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#pragma once
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#include <string>
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2021-08-08 13:12:44 -04:00
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#include <memory>
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#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"
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#include "game/graphics/opengl_renderer/Profiler.h"
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#include "game/graphics/opengl_renderer/Loader.h"
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/*!
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* Matches the bucket-id enum in GOAL
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*/
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enum class BucketId {
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BUCKET0 = 0,
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BUCKET1 = 1,
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SKY_DRAW = 3,
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TFRAG_TEX_LEVEL0 = 5,
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TFRAG_LEVEL0 = 6,
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TIE_LEVEL0 = 9,
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MERC_TFRAG_TEX_LEVEL0 = 10,
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GMERC_TFRAG_TEX_LEVEL0 = 11,
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TFRAG_TEX_LEVEL1 = 12,
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TFRAG_LEVEL1 = 13,
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TIE_LEVEL1 = 16,
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MERC_TFRAG_TEX_LEVEL1 = 17,
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GMERC_TFRAG_TEX_LEVEL1 = 18,
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SHRUB_TEX_LEVEL0 = 19,
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SHRUB_TEX_LEVEL1 = 25,
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GENERIC_SHRUB = 30,
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ALPHA_TEX_LEVEL0 = 31,
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TFRAG_TRANS0_AND_SKY_BLEND_LEVEL0 = 32,
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TFRAG_DIRT_LEVEL0 = 34,
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TFRAG_ICE_LEVEL0 = 36,
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ALPHA_TEX_LEVEL1 = 38,
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TFRAG_TRANS1_AND_SKY_BLEND_LEVEL1 = 39,
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TFRAG_DIRT_LEVEL1 = 41,
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TFRAG_ICE_LEVEL1 = 43,
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MERC_AFTER_ALPHA = 45,
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GENERIC_ALPHA = 46,
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PRIS_TEX_LEVEL0 = 48,
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MERC_PRIS_LEVEL0 = 49,
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GENERIC_PRIS_LEVEL0 = 50,
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PRIS_TEX_LEVEL1 = 51,
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MERC_PRIS_LEVEL1 = 52,
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GENERIC_PRIS_LEVEL1 = 53,
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MERC_EYES_AFTER_PRIS = 54,
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MERC_AFTER_PRIS = 55,
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GENERIC_PRIS = 56,
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WATER_TEX_LEVEL0 = 57,
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MERC_WATER_LEVEL0 = 58,
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GENERIC_WATER_LEVEL0 = 59,
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WATER_TEX_LEVEL1 = 60,
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MERC_WATER_LEVEL1 = 61,
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GENERIC_WATER_LEVEL1 = 62,
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// ...
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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,
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DEBUG_DRAW_1 = 68,
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MAX_BUCKETS = 69
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};
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2022-01-20 00:22:03 -05:00
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struct LevelVis {
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bool valid = false;
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u8 data[2048];
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};
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class EyeRenderer;
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/*!
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* The main renderer will contain a single SharedRenderState that's passed to all bucket renderers.
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* This allows bucket renders to share textures and shaders.
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*/
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struct SharedRenderState {
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explicit SharedRenderState(std::shared_ptr<TexturePool> _texture_pool,
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std::shared_ptr<Loader> _loader)
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: texture_pool(_texture_pool), loader(_loader) {}
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ShaderLibrary shaders;
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std::shared_ptr<TexturePool> texture_pool;
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std::shared_ptr<Loader> loader;
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u32 buckets_base = 0; // address of buckets array.
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u32 next_bucket = 0; // address of next bucket that we haven't started rendering in buckets
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u32 default_regs_buffer = 0; // address of the default regs chain.
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void* ee_main_memory = nullptr;
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u32 offset_of_s7;
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bool use_sky_cpu = true;
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bool use_occlusion_culling = true;
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bool render_debug = false;
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bool enable_merc_xgkick = true;
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bool enable_generic_xgkick = true;
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bool use_direct2 = true;
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math::Vector<u8, 4> fog_color;
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float fog_intensity = 1.f;
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void reset();
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bool has_camera_planes = false;
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LevelVis occlusion_vis[2];
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math::Vector4f camera_planes[4];
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EyeRenderer* eye_renderer = nullptr;
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std::string load_status_debug;
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};
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/*!
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* Interface for bucket renders. Each bucket will have its own BucketRenderer.
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*/
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class BucketRenderer {
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public:
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BucketRenderer(const std::string& name, BucketId my_id) : m_name(name), m_my_id(my_id) {}
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virtual void render(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) = 0;
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std::string name_and_id() const;
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virtual ~BucketRenderer() = default;
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bool& enabled() { return m_enabled; }
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virtual bool empty() const { return false; }
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virtual void draw_debug_window() = 0;
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virtual void init_shaders(ShaderLibrary&) {}
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virtual void init_textures(TexturePool&) {}
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protected:
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std::string m_name;
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BucketId m_my_id;
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bool m_enabled = true;
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};
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class RenderMux : public BucketRenderer {
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public:
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RenderMux(const std::string& name,
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BucketId my_id,
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std::vector<std::unique_ptr<BucketRenderer>> renderers);
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void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
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void draw_debug_window() override;
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private:
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std::vector<std::unique_ptr<BucketRenderer>> m_renderers;
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int m_render_idx = 0;
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std::vector<std::string> m_name_strs;
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std::vector<const char*> m_name_str_ptrs;
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};
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/*!
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* Renderer that makes sure the bucket is empty and ignores it.
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*/
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class EmptyBucketRenderer : public BucketRenderer {
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public:
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EmptyBucketRenderer(const std::string& name, BucketId my_id);
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void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
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bool empty() const override { return true; }
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void draw_debug_window() override {}
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};
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class SkipRenderer : public BucketRenderer {
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public:
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SkipRenderer(const std::string& name, BucketId my_id);
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void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
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bool empty() const override { return true; }
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void draw_debug_window() override {}
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};
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