Commit graph

96 commits

Author SHA1 Message Date
Hat Kid 88eb45ab52
decomp: ocean, ocean-mid, ocean-near, ocean-texture, ocean-transition, ocean-vu0 (#1994)
The VU programs for the ocean renderer have changed a bit and
`ocean-texture` has a bunch of new stuff, otherwise things are
relatively similar to Jak 1.

This is the first time I used mips2c and I'm not sure I did it 100%
right, so that should be double-checked.
2022-10-30 19:09:35 -04:00
water111 811b5de6cb
[decomp] collide-mesh (#1999) 2022-10-30 15:54:10 -04:00
water111 8ae4829f48
[decomp] collide-hash, collide-frag, collide-probe (#1998)
The only interesting one is `collide-hash`, which is untested.
The other two are very likely unused. I skipped the annoying code in
`collide-probe` because it's not used and the same as jak 1.
2022-10-29 20:32:03 -04:00
water111 9a04c7e311
[decomp] sparticle, sparticle-launcher, set up sprite (#1949)
- fix crash with unhandled sparticle definition (happens with the weird
array int32s that I don't understand yet)
- update mips2c stuff
- add part-tester
- fix some issues around texture uploads
 

![image](https://user-images.githubusercontent.com/48171810/194784675-54e3dc58-7846-450d-a1e9-cefd841dda94.png)
2022-10-09 19:56:07 -04:00
water111 405a144815
[decomp] finish up debug.gc, get boundary rendering working (#1944)
![image](https://user-images.githubusercontent.com/48171810/194726152-74167185-0297-4982-8ed9-42936ad80fe7.png)
2022-10-08 17:02:40 -04:00
water111 f1682867af
[graphics] hook up visibility data for jak 2 (#1938)
It works!

Visibility off:

![image](https://user-images.githubusercontent.com/48171810/193422627-c5560519-6d20-4645-baa5-5236c7969d6e.png)

On:

![image](https://user-images.githubusercontent.com/48171810/193422631-716fff10-9ad7-486f-ad35-9ddcddf2c4eb.png)

Overall the visibility data looks a lot better than in jak 1.
2022-10-01 17:12:12 -04:00
water111 d52739226c
[decomp] decompile decomp.gc (#1936)
A few issues:
- lwidea's fr3 is getting loaded and unloaded all the time
- the debug line drawing clipping is wrong (doesn't seem wrong in pcsx2,
so I think this is on us)
- nothing actually using vis data yet
- at a large distance, our view frustum culling seems slightly too
aggressive (might be that viewport scissoring is wrong)
- in the city, things seem darker as you move away. unclear how this is
happening (fog?)
2022-10-01 13:39:56 -04:00
water111 4eea31c3e9
[jak 2] texture (#1866)
- Decompile and patch `texture.gc` for PC
- Improve decompiler when offset doesn't fit in immediate (for types
larger than 8k and some scratchpad accesses)
- Fix symbol->string issues in both jak 1 and 2
- Fix bug with VIF interrupt used to profile VU code (hooked up to
OpenGLRenderer BucketRenderers in PC port)
- Support `~o` in `format`.
- Uncomment stuff in `merc.gc` that now works!

![image](https://user-images.githubusercontent.com/48171810/189505469-941b4a3e-23c7-4740-aa1b-2e461ed19fa9.png)

fixes https://github.com/open-goal/jak-project/issues/1850
2022-09-11 14:17:55 -04:00
water111 b5d21be9c5
W/misc fixes (#1838)
* temp

* temp

* before cleaning up

* cleanup merge

* fix warnings

* merge fix

* clang format
2022-09-05 20:29:12 -04:00
water111 2bead6db97
[decompile] Joint (#1813)
* temp

* decompile joints

* fix merge
2022-08-28 16:38:58 -04:00
water111 f8007cc84b
[decomp] Jak 2 mips2c, collide-func (#1805) 2022-08-26 18:03:48 -04:00
Tyler Wilding 346a258902
game/speedrunning: Add struct with relevant information to facilitate Auto Splitting (#1775)
* game: add auto-splitter structs

* game/jak1: wire up auto-splitter updating to game when in SR mode

* game/jak1: add info to split on picking up white eco

* game/jak1: add another two tasks for fish and finalboss

* game/jak1: autosplitting code entirely in GOAL
2022-08-22 18:55:08 -04:00
Ziemas 1012020035
Use libco for cooperative threading in overlord (#1684)
* IopThreadRecord -> IopThread

* add libco

* Use cooperative threading for IOP threads

* Ugly solution for overlord start

Needs to run in a thread

* Clean out thread shutdown logic

* Update comments
2022-07-22 11:54:27 -04:00
Ethan Lafrenais bb323c2ebe
Depth Cue (#1676)
* Initial depth-cue implementation

* Oops

* Finish merge + fix issues with letterboxing

* Fix alpha blending

* Add some debug options + profiler stats

* More debug options + respect xyoffset GS register

* Clean up GOAL code

* Disable depth-cue by default

* typo

* very important typo

* depth-cue disable, but better
2022-07-19 18:34:30 -04:00
water111 e630b50690
[ckernel] split by game version (#1559)
* temp

