Files
jak-project/game/graphics/opengl_renderer/ocean/OceanTexture.cpp
T
Tyler Wilding d3cc739e43 jakx: Commit existing work from other PRs (#4112)
This attempts to get into master whatever work was done in this PR /
it's earlier PR https://github.com/open-goal/jak-project/pull/3965

I don't want this work to be lost / floating around in massive PRs.

However the changes are:
- switch to ntsc_v1 instead of PAL as the development target, as we have
done for all other games
- remove most of the copied-from-jak2/3 changes as they need to be
confirmed during the decompilation process not just assumed
- avoids committing any changes to `game/kernel/common` as it was not
clear to me if these were changes made in jak x's kernel that were not
properly broken out into it's own functions. We don't want to
accidentally introduce bugs into jak1-3's kernel code.
- in other words, if the change in the kernel only happens in jak x...it
should likely be specific to jak x's kernel, not common.

---------

Co-authored-by: VodBox <dillon@vodbox.io>
Co-authored-by: yodah <greenboyyodah@gmail.com>
2025-12-31 21:08:44 -05:00

441 lines
16 KiB
C++

#include "OceanTexture.h"
#include "game/graphics/opengl_renderer/AdgifHandler.h"
#include "third-party/imgui/imgui.h"
constexpr int OCEAN_TEX_TBP_JAK1 = 8160; // todo
constexpr int OCEAN_TEX_TBP_JAK2 = 672;
OceanTexture::OceanTexture(bool generate_mipmaps)
: m_generate_mipmaps(generate_mipmaps),
m_result_texture(TEX0_SIZE,
TEX0_SIZE,
GL_UNSIGNED_INT_8_8_8_8_REV,
m_generate_mipmaps ? NUM_MIPS : 1),
m_temp_texture(TEX0_SIZE, TEX0_SIZE, GL_UNSIGNED_INT_8_8_8_8_REV) {
m_dbuf_x = m_dbuf_a;
m_dbuf_y = m_dbuf_b;
m_tbuf_x = m_tbuf_a;
m_tbuf_y = m_tbuf_b;
init_pc();
// initialize the mipmap drawing
glGenVertexArrays(1, &m_mipmap.vao);
glBindVertexArray(m_mipmap.vao);
glGenBuffers(1, &m_mipmap.vtx_buffer);
glBindBuffer(GL_ARRAY_BUFFER, m_mipmap.vtx_buffer);
std::vector<MipMap::Vertex> vertices = {
{-1, -1, 0, 0}, {-1, 1, 0, 1}, {1, -1, 1, 0}, {1, 1, 1, 1}};
glBufferData(GL_ARRAY_BUFFER, sizeof(MipMap::Vertex) * 4, vertices.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(
0, // location 0 in the shader
2, // 4 color components
GL_FLOAT, // floats
GL_FALSE, // normalized, ignored,
sizeof(MipMap::Vertex), //
(void*)offsetof(MipMap::Vertex, x) // offset in array (why is this a pointer...)
);
glVertexAttribPointer(
1, // location 0 in the shader
2, // 4 color components
GL_FLOAT, // floats
GL_FALSE, // normalized, ignored,
sizeof(MipMap::Vertex), //
(void*)offsetof(MipMap::Vertex, s) // offset in array (why is this a pointer...)
);
glBindVertexArray(0);
}
OceanTexture::~OceanTexture() {
destroy_pc();
}
void OceanTexture::init_textures(TexturePool& pool, GameVersion version) {
TextureInput in;
in.gpu_texture = m_result_texture.texture();
in.w = TEX0_SIZE;
in.h = TEX0_SIZE;
in.debug_page_name = "PC-OCEAN";
in.debug_name = fmt::format("pc-ocean-mip-{}", m_generate_mipmaps);
in.id = pool.allocate_pc_port_texture(version);
switch (version) {
case GameVersion::Jak1:
m_tex0_gpu = pool.give_texture_and_load_to_vram(in, OCEAN_TEX_TBP_JAK1);
break;
case GameVersion::Jak2:
case GameVersion::Jak3:
case GameVersion::JakX:
m_tex0_gpu = pool.give_texture_and_load_to_vram(in, OCEAN_TEX_TBP_JAK2);
break;
}
}
void OceanTexture::draw_debug_window() {
if (m_tex0_gpu) {
ImGui::Image((ImTextureID)(intptr_t)m_tex0_gpu->gpu_textures.at(0).gl,
ImVec2(m_tex0_gpu->w, m_tex0_gpu->h));
}
}
void OceanTexture::handle_ocean_texture_jak1(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// if we're doing mipmaps, render to temp.
// otherwise, render directly to target.
FramebufferTexturePairContext ctxt(m_generate_mipmaps ? m_temp_texture : m_result_texture);
// render to the first texture
{
// (set-display-gs-state arg0 ocean-tex-page-0 128 128 0 0)
auto data = dma.read_and_advance();
(void)data;
}
// set up VIF
{
// (new 'static 'vif-tag :cmd (vif-cmd base))
// (new 'static 'vif-tag :imm #xc0 :cmd (vif-cmd offset))
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::BASE);
ASSERT(data.vifcode1().kind == VifCode::Kind::OFFSET);
ASSERT(data.vifcode0().immediate == 0);
ASSERT(data.vifcode1().immediate == 0xc0);
}
// load texture constants
{
// (ocean-texture-add-constants arg0)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(OceanTextureConstants));
ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data.vifcode0().immediate == 0x404);
ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data.vifcode1().num == data.size_bytes / 16);
ASSERT(data.vifcode1().immediate == TexVu1Data::CONSTANTS);
memcpy(&m_texture_constants, data.data, sizeof(OceanTextureConstants));
}
// set up GS for envmap texture drawing
{
// (ocean-texture-add-envmap arg0)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(AdGifData) + 16); // 16 for the giftag.
ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
