jak-project/game/graphics/opengl_renderer/SkyRenderer.cpp

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#include "SkyRenderer.h"
#include "third-party/imgui/imgui.h"
#include "game/graphics/pipelines/opengl.h"
#include "game/graphics/opengl_renderer/AdgifHandler.h"
#include "common/log/log.h"
// The sky texture system blends together sky textures from different levels and times of day
// to create the final sky texture.
// The sequence is:
// set-display-gs-state 8qw
// copy-sky-textures (between 0 and 8, usually 2.)
// copy-cloud-texture
// set alpha state
// reset display gs state
// and this happens twice: one for each level. Note that the first call to either of the copy
// functions will use "draw" mode instead of "blend"
// The results are stored in special sky textures.
// size of the sky texture is 64x96, but it's actually a 64x64 (clouds) and a 32x32 (sky)
SkyTextureHandler::SkyTextureHandler(const std::string& name, BucketId my_id)
: BucketRenderer(name, my_id) {
// generate textures for sky blending
glGenFramebuffers(2, m_framebuffers);
glGenTextures(2, m_textures);
GLint old_framebuffer;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_framebuffer);
// setup the framebuffers
for (int i = 0; i < 2; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[i]);
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_sizes[i], m_sizes[i], 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textures[i], 0);
GLenum draw_buffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, draw_buffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
lg::error("SkyTextureHandler setup failed.");
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenBuffers(1, &m_gl_vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, m_gl_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, old_framebuffer);
// we only draw squares
m_vertex_data[0].x = 0;
m_vertex_data[0].y = 0;
m_vertex_data[1].x = 1;
m_vertex_data[1].y = 0;
m_vertex_data[2].x = 0;
m_vertex_data[2].y = 1;
m_vertex_data[3].x = 1;
m_vertex_data[3].y = 0;
m_vertex_data[4].x = 0;
m_vertex_data[4].y = 1;
m_vertex_data[5].x = 1;
m_vertex_data[5].y = 1;
}
SkyTextureHandler::~SkyTextureHandler() {
glDeleteFramebuffers(2, m_framebuffers);
glDeleteBuffers(1, &m_gl_vertex_buffer);
glDeleteTextures(2, m_textures);
}
void SkyTextureHandler::handle_sky_copies(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
if (!m_enabled) {
while (dma.current_tag().qwc == 6) {
dma.read_and_advance();
dma.read_and_advance();
}
return;
}
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLint old_viewport[4];
glGetIntegerv(GL_VIEWPORT, old_viewport);
GLint old_framebuffer;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_framebuffer);
while (dma.current_tag().qwc == 6) {
// assuming that the vif and gif-tag is correct
auto setup_data = dma.read_and_advance();
if (render_state->dump_playback) {
// continue;
}
// first is an adgif
AdgifHelper adgif(setup_data.data + 16);
assert(adgif.is_normal_adgif());
assert(adgif.alpha().data == 0x8000000068); // Cs + Cd
// next is the actual draw
auto draw_data = dma.read_and_advance();
assert(draw_data.size_bytes == 6 * 16);
GifTag draw_or_blend_tag(draw_data.data);
// the first draw overwrites the previous frame's draw by disabling alpha blend (ABE = 0)
bool is_first_draw = !GsPrim(draw_or_blend_tag.prim()).abe();
// here's we're relying on the format of the drawing to get the alpha/offset.
u32 coord;
u32 intensity;
memcpy(&coord, draw_data.data + (5 * 16), 4);
memcpy(&intensity, draw_data.data + 16, 4);
// we didn't parse the render-to-texture setup earlier, so we need a way to tell sky from
// clouds. we can look at the drawing coordinates to tell - the sky is smaller than the clouds.
int buffer_idx = 0;
if (coord == 0x200) {
// sky
buffer_idx = 0;
} else if (coord == 0x400) {
buffer_idx = 1;
} else {
assert(false); // bad data
}
// look up the source texture
auto tex = render_state->texture_pool->lookup(adgif.tex0().tbp0());
assert(tex);
if (!tex->on_gpu) {
render_state->texture_pool->upload_to_gpu(tex);
}
// setup for rendering!
