Files
jak-project/game/graphics/opengl_renderer/background/Tfrag3.cpp
T
water111 a6fa04a83d [graphics] port generic VU1 to OpenGL (#1221)
* temp

* name the obvious ones

* un-pipelined the fast case in generic vu1

* generic2 dma

* pass2

* first pass at opengl

* many fixes

* fix hud, strip

* windows fix

* final tweaks

* memcard folder

* add missing include
2022-03-06 19:56:43 -05:00

553 lines
21 KiB
C++

#include "Tfrag3.h"
#include "third-party/imgui/imgui.h"
Tfrag3::Tfrag3() {
glGenVertexArrays(1, &m_debug_vao);
glBindVertexArray(m_debug_vao);
glGenBuffers(1, &m_debug_verts);
glBindBuffer(GL_ARRAY_BUFFER, m_debug_verts);
glBufferData(GL_ARRAY_BUFFER, DEBUG_TRI_COUNT * 3 * sizeof(DebugVertex), nullptr,
GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(DebugVertex), // stride
(void*)offsetof(DebugVertex, position) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
4, // 4 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(DebugVertex), // stride
(void*)offsetof(DebugVertex, rgba) // offset (0)
);
glBindVertexArray(0);
// regardless of how many we use some fixed max
// we won't actually interp or upload to gpu the unused ones, but we need a fixed maximum so
// indexing works properly.
m_color_result.resize(TIME_OF_DAY_COLOR_COUNT);
}
Tfrag3::~Tfrag3() {
discard_tree_cache();
glDeleteVertexArrays(1, &m_debug_vao);
}
bool Tfrag3::update_load(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
const tfrag3::Level* lev_data,
std::string& status_out) {
switch (m_load_state.state) {
case State::DISCARD_TREE:
discard_tree_cache();
m_load_state.state = State::FREE_OLD_TREES;
break;
case State::FREE_OLD_TREES:
for (int geom = 0; geom < GEOM_MAX; ++geom) {
m_cached_trees[geom].clear();
}
m_load_state.state = State::INIT_NEW_TREES;
break;
case State::INIT_NEW_TREES:
{
size_t time_of_day_count = 0;
size_t vis_temp_len = 0;
size_t max_draw = 0;
for (int geom = 0; geom < GEOM_MAX; ++geom) {
for (size_t tree_idx = 0; tree_idx < lev_data->tfrag_trees[geom].size(); tree_idx++) {
size_t idx_buffer_len = 0;
const auto& tree = lev_data->tfrag_trees[geom][tree_idx];
auto& tree_cache = m_cached_trees[geom].emplace_back();
tree_cache.kind = tree.kind;
if (std::find(tree_kinds.begin(), tree_kinds.end(), tree.kind) != tree_kinds.end()) {
max_draw = std::max(tree.draws.size(), max_draw);
for (auto& draw : tree.draws) {
idx_buffer_len += draw.unpacked.vertex_index_stream.size();
}
time_of_day_count = std::max(tree.colors.size(), time_of_day_count);
u32 verts = tree.packed_vertices.vertices.size();
glGenVertexArrays(1, &tree_cache.vao);
glBindVertexArray(tree_cache.vao);
glGenBuffers(1, &tree_cache.vertex_buffer);
tree_cache.vert_count = verts;
tree_cache.draws = &tree.draws; // todo - should we just copy this?
tree_cache.colors = &tree.colors;
tree_cache.vis = &tree.bvh;
tree_cache.tod_cache = swizzle_time_of_day(tree.colors);
vis_temp_len = std::max(vis_temp_len, tree.bvh.vis_nodes.size());
glBindBuffer(GL_ARRAY_BUFFER, tree_cache.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, verts * sizeof(tfrag3::PreloadedVertex), nullptr,
GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, x) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, s) // offset (0)
);
glVertexAttribIPointer(
2, // location 2 in the shader
1, // 1 values per vert
GL_UNSIGNED_SHORT, // u16
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, color_index) // offset (0)
);
glGenBuffers(1, &tree_cache.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tree_cache.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_len * sizeof(u32), nullptr,
GL_STREAM_DRAW);
tree_cache.index_list.resize(idx_buffer_len);
glGenTextures(1, &tree_cache.time_of_day_texture);
glBindTexture(GL_TEXTURE_1D, tree_cache.time_of_day_texture);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, TIME_OF_DAY_COLOR_COUNT, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindVertexArray(0);
}
}
}
m_cache.vis_temp.resize(vis_temp_len);
m_cache.draw_idx_temp.resize(max_draw);
ASSERT(time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
