jak-project/game/graphics/opengl_renderer/BucketRenderer.h

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#pragma once
#include <string>
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#include <memory>
#include "common/dma/dma_chain_read.h"
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#include "game/graphics/opengl_renderer/Shader.h"
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#include "game/graphics/texture/TexturePool.h"
#include "game/graphics/opengl_renderer/Profiler.h"
#include "game/graphics/opengl_renderer/Loader.h"
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/*!
* Matches the bucket-id enum in GOAL
*/
enum class BucketId {
BUCKET0 = 0,
BUCKET1 = 1,
SKY_DRAW = 3,
TFRAG_TEX_LEVEL0 = 5,
TFRAG_LEVEL0 = 6,
TIE_LEVEL0 = 9,
TFRAG_TEX_LEVEL1 = 12,
TFRAG_LEVEL1 = 13,
TIE_LEVEL1 = 16,
SHRUB_TEX_LEVEL0 = 19,
SHRUB_TEX_LEVEL1 = 25,
ALPHA_TEX_LEVEL0 = 31,
TFRAG_TRANS0_AND_SKY_BLEND_LEVEL0 = 32,
TFRAG_DIRT_LEVEL0 = 34,
ALPHA_TEX_LEVEL1 = 38,
TFRAG_TRANS1_AND_SKY_BLEND_LEVEL1 = 39,
TFRAG_DIRT_LEVEL1 = 41,
PRIS_TEX_LEVEL0 = 48,
PRIS_TEX_LEVEL1 = 51,
WATER_TEX_LEVEL0 = 57,
WATER_TEX_LEVEL1 = 60,
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// ...
PRE_SPRITE_TEX = 65, // maybe it's just common textures?
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SPRITE = 66,
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DEBUG_DRAW_0 = 67,
DEBUG_DRAW_1 = 68,
MAX_BUCKETS = 69
};
/*!
* The main renderer will contain a single SharedRenderState that's passed to all bucket renderers.
* This allows bucket renders to share textures and shaders.
*/
struct SharedRenderState {
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explicit SharedRenderState(std::shared_ptr<TexturePool> _texture_pool)
: texture_pool(_texture_pool) {}
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ShaderLibrary shaders;
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std::shared_ptr<TexturePool> texture_pool;
Loader loader;
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u32 buckets_base = 0; // address of buckets array.
u32 next_bucket = 0; // address of next bucket that we haven't started rendering in buckets
u32 default_regs_buffer = 0; // address of the default regs chain.
void* ee_main_memory = nullptr;
u32 offset_of_s7;
bool dump_playback = false;
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};
/*!
* Interface for bucket renders. Each bucket will have its own BucketRenderer.
*/
class BucketRenderer {
public:
BucketRenderer(const std::string& name, BucketId my_id) : m_name(name), m_my_id(my_id) {}
virtual void render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) = 0;
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std::string name_and_id() const;
virtual ~BucketRenderer() = default;
bool& enabled() { return m_enabled; }
virtual bool empty() const { return false; }
virtual void draw_debug_window() = 0;
virtual void serialize(Serializer&) {}
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protected:
std::string m_name;
BucketId m_my_id;
bool m_enabled = true;
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};
/*!
* Renderer that makes sure the bucket is empty and ignores it.
*/
class EmptyBucketRenderer : public BucketRenderer {
public:
EmptyBucketRenderer(const std::string& name, BucketId my_id);
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
bool empty() const override { return true; }
void draw_debug_window() override {}
};
class SkipRenderer : public BucketRenderer {
public:
SkipRenderer(const std::string& name, BucketId my_id);
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
bool empty() const override { return true; }
void draw_debug_window() override {}
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};