Commit graph

98 commits

Author SHA1 Message Date
ManDude 5705359df9
[jak3] fix some flag names and a wcar crash (#3498) 2024-05-01 08:44:26 +01:00
ManDude 8344ac6963
use only the real level name in the Loader (#3495)
This fixes issues with certain Jak 3 levels not rendering because there
is a mismatch between the DGO name, nickname and real level name (bsp
name).

FR3s use a different filename, so you can delete the ones you have after
this is merged.

This affects custom levels, but I don't have that toolchain set up so
someone else will have to test that.
2024-04-30 17:12:57 +01:00
Matt Dallmeyer 0d4e3928eb
decomp3 title-obs, credits-h (#3476) 2024-04-29 20:23:31 +02:00
water111 dd4f255260
[jak3] Minimap texture fix (#3465) 2024-04-13 09:47:23 -04:00
water111 1394c5c00d
fix typo (#3458) 2024-04-07 11:31:05 -04:00
water111 0124a0b9a1
[jak3] Support jaextern.str, stub for blue fog fix (#3455) 2024-04-07 11:09:56 -04:00
Hat Kid ae0f139667
decomp3: eye renderer and more files (#3457)
- `eye`
- `collision-editor`
- `simple-nav-sphere`
- `mech-part`
- `mech-states`
- `mech`
- `target-mech`
- `target-tube`
- `flut-part`
- `flut`
- `target-flut`
2024-04-07 10:49:45 -04:00
Tyler Wilding 60db0e5ef9
deps: update fmt to latest version (#3403)
This updates `fmt` to the latest version and moves to just being a copy
of their repo to make updating easier (no editing their cmake / figuring
out which files to minimally include).

The motivation for this is now that we switched to C++ 20, there were a
ton of deprecated function usages that is going away in future compiler
versions. This gets rid of all those warnings.
2024-03-05 22:11:52 -05:00
Luminar Light 0ae0938965
Only remove -vis from name if it is part of the name. (#3257)
During level extraction, the last 4 characters of the level name are
always removed, because it is assumed that '-vis' is there. But it isn't
always there. This is especially true in post-TPL games.

This causes multiple problems:
- There can be levels in the extraction that will miss their last 4
characters from their name, which is sad, and may make it harder to
identify them.
- If there are '-vis'-less levels whose names are identical apart from
the last 4 characters, the extractor will only get the last one (it
probably extracts all but overwrites everything but the last one). For
example 'ctyasha' and 'ctykora'.

This issue affects the glb extraction and the entities json extraction.

I personally think that just keeping the -vis in the name would be the
best solution, but I guess there was a reason why it was decided that it
should be removed from the name. So to adapt to this, my implementation
will still remove '-vis' from the name, but only if it is actually in
the name - otherwise it won't remove anything.

I hope my changes didn't break anything. Extraction seemed to run fine
after my changes, and I was able to see both ctyasha and ctykora json
files. And didn't see any '-vis', so it is still properly removed.

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2024-02-24 14:13:48 -05:00
Ziemas 4afefc5a82
Update to C++20 (#3193)
Just putting this here for consideration, I'm personally not in a big
rush to get it.

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2024-02-17 14:14:23 -05:00
Matt Dallmeyer 1979f94e45
Rip collision based on config flag (#3348)
Added a new `rip_collision` flag to the decompiler config and wired it
up. Cleaned up the comments around these fields in the JSON too for
clarity

Also refactored a bunch of the related extract functions to read from
`config` object rather than pass down a bunch of booleans
2024-01-29 22:15:42 +01:00
Matt Dallmeyer 9d680a0aba
Support extracting collision to obj for jak2/3 formats (#3292)
![image](https://github.com/open-goal/jak-project/assets/2515356/b4d43254-4fc4-4f66-92d1-0d61e471b90e)

