Commit graph

61 commits

Author SHA1 Message Date
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
water111 cd9e74819c
improve performance on intel graphics (#1041)
* improve performance on intel graphics

* more tweaks, add a glfinish button

* remove divide in fragment shader

* temp

* add cpu sky blend

* use vao

* change format

* use floats in direct renderer

* format

* format again

* tfrag ice
2021-12-30 19:38:18 -05:00
water111 9b0ae373f0
[decomp] collide-func (#1034)
* add mips2c collide functions

* add ref test for collide-func

* fix test
2021-12-28 16:43:13 -05:00
water111 a8342aef31
[graphics] TIE extractor (#1026)
* temp

* temp

* wip

* more progress on the instance asm

* first half of tie extraction, up to dma lists

* more tie extraction

* first part figured out maybe

* bp1 loop seems to work, bp2 loop does not

* bp1 and bp2 appear working. sadly ip is needed

* ip1 outline, not working ip2

* just kidding, ip2 seems to work

* extraction seems to work

* basic rendering working

* tie fixes

* performance optimization of tie renderer

* hook up tie to engine

* fix more bugs

* cleanup and perf improvements

* fix tests

* ref tests

* mm256i for gcc

* CLANG

* windows

* more compile fixes

* fix fast time of day

* small fixes

* fix after merge

* clang
2021-12-26 12:33:51 -05:00
water111 083202929c
[graphics] tfrag3 renderer (#978)
* begin work

* work

* working objs

* exporting

* it works

* before some time of day fixes

* add time of day interp and also fix zbuffer

* some small blending fixes

* improve randomess

* clean up extraction and missing blend mode

* culling, time of day, more level fixes

* more cleanup

* cleanup memory usage

* windows fix
2021-12-04 12:33:18 -05:00
water111 7292cb5765
tfrag improvements (#970)
* tfrag improvements

* cleanup

* one last fix

* clang
2021-11-15 20:07:10 -05:00
water111 3afd99a8e3
[graphics] partial tfrag implementation (#958)
* temp

* some decomp

* tfrag dma setup

* fix negative label bug

* tfrag dma setup

* tfrag, with pipeline tricks

* kinda works

* cleanup before trying some color stuff

* time of day works

* clean up

* temp before render changes

* a few more fixes

* fix up tests

* clean up

* fix

* fix alignment

* one more cleanup
2021-11-13 20:44:17 -05:00
water111 6a606d7222
Start a debug tool for looking through level data (#954)
* temp

* temp

* level inspection tool

* docs

* windows fix
2021-10-31 13:12:50 -04:00
water111 b2052016e2
[decomp] sky/time of day (#883)
* time of day

* goal code seems to work

* stars at wrong spot

* stars and sun work

* debugging clouds

* fix texture correction

* sky works

* cleanup, add profiler

* clean up

* final clean up

* offline tests

* missing include
2021-10-10 20:07:03 -04:00
water111 845802ca45
memory cards (in progress) (#868)
* c++ memory card stuff

* saving kinda works

* load working

* more progress

* clean up
2021-10-01 23:12:34 -04:00
water111 f0ceea8b2e
[sparticle] 2d hud particles (#849)
* wip, taking a break to work on asm stuff first

* the goal code for sparticle

* mips2c the first sparticle asm function

* temp

* particle processing no longer crashing

* temp

* working texture cache for vi1 and hud textures

* sprites

* cleanup 1

* temp

* temp

* add zstd library

* temp

* working

* tests

* include fix

* uncomment

* better decomp of sparticle stuff, part 1

* update references
2021-09-26 11:41:58 -04:00
water111 f9d8fcd6e4
[decomp] add mips2c converter (#842)
* mips 2 c basic version, not yet tested

* calling works without crashing, but the function doesn't

* it works

* add test

* cleanup and actually add the test

* dont use mips2c by default for font

* clean up formatting
2021-09-11 20:52:35 -04:00
water111 ccdfa01a88
Add the imgui library (#785)
* add the imgui library

* use third-party glfw include

* another try at includes

* again

* another try
2021-08-29 14:54:16 -04:00
ManDude af823cdb82 implement cpad stuff 2021-08-14 21:00:50 +01:00
water 40ecd92272 Merge branch 'master' of https://github.com/water111/jak-project into w/dma-for-font 2021-08-09 21:41:25 -04:00
ManDude a850b5d5cb
revamp the gfx+display systems a bit (#739)
* revamp gfx and display systems a bit

* Use some fancy c++ pointers instead of just raw pointers

* Tidy some things up.

