The way we got/stored background matrices is a bit weird and full of
leftovers from the first attempts at porting renderers. This doesn't
work well with the Jak 2 "other camera" system where some stuff is
rendered with a different camera matrix.
This cleans most of it up. The exception is that the collide mesh
renderer and the additional sprite culling I added still need to peek at
some cached camera matrices.
This fixes the problem where etie uses the wrong matrices for "other
camera" levels. Now the "hole covers" go in the holes in the background
of the throne room.
![image](https://github.com/open-goal/jak-project/assets/48171810/73a88f7b-05d4-4e9c-bb34-5b45efffcb69)
This changes how `BlitDisplays.cpp` works so it looks at the current
render buffer, rather than the back buffer.
This approach is a bit faster because we avoid copying the back buffer
on every single frame.
It also removes the black frames when the transition starts/stops.
The remaining issues are:
- there's still a single frame of weirdness with the sprite glow
renderer.
- when changing resolutions, it doesn't work super well.
When drawing the spinning palace, there's a terrible hack that lets some
stuff be drawn with different camera matrices.
The ocean is drawn with camera-other (which spins), but was being culled
with camera (doesn't spin). This changes ocean to use the right camera
matrix.
Note that the ocean is special when it comes to camera-other - it always
uses camera-other if there is one. Other uses are set per-level and
should already be handled correctly.
This should fix a crash and animation bug in snowy. The way to trigger
the bug:
- go on ice
- move forward slowly
- stop moving forward. Reach zero speed when the frame number isn't
between 30 and 35 of the ice walking animation
- Due to this bug, the animation gets stuck at frame 60
- Take damage (due to normal lurker or ice lurker)
- Sidekick eye animation crashes because a frame number is NaN.
There was a single static path buffer being shared between multiple file
i/o threads. So sometimes you would end up using the wrong path for the
file, and getting size/data for the wrong file.
I think the original reason to have this buffer was just me being lazy
when we changed how project paths works a long time ago. It was a bad
idea in the first place.
Fixes skull gems using a low resolution texture.
Fixes issue where jak in cutscenes is dark after watching oracle-level-1
(and likely other bugs with texture animations getting stuck)
---------
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
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)
- Add security wall animation
- Add waterfall animations
- Add lava animations
- Update layer values from the game to fix the security wall
- Remove leftover debug in `level.gc` that would break level-specific
animations on the second time you visited the level
- Optionally load animated slot textures to the pool so generic can use
them (fixes skull gems in UI)
This fixes the crash reported in
https://github.com/open-goal/jak-project/issues/2833
There was a memory bug here for a long time where our array of `VagCmd`
in `iso_queue.cpp` was too small. This caused GetVagCommand to return
bogus pointers, and sound code would write over other parts of memory.
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.
I havn't tested it yet, but I can almost guarantee that atleast `goalc`
will not work in the slightest!
But the project is atleast fully compiling. My hope is to start
translating some AVX to NEON next / get `goalc` working...eventually.
The main thing that was done here was to slightly modify the new
subtitle-v2 JSON schema to be more similar to the existing one so that
it can properly be used in Crowdin.
Draft while I double-check the diff myself
Along the way the following was also done (among other things):
- got rid of as much duplication as was feasible in the serialization
and editor code
- separated the text serialization code from the subtitle code for
better organization
- simplified "base language" in the editor. The new subtitle format has
built-in support for defining a base language so the editor doesn't have
to be used as a crutch. Also, cutscenes only defined in the base come
first in the list now as that is generally the order you'd work from
(what you havn't done first)
- got rid of the GOAL subtitle format code completely
- switched jak 2 text translations to the JSON format as well
- found a few mistakes in the jak 1 subtitle metadata files
- added a couple minor features to the editor
- consolidate and removed complexity, ie. recently all jak 1 hints were
forced to the `named` type, so I got rid of the two types as there isn't
a need anymore.
- removed subtitle editor groups for jak 1, the only reason they existed
was so when the GOAL file was manually written out they were somewhat
organized, the editor has a decent filter control, there's no need for
them.
- removed the GOAL -> JSON python script helper, it's been a month or so
and no one has come forward with existing translations that they need
help with migrating. If they do need it, the script will be in the git
history.
I did some reasonably through testing in Jak1/Jak 2 and everything
seemed to work. But more testing is always a good idea.
---------
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
## Problem
OpenGOAL uses OpenGL 4.3.
Apple stopped upgrading OpenGL after 4.1, so the way OpenGOAL currently
works will never be playable on Macs using OpenGL.
## Solution
Luckily, downgrading to OpenGL 4.1 is not a huge change (at least it
doesn't seem like it to my untrained eyes).
## Changes
* set hints for OpenGL 4.1 instead of 4.3 for __APPLE__
* skip the OpenGL debugging callback setup for macOS (requires 4.3)
* bump down the version string for all shaders
* stop using the `binding` layout qualifier in shader code
* move the `flat` qualifier first (not sure if this is a 4.1 thing or
just Macs being more strict)
* don't mix signed and unsigned ints in shaders (not sure if this is a
4.1 thing or just Macs being more strict)
* add some hacky CPP to the Shader constructor for binding texture units
and bones buffers based on variable names in the shader code
## Results
![image](https://github.com/open-goal/jak-project/assets/33322/dd487c2a-61ac-4e36-a595-976204302977)
![Skärmavbild 2023-07-07 kl 13 10
30](https://github.com/open-goal/jak-project/assets/33322/7976d411-0604-4046-9e8a-123106cedf57)
![Skärmavbild 2023-07-07 kl 13 13
48](https://github.com/open-goal/jak-project/assets/33322/78db4f0c-da31-4889-995c-8f54e56deb5c)
The current event-based approach is very difficult to get right, and it
depends on no events ever being missed. This changes the keyboard/mouse
handling code to a polling-based approach.
Other fixes:
- an issue where modifier keys were not able to be successfully bound
(like Left Shift to `X`)
- improves cursor hiding (except when you use the start menu, this seems
like an SDL issue, see comment)
- Better discarding of kb/mouse inputs when imgui intercepts input
- properly swap bindings when an already set key is assigned, even if it
crosses the distinction of an analog vs normal button
Fixes#2800
Changes the DGO build order so that the city gets compiled first, and a
random guess at an "order" of which levels people might edit more often.
Most of the data-only borrow files are moved to the end as well.
Also moves around files in the `goal_src` tree to a structure that makes
a bit more sense, some files were either in the completely wrong place,
their folders had strange names, were too deep for no reason or were
just too far away from other relevant files. This structure should make
it easier to guess a file's location.
Removes a leftover case for falling to back to generic-merc in jak 1.
This should fix the bug where daxter's face wasn't animated in the intro
after floating-point blerc was added.
Fixes empty boxed arrays of strings breaking some decomp
(`ctywide-speech` and `race-info`).
Adds `decomp-as` tag to decompiler types so that the static data
decompiler can use macros like `meters` and `seconds` on fields that
aren't of type `meters` or `time-frame`.
Adds `override` tag to decompiler types which overrides the type of
field with that name. The type must be a child type of the original
field's type (or the same type, but why would you do this?).
Fixes the camera being offset for `drillmtn` after loading `palout`
once.
This is a huge refactor sadly.