m_load_state.state = UPLOAD_VERTS;
m_load_state.vert_geo = 0;
m_load_state.vert_tree = 0;
m_load_state.vert = 0;
m_load_state.vert_debug_bytes = 0;
} break;
case State::UPLOAD_VERTS: {
constexpr u32 MAX_VERTS = 20000; // about 1.6 MB
u32 remaining_verts = MAX_VERTS;
// loop over geos/trees, picking up where we left off last time
while (m_load_state.vert_geo < tfrag3::TFRAG_GEOS) {
while (m_load_state.vert_tree < lev_data->tfrag_trees[m_load_state.vert_geo].size()) {
const auto& tree = lev_data->tfrag_trees[m_load_state.vert_geo][m_load_state.vert_tree];
if (std::find(tree_kinds.begin(), tree_kinds.end(), tree.kind) != tree_kinds.end()) {
// the number of vertices we'd need to finish the tree right now
size_t num_verts_left_in_tree = tree.unpacked.vertices.size() - m_load_state.vert;
// the last vertex in the tree
u32 last_vert = tree.unpacked.vertices.size();
bool need_more = false;
if (num_verts_left_in_tree > remaining_verts) {
need_more = true;
last_vert = m_load_state.vert + remaining_verts;
} else {
remaining_verts -= num_verts_left_in_tree;
}
glBindVertexArray(m_cached_trees[m_load_state.vert_geo][m_load_state.vert_tree].vao);
glBindBuffer(
GL_ARRAY_BUFFER,
m_cached_trees[m_load_state.vert_geo][m_load_state.vert_tree].vertex_buffer);
glBufferSubData(GL_ARRAY_BUFFER, m_load_state.vert * sizeof(tfrag3::PreloadedVertex),
(last_vert - m_load_state.vert) * sizeof(tfrag3::PreloadedVertex),
tree.unpacked.vertices.data() + m_load_state.vert);
m_load_state.vert_debug_bytes +=
(last_vert - m_load_state.vert) * sizeof(tfrag3::PreloadedVertex);
m_load_state.vert = last_vert;
if (need_more) {
status_out +=
fmt::format("TFRAG vertex add: {} kB\n", m_load_state.vert_debug_bytes / 1024);
return false;
}
}
m_load_state.vert_tree++;
m_load_state.vert = 0;
}
m_load_state.vert_geo++;
m_load_state.vert_tree = 0;
}
return true;
} break;
default:
ASSERT(false);
}
return false;
}
bool Tfrag3::setup_for_level(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
const std::string& level,
SharedRenderState* render_state) {
// first, get the level in memory
Timer tfrag3_setup_timer;
const auto* lev_data = render_state->loader->get_tfrag3_level(level);
if (!lev_data || (m_has_level && lev_data->load_id != m_load_id)) {
m_has_level = false;
m_textures = nullptr;
m_level_name = "";
discard_tree_cache();
return false;
}
int init_load_state = m_load_state.state;
m_textures = &lev_data->textures;
m_load_id = lev_data->load_id;
if (m_level_name != level) {
m_has_level = false;
if (!m_load_state.loading) {
m_load_state.loading = true;
m_load_state.state = State::FIRST;
}
if (update_load(tree_kinds, lev_data->level.get(), render_state->load_status_debug)) {
m_has_level = true;
m_level_name = level;
m_load_state.loading = false;
}
} else {
m_has_level = true;
}
if (tfrag3_setup_timer.getMs() > 5) {
fmt::print("TFRAG slow setup: {:.1f}ms s {}\n", tfrag3_setup_timer.getMs(), init_load_state);
}
return m_has_level;
}
void Tfrag3::render_tree(int geom,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
if (!m_has_level) {
return;
}
auto& tree = m_cached_trees.at(geom).at(settings.tree_idx);
ASSERT(tree.kind != tfrag3::TFragmentTreeKind::INVALID);
if (m_color_result.size() < tree.colors->size()) {
m_color_result.resize(tree.colors->size());
}
if (m_use_fast_time_of_day) {
interp_time_of_day_fast(settings.time_of_day_weights, tree.tod_cache, m_color_result.data());
} else {
interp_time_of_day_slow(settings.time_of_day_weights, *tree.colors, m_color_result.data());
}
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, tree.colors->size(), GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
m_color_result.data());
first_tfrag_draw_setup(settings, render_state);
glBindVertexArray(tree.vao);
glBindBuffer(GL_ARRAY_BUFFER, tree.vertex_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tree.index_buffer);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(UINT32_MAX);
cull_check_all_slow(settings.planes, tree.vis->vis_nodes, settings.occlusion_culling,