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[buffer_idx]);
glViewport(0, 0, m_sizes[buffer_idx], m_sizes[buffer_idx]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textures[buffer_idx], 0);
render_state->shaders[ShaderId::SKY_BLEND].activate();
// if the first is set, it disables alpha. we can just clear here, so it's easier to find
// in renderdoc.
if (is_first_draw) {
float clear[4] = {0, 0, 0, 0};
glClearBufferfv(GL_COLOR, 0, clear);
}
// intensities should be 0-128 (maybe higher is okay, but I don't see how this could be
// generated with the GOAL code.)
assert(intensity <= 128);
// todo - could do this on the GPU, but probably not worth it for <20 triangles...
float intensity_float = intensity / 128.f;
for (auto& vert : m_vertex_data) {
vert.intensity = intensity_float;
}
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
// will add.
glBlendFunc(GL_ONE, GL_ONE);
// setup draw data
glBindBuffer(GL_ARRAY_BUFFER, m_gl_vertex_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex) * 6, m_vertex_data);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 floats per vert
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
0, // tightly packed
0
);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->gpu_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::SKY_BLEND].id(), "T0"), 0);
// Draw a sqaure
glDrawArrays(GL_TRIANGLES, 0, 6);
// 1 draw, 2 triangles
prof.add_draw_call(1);
prof.add_tri(2);
if (buffer_idx == 0) {
if (is_first_draw) {
m_stats.sky_draws++;
} else {
m_stats.sky_blends++;
}
} else {
if (is_first_draw) {
m_stats.cloud_draws++;
} else {
m_stats.cloud_blends++;
}
}
}
// put in pool.
for (int i = 0; i < 2; i++) {
// todo - these are hardcoded and rely on the vram layout.
u32 tbp = i == 0 ? 8064 : 8096;
// lookup existing, or create a new entry
TextureRecord* tex = render_state->texture_pool->lookup(tbp);
if (!tex) {
auto tsp = std::make_shared<TextureRecord>();
render_state->texture_pool->set_texture(tbp, tsp);
tex = tsp.get();
}
// update it
tex->gpu_texture = m_textures[i];
tex->on_gpu = true;
tex->only_on_gpu = true;
tex->do_gc = false;
tex->w = m_sizes[i];
tex->h = m_sizes[i];
tex->name = fmt::format("PC-SKY-{}", i);
}
glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
glBindFramebuffer(GL_FRAMEBUFFER, old_framebuffer);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
}
void SkyTextureHandler::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
m_stats = {};
// First thing should be a NEXT with two nops. this is a jump from buckets to sprite data
auto data0 = dma.read_and_advance();
assert(data0.vif1() == 0);
assert(data0.vif0() == 0);
assert(data0.size_bytes == 0);
if (dma.current_tag().kind == DmaTag::Kind::CALL) {
// sky renderer didn't run, let's just get out of here.