memcpy(&m_envmap_adgif, data.data + 16, sizeof(AdGifData));
// HACK
setup_renderer();
}
// vertices are uploaded double buffered
m_texture_vertices_loading = m_texture_vertices_a;
m_texture_vertices_drawing = m_texture_vertices_b;
// add first group of vertices
{
// (ocean-texture-add-verts arg0 sv-16)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(m_texture_vertices_a));
ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data.vifcode0().immediate == 0x404);
ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data.vifcode1().num == data.size_bytes / 16);
VifCodeUnpack up(data.vifcode1());
ASSERT(up.addr_qw == 0);
ASSERT(up.use_tops_flag == true);
memcpy(m_texture_vertices_loading, data.data, sizeof(m_texture_vertices_a));
}
// first call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::START);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L1_PC();
}
// loop over vertex groups
for (int i = 0; i < NUM_FRAG_LOOPS; i++) {
auto verts = dma.read_and_advance();
ASSERT(verts.size_bytes == sizeof(m_texture_vertices_a));
ASSERT(verts.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(verts.vifcode0().immediate == 0x404);
ASSERT(verts.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(verts.vifcode1().num == verts.size_bytes / 16);
VifCodeUnpack up(verts.vifcode1());
ASSERT(up.addr_qw == 0);
ASSERT(up.use_tops_flag == true);
memcpy(m_texture_vertices_loading, verts.data, sizeof(m_texture_vertices_a));
auto call = dma.read_and_advance();
ASSERT(call.size_bytes == 0);
ASSERT(call.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(call.vifcode0().immediate == TexVu1Prog::REST);
ASSERT(call.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L2_PC();
}
// last upload does something weird...
{
// (ocean-texture-add-verts-last arg0 (the-as (inline-array vector) sv-48) sv-64)
auto data0 = dma.read_and_advance();
ASSERT(data0.size_bytes == 128 * 16);
ASSERT(data0.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data0.vifcode0().immediate == 0x404);
ASSERT(data0.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data0.vifcode1().num == data0.size_bytes / 16);
VifCodeUnpack up0(data0.vifcode1());
ASSERT(up0.addr_qw == 0);
ASSERT(up0.use_tops_flag == true);
memcpy(m_texture_vertices_loading, data0.data, 128 * 16);
auto data1 = dma.read_and_advance();
ASSERT(data1.size_bytes == 64 * 16);
ASSERT(data1.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data1.vifcode0().immediate == 0x404);
ASSERT(data1.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data1.vifcode1().num == data1.size_bytes / 16);
VifCodeUnpack up1(data1.vifcode1());
ASSERT(up1.addr_qw == 128);
ASSERT(up1.use_tops_flag == true);
memcpy(m_texture_vertices_loading + 128, data1.data, 64 * 16);
}
// last rest call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::REST);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L2_PC();
}
// last call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::DONE);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
// this program does nothing.
}
flush(render_state, prof);
if (m_generate_mipmaps) {
// if we did mipmaps, the above code rendered to temp, and now we need to generate mipmaps
// in the real output
make_texture_with_mipmaps(render_state, prof);
}
// give to gpu!
render_state->texture_pool->move_existing_to_vram(m_tex0_gpu, OCEAN_TEX_TBP_JAK1);
}
void OceanTexture::handle_ocean_texture_jak2(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// if we're doing mipmaps, render to temp.
// otherwise, render directly to target.
FramebufferTexturePairContext ctxt(m_generate_mipmaps ? m_temp_texture : m_result_texture);
// render to the first texture
{
// (set-display-gs-state arg0 21 128 128 0 0)
auto data = dma.read_and_advance();
(void)data;
}
// set up GS for envmap texture drawing
{
// (ocean-texture-add-envmap arg0)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(AdGifData) + 16); // 16 for the giftag.
ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
memcpy(&m_envmap_adgif, data.data + 16, sizeof(AdGifData));
// HACK
setup_renderer();
}
// set up VIF
{
// (new 'static 'vif-tag)
// (new 'static 'vif-tag :imm #x4 :cmd (vif-cmd offset))
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 64);
ASSERT(data.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(data.vifcode1().kind == VifCode::Kind::DIRECT);
ASSERT(data.vifcode0().immediate == 0);
ASSERT(data.vifcode1().immediate == 0x4);
}
// (dma-buffer-add-vu-function arg0 ocean-texture-vu1-block 1)
dma.read_and_advance();
{
// (ocean-texture-add-constants obj arg0)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(OceanTextureConstants));
ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data.vifcode0().immediate == 0x404);
ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data.vifcode1().num == data.size_bytes / 16);