m_cache.vis_temp.data());
int idx_buffer_ptr = make_index_list_from_vis_string(
m_cache.draw_idx_temp.data(), tree.index_list.data(), *tree.draws, m_cache.vis_temp);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_ptr * sizeof(u32), tree.index_list.data(),
GL_STREAM_DRAW);
for (size_t draw_idx = 0; draw_idx < tree.draws->size(); draw_idx++) {
const auto& draw = tree.draws->operator[](draw_idx);
const auto& indices = m_cache.draw_idx_temp[draw_idx];
if (indices.second <= indices.first) {
continue;
}
glBindTexture(GL_TEXTURE_2D, m_textures->at(draw.tree_tex_id));
auto double_draw = setup_tfrag_shader(render_state, draw.mode);
tree.tris_this_frame += draw.num_triangles;
tree.draws_this_frame++;
int draw_size = indices.second - indices.first;
void* offset = (void*)(indices.first * sizeof(u32));
prof.add_draw_call();
prof.add_tri(draw.num_triangles * (float)draw_size / draw.unpacked.vertex_index_stream.size());
glDrawElements(GL_TRIANGLE_STRIP, draw_size, GL_UNSIGNED_INT, (void*)offset);
switch (double_draw.kind) {
case DoubleDrawKind::NONE:
break;
case DoubleDrawKind::AFAIL_NO_DEPTH_WRITE:
prof.add_draw_call();
prof.add_tri(draw_size);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_min"),
-10.f);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_max"),
double_draw.aref_second);
glDepthMask(GL_FALSE);
glDrawElements(GL_TRIANGLE_STRIP, draw_size, GL_UNSIGNED_INT, (void*)offset);
break;
default:
ASSERT(false);
}
}
glBindVertexArray(0);
}
/*!
* Render all trees with settings for the given tree.
* This is intended to be used only for debugging when we can't easily get commands for all trees
* working.
*/
void Tfrag3::render_all_trees(int geom,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
TfragRenderSettings settings_copy = settings;
for (size_t i = 0; i < m_cached_trees[geom].size(); i++) {
if (m_cached_trees[geom][i].kind != tfrag3::TFragmentTreeKind::INVALID) {
settings_copy.tree_idx = i;
render_tree(geom, settings_copy, render_state, prof);
}
}
}
void Tfrag3::render_matching_trees(int geom,
const std::vector<tfrag3::TFragmentTreeKind>& trees,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
TfragRenderSettings settings_copy = settings;
for (size_t i = 0; i < m_cached_trees[geom].size(); i++) {
auto& tree = m_cached_trees[geom][i];
tree.reset_stats();
if (!tree.allowed) {
continue;
}
if (std::find(trees.begin(), trees.end(), tree.kind) != trees.end() || tree.forced) {
tree.rendered_this_frame = true;
settings_copy.tree_idx = i;
render_tree(geom, settings_copy, render_state, prof);
if (tree.cull_debug) {
render_tree_cull_debug(settings_copy, render_state, prof);
}
}
}
}
void Tfrag3::debug_render_all_trees_nolores(int geom,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
TfragRenderSettings settings_copy = settings;
for (size_t i = 0; i < m_cached_trees.size(); i++) {
if (m_cached_trees[geom][i].kind != tfrag3::TFragmentTreeKind::INVALID &&
m_cached_trees[geom][i].kind != tfrag3::TFragmentTreeKind::LOWRES_TRANS &&
m_cached_trees[geom][i].kind != tfrag3::TFragmentTreeKind::LOWRES) {
settings_copy.tree_idx = i;
render_tree(geom, settings_copy, render_state, prof);
}
}
// for (size_t i = 0; i < m_cached_trees.size(); i++) {
// if (m_cached_trees[i].kind != tfrag3::TFragmentTreeKind::INVALID &&
// m_cached_trees[i].kind != tfrag3::TFragmentTreeKind::LOWRES_TRANS &&
// m_cached_trees[i].kind != tfrag3::TFragmentTreeKind::LOWRES) {
// settings_copy.tree_idx = i;
// render_tree_cull_debug(settings_copy, render_state, prof);
// }
// }
}
void Tfrag3::draw_debug_window() {
for (int i = 0; i < (int)m_cached_trees.size(); i++) {
auto& tree = m_cached_trees[lod()][i];
if (tree.kind == tfrag3::TFragmentTreeKind::INVALID) {
continue;
}
ImGui::PushID(i);
ImGui::Text("[%d] %10s", i, tfrag3::tfrag_tree_names[(int)m_cached_trees[lod()][i].kind]);
ImGui::SameLine();
ImGui::Checkbox("Allow?", &tree.allowed);
ImGui::SameLine();
ImGui::Checkbox("Force?", &tree.forced);
ImGui::SameLine();
ImGui::Checkbox("cull debug (slow)", &tree.cull_debug);
ImGui::PopID();