![image](https://github.com/open-goal/jak-project/assets/2515356/d2fa9fb8-5f51-43c5-8e0e-b51b64499b72)
2024-01-05 09:36:09 +01:00
water111 a01182315b
[jak2] Support per-proto shrub visibility (#3228)
Fixes the issue reported in
https://github.com/open-goal/jak-project/issues/3168,
https://github.com/open-goal/jak-project/issues/3189,
https://github.com/open-goal/jak-project/issues/3166,
https://github.com/open-goal/jak-project/issues/3152,
https://github.com/open-goal/jak-project/issues/3224 where a small part
of the pipes in the `strip-grenade` mission appear, but shouldn't.
2023-12-02 12:16:14 -05:00
water111 ec23e6c5d9
[glb export] Export bones. (#3087)
![image](https://github.com/open-goal/jak-project/assets/48171810/0f26e77b-af68-4450-882e-762a501bdef4)
2023-10-14 16:49:23 -04:00
water111 97e04a7612
[jak2] Fix collision renderer extract (#3081)
Fixes missing collision geometry reported in
https://github.com/open-goal/jak-project/issues/3011

The issue happens when there are 256 polygons. In this case `num-polys`
is 0 (it's a u8). There are actual cases where there are 0 polygons, so
we have to do a more complicated check to get the real count. I should
have done this in the first place, but it seemed to work...
2023-10-11 19:32:25 -04:00
Hat Kid 5be46c9852
decompiler: allow jak 3 texture and model extraction (#3080)
Added some hacks and stubs to allow extracting textures and models.
2023-10-11 19:32:12 -04:00
water111 0e31a9c407
[decompiler] Handle find-parent-method (#3018)
This change adds a few new features:
- Decompiler automatically knows the type of `find-parent-method` use in
jak 1 and jak2 when used in a method or virtual state handler.
- Decompiler inserts a call to `call-parent-method` or
`find-parent-state`
- Removed most casts related to these functions

There are still a few minor issues around this:
- There are still some casts needed when using `post` methods, as `post`
is just a `function`, and needs a cast to `(function none)` or similar.
It didn't seem easy to change the type of `post`, so I'm not going to
worry about it for this PR. It only shows up in like 3 places in jak 2.
(and 0 in jak 1)
- If "call the handler if it's not #f" logic should probably be another
macro.

Fixes #805
2023-09-30 11:06:09 -04:00
ManDude 61c4fc4b91
[jak2] fully implement collide mesh renderer (#3010)
Fixes #2983
2023-09-22 15:50:16 +01:00
water111 9b9fe7a7af
[jak 2] Export the collision mesh (#2977)
![image](https://github.com/open-goal/jak-project/assets/48171810/266d014b-f6c5-440f-9c3e-ab7c5eafe771)
2023-09-10 17:32:18 -04:00
water111 74250a22f7
Save entities to JSON, and make custom level building a little faster (#2973)
This will create a folder like `decompiler_out/jak1/entities` and save a
JSON file per level with all the actors.

Also, it should hopefully make custom level building a little faster.
2023-09-09 17:06:39 -04:00
water111 ec058221b5
[jak1] Fix duplicated tie extract (#2972)
Fix a bug where meshes are extracted too many times.
2023-09-09 11:56:18 -04:00
water111 46c634686c
[gltf export] Export TIE wind models (#2960)
Export models with "wind".  The levels with wind models are:
firecanyon (9), beach (5), village1 (7), lavatube (2).

Sometimes a single object is made up of multiple models - for example
the tree in sandover is actually several meshes.
2023-09-04 10:29:10 -04:00
Hat Kid dc7c71c07d
custom levels: add support for packing models and textures into the FR3 file (#2936) 2023-08-27 22:34:46 +02:00
water111 df1b0a341c
handle texture of 0 in extract_tie (#2911)
Fixes texture difference shown in issue
https://github.com/open-goal/jak-project/issues/2908
2023-08-16 19:40:28 -04:00
water111 ac52be1a6c
[shrub] Fix bug with gs-prim settings (#2899)
Fix the bug described in
https://github.com/open-goal/jak-project/issues/2882 where some shrubs
are transparent when they shouldn't be. The problem was that we never
carefully looked at the settings in `gs-prim`, which has a bit to
enable/disable alpha blending entirely. Now it should be correct for
both jak 1 and jak 2. To see this change, you'll need to re-extract.

Also adds a setting to disable saving texture .pngs, to speed up
decompilation. I left it on for jak 1 (to avoid confusion for texture
swapping(, but off for jak 2 for now.
2023-08-13 16:06:59 -04:00
Tyler Wilding a06a6c6416
cleanup our cmake and build warnings (#2876) 2023-08-08 20:53:16 -04:00
water111 b1a1117a55
[jak2] workaround for missing yakow textures (#2854)
The yakow texture is actually missing from the real game too. 