for (int i = 0; i < 4; i++) {
dma.read_and_advance();
}
assert(dma.current_tag_offset() == render_state->next_bucket);
return;
}
// first is the set-display-gs-state
auto set_display = dma.read_and_advance();
assert(set_display.size_bytes == 8 * 16);
handle_sky_copies(dma, render_state, prof);
auto reset_alpha = dma.read_and_advance();
assert(reset_alpha.size_bytes == 16 * 2);
auto reset_gs = dma.read_and_advance();
assert(reset_gs.size_bytes == 16 * 8);
auto empty = dma.read_and_advance();
assert(empty.size_bytes == 0);
assert(empty.vif0() == 0);
assert(empty.vif1() == 0);
assert(dma.current_tag().kind == DmaTag::Kind::CALL);
dma.read_and_advance();
dma.read_and_advance(); // cnt
assert(dma.current_tag().kind == DmaTag::Kind::RET);
dma.read_and_advance(); // ret
dma.read_and_advance(); // ret
assert(dma.current_tag_offset() == render_state->next_bucket);
}
void SkyTextureHandler::draw_debug_window() {
ImGui::Separator();
ImGui::Text("Draw/Blend ( sky ): %d/%d", m_stats.sky_draws, m_stats.sky_blends);
ImGui::Text("Draw/Blend (cloud): %d/%d", m_stats.cloud_draws, m_stats.cloud_blends);
}
SkyRenderer::SkyRenderer(const std::string& name, BucketId my_id)
: BucketRenderer(name, my_id),
m_direct_renderer("sky-direct", my_id, 100, DirectRenderer::Mode::NORMAL) {}
void SkyRenderer::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
m_direct_renderer.reset_state();
m_frame_stats = {};
// First thing should be a NEXT with two nops. this is a jump from buckets to sprite data
auto data0 = dma.read_and_advance();
assert(data0.vif1() == 0);
assert(data0.vif0() == 0);
assert(data0.size_bytes == 0);
if (dma.current_tag().kind == DmaTag::Kind::CALL) {
// sky renderer didn't run, let's just get out of here.
for (int i = 0; i < 4; i++) {
dma.read_and_advance();
}
assert(dma.current_tag_offset() == render_state->next_bucket);
return;
}
auto setup_packet = dma.read_and_advance();
assert(setup_packet.size_bytes == 16 * 4);
m_direct_renderer.render_gif(setup_packet.data, setup_packet.size_bytes, render_state, prof);
if (dma.current_tag().qwc == 5) {
auto draw_setup_packet = dma.read_and_advance();
m_direct_renderer.render_gif(draw_setup_packet.data, draw_setup_packet.size_bytes, render_state,
prof);
// tex0: tbw = 1, th = 5, hw = 5, sky-base-block
// mmag/mmin = 1
// clamp
// drawing.
int dma_idx = 0;
while (dma.current_tag().kind == DmaTag::Kind::CNT) {
m_frame_stats.gif_packets++;
auto data = dma.read_and_advance();
assert(data.vifcode0().kind == VifCode::Kind::NOP);
assert(data.vifcode1().kind == VifCode::Kind::DIRECT);
assert(data.vifcode1().immediate == data.size_bytes / 16);
if (m_enabled) {
m_direct_renderer.render_gif(data.data, data.size_bytes, render_state, prof);
}
dma_idx++;
}
auto empty = dma.read_and_advance();
assert(empty.size_bytes == 0);
assert(empty.vif0() == 0);
assert(empty.vif1() == 0);
assert(dma.current_tag().kind == DmaTag::Kind::CALL);
dma.read_and_advance();
dma.read_and_advance(); // cnt
assert(dma.current_tag().kind == DmaTag::Kind::RET);
dma.read_and_advance(); // ret
dma.read_and_advance(); // ret
assert(dma.current_tag_offset() == render_state->next_bucket);
} else {
while (dma.current_tag_offset() != render_state->next_bucket) {
auto data = dma.read_and_advance();
if (data.size_bytes && m_enabled) {
m_direct_renderer.render_vif(data.vif0(), data.vif1(), data.data, data.size_bytes,
render_state, prof);
}
if (dma.current_tag_offset() == render_state->default_regs_buffer) {
dma.read_and_advance(); // cnt
assert(dma.current_tag().kind == DmaTag::Kind::RET);
dma.read_and_advance(); // ret
}
}
}
m_direct_renderer.flush_pending(render_state, prof);
}
void SkyRenderer::draw_debug_window() {
ImGui::Separator();
ImGui::Text("GIF packets: %d", m_frame_stats.gif_packets);
if (ImGui::TreeNode("direct")) {
m_direct_renderer.draw_debug_window();
ImGui::TreePop();
}
}