if (tree.rendered_this_frame) {
ImGui::Text(" tris: %d draws: %d", tree.tris_this_frame, tree.draws_this_frame);
}
}
}
void Tfrag3::discard_tree_cache() {
m_textures = nullptr;
for (int geom = 0; geom < GEOM_MAX; ++geom) {
for (auto& tree : m_cached_trees[geom]) {
if (tree.kind != tfrag3::TFragmentTreeKind::INVALID) {
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glDeleteTextures(1, &tree.time_of_day_texture);
glDeleteBuffers(1, &tree.vertex_buffer);
glDeleteBuffers(1, &tree.index_buffer);
glDeleteVertexArrays(1, &tree.vao);
}
}
m_cached_trees[geom].clear();
}
}
namespace {
float frac(float in) {
return in - (int)in;
}
void debug_vis_draw(int first_root,
int tree,
int num,
int depth,
const std::vector<tfrag3::VisNode>& nodes,
std::vector<Tfrag3::DebugVertex>& verts_out) {
for (int ki = 0; ki < num; ki++) {
auto& node = nodes.at(ki + tree - first_root);
ASSERT(node.child_id != 0xffff);
math::Vector4f rgba{frac(0.4 * depth), frac(0.7 * depth), frac(0.2 * depth), 0.06};
math::Vector3f center = node.bsphere.xyz();
float rad = node.bsphere.w();
math::Vector3f corners[8] = {center, center, center, center};
corners[0].x() += rad;
corners[1].x() += rad;
corners[2].x() -= rad;
corners[3].x() -= rad;
corners[0].y() += rad;
corners[1].y() -= rad;
corners[2].y() += rad;
corners[3].y() -= rad;
for (int i = 0; i < 4; i++) {
corners[i + 4] = corners[i];
corners[i].z() += rad;
corners[i + 4].z() -= rad;
}
if (true) {
for (int i : {0, 4}) {
verts_out.push_back({corners[0 + i], rgba});
verts_out.push_back({corners[1 + i], rgba});
verts_out.push_back({corners[2 + i], rgba});
verts_out.push_back({corners[1 + i], rgba}); // 0
verts_out.push_back({corners[3 + i], rgba});
verts_out.push_back({corners[2 + i], rgba});
}
for (int i : {2, 6, 7, 2, 3, 7, 0, 4, 5, 0, 5, 1, 0, 6, 4, 0, 6, 2, 1, 3, 7, 1, 5, 7}) {
verts_out.push_back({corners[i], rgba});
}
constexpr int border0[12] = {0, 4, 6, 2, 2, 6, 3, 7, 0, 1, 2, 3};
constexpr int border1[12] = {1, 5, 7, 3, 0, 4, 1, 5, 4, 5, 6, 7};
rgba.w() = 1.0;
for (int i = 0; i < 12; i++) {
auto p0 = corners[border0[i]];
auto p1 = corners[border1[i]];
auto diff = (p1 - p0).normalized();
math::Vector3f px = diff.z() == 0 ? math::Vector3f{1, 0, 1} : math::Vector3f{0, 1, 1};
auto off = diff.cross(px) * 2000;
verts_out.push_back({p0 + off, rgba});
verts_out.push_back({p0 - off, rgba});
verts_out.push_back({p1 - off, rgba});
verts_out.push_back({p0 + off, rgba});
verts_out.push_back({p1 + off, rgba});
verts_out.push_back({p1 - off, rgba});
}
}
if (node.flags) {
debug_vis_draw(first_root, node.child_id, node.num_kids, depth + 1, nodes, verts_out);
}
}
}
} // namespace
void Tfrag3::render_tree_cull_debug(const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// generate debug verts:
m_debug_vert_data.clear();
auto& tree = m_cached_trees.at(settings.tree_idx).at(lod());
debug_vis_draw(tree.vis->first_root, tree.vis->first_root, tree.vis->num_roots, 1,
tree.vis->vis_nodes, m_debug_vert_data);
render_state->shaders[ShaderId::TFRAG3_NO_TEX].activate();
glUniformMatrix4fv(
glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3_NO_TEX].id(), "camera"), 1,
GL_FALSE, settings.math_camera.data());
glUniform4f(
glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3_NO_TEX].id(), "hvdf_offset"),
settings.hvdf_offset[0], settings.hvdf_offset[1], settings.hvdf_offset[2],
settings.hvdf_offset[3]);
glUniform1f(
glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3_NO_TEX].id(), "fog_constant"),
settings.fog.x());
// glDisable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // ?
glDepthMask(GL_FALSE);
glBindVertexArray(m_debug_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_debug_verts);
int remaining = m_debug_vert_data.size();
int start = 0;
while (remaining > 0) {
int to_do = std::min(DEBUG_TRI_COUNT * 3, remaining);
glBufferSubData(GL_ARRAY_BUFFER, 0, to_do * sizeof(DebugVertex),
m_debug_vert_data.data() + start);
glDrawArrays(GL_TRIANGLES, 0, to_do);
prof.add_draw_call();
prof.add_tri(to_do / 3);
remaining -= to_do;
start += to_do;
}
}