This adds a special case in the extractor to replace it with a
similar-ish fur texture:

![image](https://github.com/open-goal/jak-project/assets/48171810/db429e70-e5c5-4302-824a-238e94cf3d69)
2023-07-29 14:44:09 -04:00
water111 50230e05fa
[jak2] Add static textures for the progress menu (#2838)
The progress menu loads its icon textures from a .STR file that we were
previously ignoring.

This change:
- updates the decompiler so it can process a .STR file containing a
texture
- adds a feature to force an entire page to always be loaded in the PC
renderer by putting all textures in the GAME.FR3 file.
- regenerates the texture offset map file for jak 2 with these new
textures

For now, I've just put the icon textures in GAME.FR3. The downside is
that these will always stay on the GPU, using up VRAM even when they
aren't needed. But the entire GAME.FR3 file is under 3 MB so I think
it's ok.


![image](https://github.com/open-goal/jak-project/assets/48171810/39f075b5-7cc5-4168-872a-33026342afab)
2023-07-23 12:35:59 -04:00
water111 72c27a6eaa
[jak2] More texture animations (#2831)
Added framework to do texture animations entirely in C++. Currently only
works on relatively simple ones, and doesn't handle updating all
parameters - only the speeds.

Connected texture animations to merc and tfrag for skull gems, dark
bomb, and scrolling conveyors.

Cleaned up Tfragment/Tfrag3, which used to be two classes. This was one
of the first C++ renderers, so it had a weird design.
2023-07-16 13:02:53 -04:00
animalstyletaco 54b2c5dcbd
Added bound check for blend vertex count (#2830)
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2023-07-16 10:55:46 -04:00
water111 6f244b11ef
[jak2] Work-in-progress texture animations (#2819) 2023-07-14 18:17:54 -04:00
water111 6e779d1f1c
[jak2] faster startup (#2738)
Trying to make up for some of the startup speed lost in the SDL
transition. This saves about 1s from start (from ~3s), and about 500 MB
of RAM.

- Faster TIE unpack by merging matrix groups, more efficient vertex
transforms, and skipping normal transforms on groups with no normals.
- Refactor generic merc and merc to use a single renderer with multiple
interfaces, rather than many renderers. Removed "LightningRenderer" as a
special thing, but Warp is still special
- Add more profiling stuff to startup and the loader.
- Remove `SDL_INIT_HAPTIC` - this turned out to be needed for
force-feedback steering wheels, and not needed for controller vibration
- Switched `vag-player` to use quicksort instead of the default GOAL
sort (very slow)
2023-06-17 17:23:25 -04:00
water111 ad5cec1bb4
[jak2] Floating point blerc (#2715)
This moves the blerc math from mips2c to the Merc2 renderer, and uses
floats instead.

We could potentially do this on the GPU, which would be even faster, but
this isn't that slow in the first place.
2023-06-11 12:35:08 -04:00
Tyler Wilding a264b6539b
game: Remove temporary CLI arg shim in gk (#2532) 2023-04-22 14:13:57 -04:00
ManDude 50d93a3f79
update collision renderer for jak 2 (#2508)
Doesn't actually do anything in Jak 2 because the collide mesh isn't
extracted, but the functionality is all there. Also updated the renderer
a bit to keep the colors more readable.
2023-04-16 22:56:19 -04:00
water111 a27083f4ee
[jak 2] Add generic and warp (#2495) 2023-04-16 18:05:35 -04:00
water111 c7f2a23abf
[jak2] misc fixes to renderers (#2488)
Fixes decal on tfrag:

![image](https://user-images.githubusercontent.com/48171810/232174352-11153941-e1f9-4472-becb-f266c2a309e5.png)

Sets up jak 2 alpha shrub test settings. They are still too dark, but
there's no longer incorrect alpha test:

![image](https://user-images.githubusercontent.com/48171810/232174590-f9caa6c5-f190-4c78-b720-5f4055490d47.png)

Fix decal on shrub, a feature used in exactly one place in jak 1:

![image](https://user-images.githubusercontent.com/48171810/232174614-8ea65ca5-a183-45f7-ae79-6bf06a937007.png)

