read_buffer = GL_BACK;
w = settings.draw_region_width;
h = settings.draw_region_height;
x = m_render_state.draw_offset_x;
y = m_render_state.draw_offset_y;
fbo_id = 0; // window
}
finish_screenshot(settings.screenshot_path, w, h, x, y, fbo_id, read_buffer,
settings.quick_screenshot);
}
if (settings.draw_render_debug_window) {
g_current_renderer = "render-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) {
g_current_renderer = "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) {
g_current_renderer = "profiler-window";
m_profiler.draw();
}
if (settings.draw_small_profiler_window) {
g_current_renderer = "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) {
g_current_renderer = "subtitle-editor-window";
if (m_subtitle_editor == nullptr) {
m_subtitle_editor = new SubtitleEditor();
}
m_subtitle_editor->draw_window();
}
if (settings.draw_filters_window) {
g_current_renderer = "filters-window";
m_filters_menu.draw_window();
}
if (settings.gpu_sync) {
g_current_renderer = "gpu-sync";
glFinish();
}
g_current_renderer = "end";
}
/*!
* 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);
if (m_texture_animator && ImGui::TreeNode("Texture Animator")) {
m_texture_animator->draw_debug_window();
ImGui::TreePop();
}
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) {
// SDL 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();
// NOTE: we will ALWAYS render the game to a separate framebuffer instead of directly to the
// window framebuffer.
// 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;
if (settings.msaa_samples != 1) {
lg::info("FBO Setup: using second temporary buffer: res: {}x{}", 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));
ASSERT_MSG(!m_fbo_state.render_fbo->is_window, "window fbo");
if (m_version == GameVersion::Jak1) {
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);
m_render_state.stencil_dirty = false;
}
// jak 2 does the clear in BlitDisplays.cpp
// 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;
m_render_state.render_fb = m_fbo_state.render_fbo->fbo_id;
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;
}
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_renderer = renderer->name_and_id();
// lg::info("Render: {} start", g_current_renderer);
renderer->render(dma, &m_render_state, bucket_prof);
if (sync_after_buckets) {
auto pp = scoped_prof("finish");
glFinish();
}
// lg::info("Render: {} end", g_current_renderer);
// 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);
}
}
// 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_renderer = renderer->name_and_id();
// lg::info("Render: {} start", g_current_renderer);
renderer->render(dma, &m_render_state, bucket_prof);
if (sync_after_buckets) {
auto pp = scoped_prof("finish");
glFinish();
}
// lg::info("Render: {} end", g_current_renderer);
// 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.
}
void OpenGLRenderer::dispatch_buckets_jak3(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)jak3::BucketId::BUCKET_2;
m_render_state.num_vis_to_copy = jak3::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_renderer = renderer->name_and_id();
// lg::info("Render: {} start", g_current_renderer);
renderer->render(dma, &m_render_state, bucket_prof);
if (sync_after_buckets) {
auto pp = scoped_prof("finish");
glFinish();
}
// lg::info("Render: {} end", g_current_renderer);
// 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();
// TODO: collision renderer
}
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) {
g_current_renderer = "dispatch-buckets pre";
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;
case GameVersion::Jak3:
dispatch_buckets_jak3(dma, prof, sync_after_buckets);
break;
default:
ASSERT(false);
}
g_current_renderer = "dispatch-buckets post";
}
#ifdef _WIN32
void win_print_last_error(const std::string& msg) {
LPSTR lpMsgBuf;
FormatMessage(
FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_IGNORE_INSERTS,
NULL, GetLastError(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPSTR)&lpMsgBuf, 0, NULL);
lg::error("[OpenGLRenderer] {} Win Err: {}", msg, lpMsgBuf);
}
void copy_texture_to_clipboard(int width, int height, const std::vector<u32>& texture_data) {
std::vector<u32> data(texture_data);
// BGR -> RGB
for (auto& px : data) {
u8 r = px >> 0;
u8 g = px >> 8;
u8 b = px >> 16;
u8 a = px >> 24;
px = (a << 24) | (r << 16) | (g << 8) | (b << 0);
}
// Calculate the total size of the image data
size_t image_size = data.size() * sizeof(u32);
// BMP/DIB file header
BITMAPINFOHEADER header;
header.biSize = sizeof(header);
header.biWidth = width;
header.biHeight = height;
header.biPlanes = 1;
header.biBitCount = 32;
header.biCompression = BI_RGB;
header.biSizeImage = 0;
header.biXPelsPerMeter = 0;
header.biYPelsPerMeter = 0;
header.biClrUsed = 0;
header.biClrImportant = 0;
// Open the clipboard
if (!OpenClipboard(NULL)) {
win_print_last_error("Failed to open the clipboard.");
return;
}
// Empty the clipboard
if (!EmptyClipboard()) {
win_print_last_error("Failed to empty the clipboard.");
CloseClipboard();
return;
}
// Create a global memory object to hold the image data
HGLOBAL hClipboardData = GlobalAlloc(GMEM_MOVEABLE, sizeof(header) + image_size);
if (hClipboardData == NULL) {
win_print_last_error("Failed to allocate memory for clipboard data.");
CloseClipboard();
return;
}
// Get a pointer to the global memory object
void* pData = GlobalLock(hClipboardData);
if (pData == NULL) {
win_print_last_error("Failed to lock clipboard memory.");
CloseClipboard();
GlobalFree(hClipboardData);
return;
}
// Copy the image data into the global memory object
memcpy(pData, &header, sizeof(header));
memcpy((char*)pData + sizeof(header), data.data(), image_size);
// Unlock the global memory object
if (!GlobalUnlock(hClipboardData) && GetLastError() != NO_ERROR) {
win_print_last_error("Failed to unlock memory.");
CloseClipboard();
GlobalFree(hClipboardData);
return;
}
// Set the image data to clipboard
if (!SetClipboardData(CF_DIB, hClipboardData)) {
win_print_last_error("Failed to set clipboard data.");
CloseClipboard();
GlobalFree(hClipboardData);
return;
}
// Close the clipboard
CloseClipboard();
GlobalFree(hClipboardData);
lg::info("Image data copied to clipboard successfully!");
}
#endif
/*!
* 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,
bool quick_screenshot) {
std::vector<u32> buffer(width * height);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
GLint oldbuf, oldreadbuf;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldbuf);
glGetIntegerv(GL_READ_BUFFER, &oldreadbuf);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glReadBuffer(read_buffer);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data());
// set alpha. our renderers mess this up in a way that isn't relevant to the final framebuffer.
for (auto& px : buffer) {
px |= 0xff000000;
}
#ifdef _WIN32
if (quick_screenshot) {
// copy to clipboard (windows only)
copy_texture_to_clipboard(width, height, buffer);
}
#else
(void)quick_screenshot;
lg::error("screenshot to clipboard NYI non-Windows");
#endif
// 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]);
}
}
file_util::write_rgba_png(output_name, buffer.data(), width, height);
glReadBuffer(oldreadbuf);
glBindFramebuffer(GL_READ_FRAMEBUFFER, oldbuf);
}
void OpenGLRenderer::do_pcrtc_effects(float alp,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
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) {
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);
}
}