* split up kprint, other than format

* start kmachine

* split kmachine

* split kscheme

* split klink

* split klisten

* split remaining

* jak2 ckernel gets to nokernel loop
2022-06-26 18:17:11 -04:00
Tyler Wilding 3d599ad79b
game: use the tagged version number if available (#1526) 2022-06-23 18:44:27 -04:00
water111 90a049dcc5
[cleanup] memory bugs, memory usage reduction, delete merc1 (#1515)
* [cleanup] remove merc1, fix memory bugs, reduce memory usage

* change compiler log to see actual info from build_level

* save file

* editing text is hard
2022-06-21 21:26:11 -04:00
water111 196c09a232
Clean up libstb_image (#1494) 2022-06-19 19:48:34 -04:00
Tyler Wilding 9fdf0bbc2f
tools: Add cutscene player / subtitle editor window (#1429)
* stash

* temp

* tools: subtitle tool works! just gotta fill out the db / polish UX

* tools: added configuration for every subtitle we have so far

* tools: add some colors to the editor, time for repl controls and make it run the code!

* tools: continuing polish of tool, getting very close

* tools: finished UX polish, just need to write deserializers

* tools: added deserializer for subtitle data

* tools: exported subtitle files, all data appears intact

* tools: more UX polish and test all the cutscenes, majority work

* assets: update subtitle files

* lint: formatting and cleanup

* lint: codacy lints
2022-06-11 16:32:27 +01:00
water111 2e31d82fb2
Loader improvements (#1378)
* tfrag3 data for merc2

* dma hooks for merc2

* start designing merc2 opengl, seems like the simple approach will be the best here

* before bone packing experiment

* fix up bones.gc

* use uniform buffer

* speedup, fix faces and eyes

* final fixes

* first pass at loader updates, tie is still bad

* temp

* improved loader

* run iop less often
2022-05-28 20:12:33 -04:00
water111 e56b2e8d56
[graphics] merc2 renderer (#1374)
* tfrag3 data for merc2

* dma hooks for merc2

* start designing merc2 opengl, seems like the simple approach will be the best here

* before bone packing experiment

* fix up bones.gc

* use uniform buffer

* speedup, fix faces and eyes

* final fixes
2022-05-28 19:28:19 -04:00
Ziemas 07cc0ddc35
Initial Sound Implementation (#1325) 2022-05-19 16:54:36 -04:00
water111 e8911758f0
[graphics] small improvements (#1351)
* faster texture upload lookup

* fix debug menu

* cleanup

* one more
2022-05-02 21:26:17 -04:00
water111 caf4aed127
[gfx] remove the generic v1 renderer, cleanup (#1345)
* remove the generic v1 renderer, cleanup

* rm the toggle too
2022-04-30 13:10:33 -04:00
water111 a51536de8d
[graphics] tie generic (#1341)
* [gtie] tie inst and proto functions

* first chain input to generic ee looks good

* m

* works

* ugh

* add tie generic

* rm debug print

* rm generic ties from fr3
2022-04-29 23:44:53 -04:00
water111 61766d2d22
Collision mesh extraction (#1330)
* temp

* extract collision mesh

* temp

* improve

* toggle, cleanup
2022-04-25 21:53:23 -04:00
Tyler Wilding 67b4afc506
Display the currently built commit sha when debugging the game (#1266)
* generate a string constant with the currently built commit sha

* draw the commit sha on the top left
2022-03-31 19:29:48 -04:00
water111 79683a44b1
[graphics] shrub (#1261)
* update

* renderer appears to work
2022-03-29 21:38:48 -04:00
water111 8d9b0b493b
[graphics] shadow volumes (#1247)
* shadow volumes drawing

* fix bugs in clipping case

* add shadow

* fix Q register bugs

* fix bugs
2022-03-26 19:56:54 -04:00
water111 4a0ac6c155
[graphics] first half of shadow renderer (#1246)
* start on dma stuff

* temp

* temp

* add shadow cpu
2022-03-22 21:42:37 -04:00
Ziemas 766b328c97
Overlord sound player (#1239)
* Accept player RPC commands in overlord

* Remove the .projectile file

I use emacs for everything so I don't want it to only look at the goal code.

* Fill out most of the unique player structs

* Decompile most of ssound.c

* Silence some spam

* Comment out WaitSema instance

* Add a file with definitions for snd_ functions

Makes it compile without commenting them out.

Maybe it'd be nice to maintain the original API usage in overlord for
similarity and shim them to whatever API the player uses.

* Make SoundBank statically sized again.

Didn't realise this was used in an array. MSVC should be happy again.

Not sure what the actual size of these should be.

* Fix logic issue

* Finish RPC Loader

* More RPC_Player

* Play RPC command

* All the RPC commands added

* Call Music/Bank loaders

* audio: add almost all `.MUS` and `.SBK` files to build process

* Include TWEAKVAL in build output

* Load banks and music tweaks

* Comment out spam

* Sound struct unk -> is music

* Also test if empty1.sbk was found

For the sake of tests.