Fixed issue with u16 overflow in castle on the alpha channel, causing
flickering. It barely overflowed, which made me suspicious that we had
some error somewhere. But I think that there code is robust against
overflows.
2023-04-14 21:13:45 -04:00
water111 15ab5d704d
fix alpha blend bit for jak 1 merc (#2458)
This fixes the sculptor's face shield and red rings on final boss.
2023-04-05 18:56:48 -04:00
water111 57b5117cae
[jak2] decomp neon-baron-part, fix merc fog disable (#2443)
- decompile `neon-baron-part`, which also has the hideout door for some
reason
- improve a few error messages in static data decompilation
- fix bug with disabling fog in merc
2023-03-31 17:47:38 -04:00
water111 9e087cbfcb
[jak2] a few small graphics fixes (#2424)
- better handling of the `disable-fog` settings for merc, should fix the
spotlights. There's a setting in the merc effect, and also a runtime
flag for the draw-control. I'm not actually sure what reads these, but
the draw-control one is definitely used to disable fog on the
spotlights.
- increase merc draw limit to try to fix the issue about partially drawn
citizens in the city
- remove useless debug prints (it's okay to die in init, and the medium
load buffer size mode is understood now)
2023-03-26 12:30:35 -04:00
water111 0a511da2ce
[jak2] fix flickering and depth writes (#2406)
Fixes some mistakes with merc draw modes. The glass in the palace level
no longer writes to the depth buffer (it's "water"):

![image](https://user-images.githubusercontent.com/48171810/227727825-d6726621-88a8-45a8-9cf3-8d6e9edc3d54.png)

Also fixes the one-frame flickers when level draw orders change. We
might be able to make this more efficient in the future, but this will
at least fix the frame with nothing drawn.
2023-03-25 14:00:54 -04:00
water111 b18198e655
[jak2] fix atest flag in tfrag (#2381)
Support the weird `tfrag-gs-test` and `texture-page-flag` stuff added in
jak 2. Solves some issues with partially invisible tfrags.
2023-03-21 20:40:29 -04:00
water111 f276251a3a
[jak1] use etie (#2329)
Use Jak 2's etie to render shiny background things.

To switch back to the old one:
```
(set! *use-etie* #f)
```
and also uncheck this box

![image](https://user-images.githubusercontent.com/48171810/226119270-8d1b8233-bc5f-4bc1-a09b-a6d3183ba2a4.png)
(same for `l1`)
2023-03-20 19:12:33 -04:00
water111 2fa4a23ea1
[jak 2] ETIE (#2326)
Definitely needs a clean up pass, but I think the functionality is very
close.

There's a few "hacks" still:
- I am using the emerc logic for environment mapping, which doesn't care
about the length of the normals. I can't figure out how the normal
scaling worked in etie. I want to do a little bit more experimentation
with this before merging.
- There is some part about adgifs for TIE and ETIE that I don't
understand. The clearly correct behavior of TIE/ETIE is that the alpha
settings from the adgif shader are overwritten by the settings from the
renderer. But I can't figure out how this happens in all cases.
- Fade out is completely disabled. I think this is fine because the
performance difference isn't bad. But if you are comparing screenshots
with PCSX2, it will make things look a tiny bit different.
2023-03-17 20:35:26 -04:00
water111 0db9b288e4
[merc2] Support texscroll, use in jak 1 in more places, fix envmap bug (#2303)
Three main changes:

- Adds support for the texture scrolling effect used on conveyor belts,
and turn it on for jak 2.
- Use merc instead of generic in jak 1 for ripple/water/texscroll stuff
(non-ocean water, lava, dark eco, etc). This is a pretty big speedup in
a lot of places.
- Fix a really old bug with blending mode used to draw environment maps.
The effect is that envmaps were half as bright as they should have been.

As usual, there's a flag to go back to the old behavior on jak 1. Set
these to `#t` to use generic like we used to.
```
*texscroll-force-generic*
*ripple-force-generic*
```

The format has changed, and everything must be rebuilt (C++, FR3's, GOAL
code)
2023-03-09 20:01:22 -05:00
water111 0b8b927315
[merc] support eyes through merc (#2300)
Support rendering eyes with merc for both jak 1 and jak 2.

For jak 1, everything should look the same, but merc will be used to
draw eyes. This means that jak is now fully drawn with merc!