* clang

* clang 2

* fixes

* fixesss

* error detection when making display
2021-08-09 19:16:39 -04:00
water 54301a36be texture decoding 2021-08-08 13:12:44 -04:00
water ef6204e353 closer 2021-08-07 18:57:13 -04:00
water d1674ea9b6 wip 2021-08-06 22:30:02 -04:00
water 821c2ab42a display loop runs 2021-08-04 21:30:08 -04:00
ManDude 8cc63ff35c
Add a debug PS2 VM to the runtime (#401)
* update VS launch target params

* remove redundant VS launch option

* Add a debug PS2 VM to the runtime, currently only for the DMAC

* Formatting

* remove broken assert

* Avoid weird buffer overflow bug

* Test on `VIF0_DMA_BANK`!

* Add a docstring

* patch pointers for the other dma channels

* patch DMAC pointer

* remove dead leftover code

* Change default return value for `get_vm_ptr`
2021-05-01 00:32:19 -04:00
water111 fe336b7b5f
[compiler] fix warnings in repl lib and add macros to autocomplete (#317)
* fix warnings in repl lib and add macros to autocomplete

* fix crash on ctrl-c, build runtime as static lib and make goos prompt look fancier

* some tweaks for linux build
2021-03-11 12:54:16 -05:00
ManDude 9430b4772a
Implement runtime display (test) (#318)
* Implement runtime display (test)

* Update runtime.cpp

* [game display] add "-nodisplay" argument

* style fixes

* Update gfx.cpp

* [deci2server] fix deadlock when killing a Deci2Server

* add libxrandr to linux github test

* correct package name to libxrandr-dev

* set g_main_thread_id in exec_runtime

* add libxinerama to linux test packages

* correct the name

* add libxcursor1 package

* Update linux-workflow.yaml

* add libxi-dev

* fix constructor for g_main_thread_id

* fix submodules + use -nodisplay during tests

* move the gfx loop to its own function and use a lambda for exit conditions

* fix include

* fix include

* fix includes (for real this time)
2021-03-09 23:51:28 -05:00
water111 5ec9a91eb9
Decompiler fixes + decompiling (#276)
* decomp pad

* more decompilation

* update

* fix test name
2021-02-22 09:36:30 -05:00
water111 4b1b7e9507
[Decompile] DMA and similar (#275)
* add some dma

* clean up

* add progress script and make codacy happy
2021-02-21 11:02:28 -05:00
bb010g 2436a8a541
Nixpkgs support (#228)
* Use env shebangs

* CMake cleanup, install() invocations, & CTest

`ctest` & the `test` target work now

* Nixpkgs support
2021-02-03 21:29:46 -05:00
water111 3331e9cd00
Replace spdlog (#185)
* remove spdlog

* clang format and fix windows

* add format shared

* windows sucks
2021-01-06 12:16:39 -05:00
water111 ea479bee98
Add enums and some cleanup (#148)
* support enums

* better compiler warnings

* tweaks to build with clang
2020-12-02 19:51:42 -05:00
water111 0451a06d76
Set up the compiler to ptrace the runtime (#107)
* set up the compiler to ptrace the runtime

* clang format

* move debugger state to a separate Debugger class

* support registers and break and continue

* documentation and fix windows

* make listener part of compiler, not a separate library

* implement memory read and write

* fix for windows
2020-10-31 14:07:43 -04:00
Shay 0f916ed81e More minor fixes
spdlog now builds as a library with nasm workaround
2020-10-08 22:39:12 -06:00
water 0fbffcd409 add cond to compare conversion 2020-10-03 18:36:02 -04:00
water111 d03080c463
Build spdlog as a shared library (#59)
* change build settings for spdlog

* fix typo

* trying with j4 now

* try as a shared library

* add shadow warning back
2020-10-03 10:33:20 -04:00
water111 2d11e44eaf
Compiler Cleanup and Documentation (#54)
* start cleanup

* fix typos

* fix syntax highlighting in doc

* lots of documentation updates

* clean and add tests

* more documentation and more error messages

* more document and try building kernel differently
2020-09-24 17:19:23 -04:00
water111 90a7e9b4b9
Add addition and subtraction for integers, build macros, dgo building, and build/load test (#35)
* see if math works on windows

* add dgo

* windows debug

* windows debug 2

* one more debug try

* add extra debug print and change logic for slashes

* update

* again

* try again

* remove build game

* remove build game

* add back build-game

* remove runtime from test

* test

* reduce number of files

* go to c++ 14

* big stacks

* increase stack size again

* clean up cmake files
2020-09-12 20:41:12 -04:00
water111 de5aa7e5e4
Move duplicated utilities to the common util folder and remove NEXT_DIR (#29)
* move things to the common library and remove next_dir

* fix for windows

* one last windows fix

* last fix for real this time

* debug listener test

* fix listener threading bug
2020-09-10 20:03:31 -04:00
water 83b6db9f33 update to c++17 2020-09-09 17:00:46 -04:00