* Get rid of PC_DEBUG_SOUND_ENABLE

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2022-03-22 18:53:36 -04:00
water111 da00b1ff13
optimize ocean renderer (#1240) 2022-03-17 21:59:10 -04:00
water111 c80147119d
[graphics] ocean near (#1234)
* dma for ocean near

* add first attempt at ocean near
2022-03-15 23:12:40 -04:00
water111 ef0f7635d3
[graphics] Ocean Mid (in progress) (#1232)
* first pass at ocean mid

* fix some bugs

* fix seams

* cleanup

* temp

* fix mipmap
2022-03-14 19:47:29 -04:00
water111 bb85eaf167
add ocean-vu0 mips2c and decomp ocean-texture (#1230)
* add ocean-vu0 mips2c and decomp ocean-texture

* vu1 texture setup

* temp

* unoptimized version working

* optimized version by default

* update ref test
2022-03-11 22:27:11 -05:00
water111 43612b0750
add ocean far big triangle stuff (#1224) 2022-03-07 20:28:53 -05:00
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
water111 7c3ab1f468
do eye rendering on the GPU (#1219) 2022-03-04 18:22:01 -05:00
water111 68a1f2d012
[graphics] Add a specialized renderer for handling merc/generic output data (#1207)
* second try at writing the direct renderer

* finish direct2

* more optimization
2022-02-27 17:23:12 -05:00
water111 9c00b0c135
[graphics] generic merc (#1192)
* begin generic merc

* more generic stuff

* generic dma generation not crashing, at least until high-speed-reject

* c

* unpacker for generic

* starting to work

* small fixes

* more fixes

* more progress

* cleanup

* fix tests

* no custom imgui assert on windows
2022-02-24 22:33:10 -05:00
water111 c9fc4f0bf9
[graphics] eyes (#1169)
* first draft eye renderer

* working

* working
2022-02-15 19:37:51 -05:00
Hat Kid bde49ea079
Implement Discord Rich Presence (#1137)
* add discord rpc library

* add discord rpc

* add cutscene check

* fix build (hopefully)

* fix build

* edit paths

* Replace prebuilt discord-rpc lib with repo clone
2022-02-07 23:53:36 -05:00
ManDude 5b44aece75
random fixes + support clang-cl on visual studio (#1129)
* delete unused shaders

* hide some options in debug menu

* change fullscreen logic a bit

* add "all actors" toggle

* borderless fix and fix alpha in direct renderer untextured (do we need a separate shader for that?)

* fix fuel cell orbit icons in widescreen

* fix `curve` types

* refs

* fix levitator task...

* fix some task stuff

* update font code a bit (temp)

* cmake, third-party and visual studio overhaul

* Update .gitmodules

* update modules

* clone repos

* fix encoding in zydis

* where did these come from

* try again

* add submodule

* Update 11zip

* Update 11zip

* Update 11zip

* delete

* try again

* clang

* update compiler flags

* delete 11zip. go away.

* Create memory-dump-p2s.py

* properly

* fix minimum architecture c++ compiler flags

* fix zydis

* oops

* Update all-types.gc

* fix clang-cl tests

* make "all actors" work better, entity debug qol

* update game-text conversion code to be more modularized

* Create vendor.txt

* fix typos and minor things

* update refs

* clang

* Attempt to add clang-cl support to vs2019 and CI

* vs2022 + clang-cl

* srsly? fix clang build

* Update launch.vs.json

* extend windows CI timer
2022-02-07 19:15:37 -05:00
water111 2342b6fb0f
[graphics] MERC (#1124)
* merc dma generation

* wip very early version of merc

* small fixes

* fix

* fix more merc bugs

* derp fixed min

* oops we did need something weird on max

* merc for everything

* program optimization 1

* more optimization

* windows

* windows 2

* clean up

* fix test

* BLERC
2022-02-03 22:45:41 -05:00
water111 8f4dd59b7a
[game] clean up texture stuff (#1120)
* better texture loading

* remove old and bad tfrag renderers
2022-01-28 23:44:03 -05:00
water111 57649d243f
[bones] Part 1: Joint (#1110)
* joints

* bones

* align spr to 16k

* fix bug

* lack of sound hack

* clean up
2022-01-28 21:32:03 -05:00
water111 35bdc9b1d3
add an optional, less-accurate-but-faster sprite render and fix silly math bug (#1102)
* also add a new sprite renderer

* claaaang

* goal build fix

* fix tests, add stack singleton option

* make all event-message-blocks the same

* diskboot
2022-01-21 21:11:57 -05:00
water111 e84b5a2346
[collision] implement most of background collision, spawn target! (#1076)
* fill collide cache with bounding box working

* yprobe fully working for background at least

* target

* final cleanup, add a bit more foreground mesh stuff that is untested

* warnings, merge issues

* tests

* revert debug changes, format'

* rendering perf
2022-01-15 16:52:47 -05:00
water111 f6f1cadb8e
collide probe works, amazingly (#1072)
* collide probe works, amazingly

* add ref test
2022-01-10 19:28:17 -05:00
water111 38c805ca7c
unused version of collide line sphere collide list (#1071) 2022-01-09 17:45:19 -05:00