For jak 2, eyes should draw, but there are still a few issues:
- the tbp/clut ptr trick is used a lot for these eye textures, so
there's a lot that use the wrong texture
- I had to enable a bunch more "texture uploads" (basically emulating
the ps2 texture system) in order to get the eyes to upload. It would be
much better if the eye renderer could somehow grab the texture from the
merc model info, skipping the vram addressing stuff entirely. I plan to
return to this.
- I disabled some sky draws in `sky-tng`. After turning on pris2
uploads, the sky flashed in a really annoying way.
2023-03-08 18:18:35 -05:00
water111 ed38adc2a7
[tie] support per-proto visibility flags (#2212)
Jak 2 adds a feature to disable protos in TIE. It's used to hide things
like steps for a future mission in ruins, and also to hide the static
version of the tower when it switches to the merc version for the
cutscene:


![image](https://user-images.githubusercontent.com/48171810/218270077-d8c52235-ddbf-4194-80f6-b8aa1eeeb7ec.png)
2023-02-11 12:00:05 -05:00
water111 71cb1aef6f
[merc2] support vertex updates, use this for blerc in jak 1 and jak 2 (#2179)
This PR adds a feature to merc2 to update vertices. This will be needed
to efficient do effects like blerc/ripple/texture scroll. It's enabled
for blerc in jak 1 and jak 2, but with a few disclaimers:
- currently we still use the mips2c blerc implementation, which is slow
and has some "jittering" because of integer precision. When porting to
PC, there was an additional synchronization problem because blerc
overwrites the merc data as its being read by the renderers. I _think_
this wasn't an issue on PS2 because the blerc dma is higher priority
than the VIF1 DMA, but I'm not certain. Either way, I had to add a mutex
for this on PC to avoid very slight flickering/gaps. This isn't ideal
for performance, but still beats generic by a significant amount in
every place I tested. If you see merc taking 2ms to draw, it is likely
because it is stuck waiting on blerc to finish. This will go away once
blerc itself is ported to C++.
- in jak 1, we end up using generic in some cases where we could use
merc. In particular maia in village3 hut. This will be fixed later once
we can use merc in more places. I don't want to mess with the
merc/generic selection logic when we're hopefully going to get rid of it
soon.
- There is no support for ripple or texture scroll. These use generic on
jak 1, and remain broken on jak 2.
- Like with `emerc`, jak 1 has a toggle to go back to the old behavior
`*blerc-hack*`.
- In most cases, toggling this causes no visual differences. One
exception is Gol's teeth. I believe this is caused by texture coordinate
rounding issues, where generic has an additional float -> int -> float
compared to PC merc. It is very hard to notice so I'm not going to worry
about it.
2023-01-31 18:23:39 -05:00
water111 fff3a2d872
[extractor] create debug_out (#2159)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-01-30 19:20:29 -05:00
water111 0fcc7eb8e9
[merc2] Support emerc (#2147)
This adds environment mapping support to `Merc2`, and turns it on for
Jak 1 and Jak 2.

- The performance is much better
- Jak 1 can be toggled back to the old behavior with `(set! *emerc-hack*
#f)`. The new environment mapping is identical to the old one everywhere
I checked.
- Jak 1 still falls back to generic for ripple/texscroll/blerc/eyes -
there's still no dynamic texture or vertex updating support. The eye
detection stuff will sometimes flag stuff as eyes which is not eyes,
which is fine, but means that generic will be used in some places where
emerc could be used. For example, the shiny plates on jak's arm will be
drawn with generic because jak has eyes.
- Jak 2 hasn't been checked super carefully against PCSX2 yet.
- Jak 2 still isn't technically using emerc, but instead putting emerc
models in the merc bucket.
- The interface to merc is a lot different now and totally custom
OpenGOAL DMA code. The original merc drawing asm doesn't run anymore.
- The FR3 format changed
- Something funky going on with foreground lighting in escape, but
doesn't seem to be related to this change?

Performance comparison, jak 1, in likely the most generic-merc heavy
spot:

![image](https://user-images.githubusercontent.com/48171810/213882718-feb2ab59-95a9-44a2-b0e5-95fba860c7b0.png)

![image](https://user-images.githubusercontent.com/48171810/213882736-8dbbf4c9-6bbf-4d0b-96ce-78d63274660c.png)
2023-01-22 18:30:31 -05:00