ASSERT(data.vifcode1().immediate == TexVu1Data::CONSTANTS);
memcpy(&m_texture_constants, data.data, sizeof(OceanTextureConstants));
}
// vertices are uploaded double buffered
m_texture_vertices_loading = m_texture_vertices_a;
m_texture_vertices_drawing = m_texture_vertices_b;
// add first group of vertices
{
// (ocean-texture-add-verts arg0 sv-16)
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == sizeof(m_texture_vertices_a));
ASSERT(data.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data.vifcode0().immediate == 0x404);
ASSERT(data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data.vifcode1().num == data.size_bytes / 16);
VifCodeUnpack up(data.vifcode1());
ASSERT(up.addr_qw == 0);
ASSERT(up.use_tops_flag == true);
memcpy(m_texture_vertices_loading, data.data, sizeof(m_texture_vertices_a));
}
// first call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::START);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L1_PC_jak2();
}
// loop over vertex groups
for (int i = 0; i < NUM_FRAG_LOOPS; i++) {
auto verts = dma.read_and_advance();
ASSERT(verts.size_bytes == sizeof(m_texture_vertices_a));
ASSERT(verts.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(verts.vifcode0().immediate == 0x404);
ASSERT(verts.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(verts.vifcode1().num == verts.size_bytes / 16);
VifCodeUnpack up(verts.vifcode1());
ASSERT(up.addr_qw == 0);
ASSERT(up.use_tops_flag == true);
memcpy(m_texture_vertices_loading, verts.data, sizeof(m_texture_vertices_a));
auto call = dma.read_and_advance();
ASSERT(call.size_bytes == 0);
ASSERT(call.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(call.vifcode0().immediate == TexVu1Prog::REST);
ASSERT(call.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L2_PC_jak2();
}
// last upload does something weird...
{
// (ocean-texture-add-verts-last arg0 (the-as (inline-array vector) sv-48) sv-64)
auto data0 = dma.read_and_advance();
ASSERT(data0.size_bytes == 128 * 16);
ASSERT(data0.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data0.vifcode0().immediate == 0x404);
ASSERT(data0.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data0.vifcode1().num == data0.size_bytes / 16);
VifCodeUnpack up0(data0.vifcode1());
ASSERT(up0.addr_qw == 0);
ASSERT(up0.use_tops_flag == true);
memcpy(m_texture_vertices_loading, data0.data, 128 * 16);
auto data1 = dma.read_and_advance();
ASSERT(data1.size_bytes == 64 * 16);
ASSERT(data1.vifcode0().kind == VifCode::Kind::STCYCL);
ASSERT(data1.vifcode0().immediate == 0x404);
ASSERT(data1.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
ASSERT(data1.vifcode1().num == data1.size_bytes / 16);
VifCodeUnpack up1(data1.vifcode1());
ASSERT(up1.addr_qw == 128);
ASSERT(up1.use_tops_flag == true);
memcpy(m_texture_vertices_loading + 128, data1.data, 64 * 16);
}
// last rest call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::REST);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
run_L2_PC_jak2();
}
// last call
{
auto data = dma.read_and_advance();
ASSERT(data.size_bytes == 0);
ASSERT(data.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(data.vifcode0().immediate == TexVu1Prog::DONE);
ASSERT(data.vifcode1().kind == VifCode::Kind::STMOD); // not sure why...
// this program does nothing.
}
flush(render_state, prof);
if (m_generate_mipmaps) {
// if we did mipmaps, the above code rendered to temp, and now we need to generate mipmaps
// in the real output
make_texture_with_mipmaps(render_state, prof);
}
// (reset-display-gs-state *display* arg0)
// dma.read_and_advance();
// give to gpu!
render_state->texture_pool->move_existing_to_vram(m_tex0_gpu, OCEAN_TEX_TBP_JAK2);
}
/*!
* Generate mipmaps for the ocean texture.
* There's a trick here - we reduce the intensity of alpha on the lower lods. This lets texture
* filtering slowly fade the alpha value out to 0 with distance.
*/
void OceanTexture::make_texture_with_mipmaps(SharedRenderState* render_state,
ScopedProfilerNode& prof) {
glBindVertexArray(m_mipmap.vao);
render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].activate();
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(),
"alpha_intensity"),
1.0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_temp_texture.texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUniform1i(
glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(), "tex_T0"),
0);
glBindBuffer(GL_ARRAY_BUFFER, m_mipmap.vtx_buffer);
for (int i = 0; i < NUM_MIPS; i++) {
FramebufferTexturePairContext ctxt(m_result_texture, i);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(),
"alpha_intensity"),
std::max(0.f, 1.f - 0.51f * i));
glUniform1f(
glGetUniformLocation(render_state->shaders[ShaderId::OCEAN_TEXTURE_MIPMAP].id(), "scale"),
1.f / (1 << i));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
prof.add_draw_call();
prof.add_tri(2);
}
glBindVertexArray(0);
}