Commit graph

19 commits

Author SHA1 Message Date
water111 5b04be2fa0
Add hfrag, clean up some background renderer stuff (#3509)
This adds hfrag, but with a few remaining issues:
- The textures aren't animated. Instead, it just uses one texture.
- The texture filtering isn't as good as at it could be.

I also cleaned up a few issues with the background renderers:
- Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
- Moved time-of-day color packing stuff to FR3 creation, rather than at
level load. This appears to reduce the frame time spikes when a level is
first drawn by about 5 or 6 ms in big levels.
- Cleaned up the x86 specific stuff used in time of day. Now there's
only one place where we have an `ifdef`, rather than spreading it all
over the rendering code.
2024-05-09 20:11:43 -04:00
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
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
Tyler Wilding a264b6539b
game: Remove temporary CLI arg shim in gk (#2532) 2023-04-22 14:13:57 -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 a0d2bce27b
Minor bug fixes (#2128)
- make sure bsp is processed on `l` levels in extraction (caused missing
remaps)
- clean up a few prints in extraction
- handle the <15 byte differences in art group files automatically (no
more errors about file naming)
- fix potential exception thrown by merc2 in a few ways: fixed bad data
in FR3's, check texture index just in case, and handle exceptions a
little bit better (still a crash, but at least you get a print)
- fix mips2 ocean stuff causing ocean far crashes
2023-01-14 16:26:17 -05:00
water111 3d4dfb2077
[decomp] Decompile some time-of-day stuff, support new style Jak 2 time of day (#1943)
- Add "tfrag-water" tfrag tree support (may just be the same as Jak 1's
'dirt' for the settings)
- Add "tfrag-trans" tfrag tree support, reusing "trans-tfrag" from jak
1.
- Add a hack to `LinkedObjectFileCreation` to handle `oracle`, which is
accidentally multiply defined as a type leftover from jak 1 (an entity
in village1), and level info for jak 2.
- Add `VI1.DGO`
- add `time-of-day.gc`, and a few other stub functions so it works
- Set up some time of day stuff in GOAL for jak 2/PC renderers
- Clean up time of day in c++ renderers, support the more complicated
weight system used by jak 2 (backward compatible with jak 1, thankfully)

The mood functions now run, so this could cause problems if they rely on
stuff we don't have yet. But it seems fine for ctysluma and prison for
now.


![image](https://user-images.githubusercontent.com/48171810/194719441-d185f59c-19dc-4cd3-a5c4-00b0cfe1d6c3.png)


![image](https://user-images.githubusercontent.com/48171810/194719449-6e051bf3-0750-42e5-a654-901313dbe479.png)


![image](https://user-images.githubusercontent.com/48171810/194719455-3ca6793e-873a-449a-8e85-9c20ffeb4da3.png)


![image](https://user-images.githubusercontent.com/48171810/194719461-8f27af17-4434-4492-96cd-8c5eec6eafdf.png)


![image](https://user-images.githubusercontent.com/48171810/194719468-720715b9-985a-4acf-928c-eab948cfcb03.png)


![image](https://user-images.githubusercontent.com/48171810/194719486-bfb91e83-f6ca-4585-80ad-3b2c0cbbd5af.png)


![image](https://user-images.githubusercontent.com/48171810/194719492-df065d2f-cb5a-47e3-a248-f5317c42082f.png)


![image](https://user-images.githubusercontent.com/48171810/194719507-91e1f477-ecfe-4d6c-b744-5f24646255ca.png)
2022-10-08 13:33:03 -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
Tyler Wilding 2d595c1ac0
lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
water111 be976d2e69
[merc] Add merc extraction (#1356)
* docs for ee merc code

* wip

* more extraction stuff

* partial mat1 working

* mat1

* cleanup

* partial mat2 and mat3 support

* merc extraction seems to work
2022-05-11 22:53:53 -04:00
water111 61766d2d22
Collision mesh extraction (#1330)
* temp

* extract collision mesh

* temp

* improve

* toggle, cleanup
2022-04-25 21:53:23 -04:00
water111 b2ed9313bd
[graphics] First part of shrub extraction (#1258)
* decompile 90% of shrubbery

* some more progress

* some more

* big function decompiled

* went through `draw-prototype-inline-array-shrub` and made more notes

* shrub: start implementing extract_shrub

* read through current notes and add the info to current decomp

* decomp: allow skipping inline-asm from output

* add code to BspHeader to get GOAL types for shrubs

* add doc

* wip

* fix bad merge

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
2022-03-28 18:14:25 -04:00
water111 b999422305
[tie] add wind effect (#1046)
* wip tie wind stuff

* wind

* clang
2022-01-02 19:02:28 -05:00
ManDude 9ff71412e5
[runtime] pckernel implementation (#1032)
* toggle for ripping level models

* Create pckernel.gc

* builds and works

* fix defs

* resolution info works

* native letterboxing

* menu

* Fullscreen buttons

* Update glfw

* fix fullscreen taking over everything for some reason

* fix screenshots and add more menu options

* Cleanup DMA mess in load boundary render code (first try!!)

* Update default-menu.gc

* clang

* fix accidental macros in pairs

* refs

* fix null reference bugs

* add lavatube

* custom aspect ratios work (3D only)

* custom aspect ratios work (3D only)

* fix aspect ratio and non-4x3 debug text

* change `sceOpen`

* deadzone setting

* merge fixes

* check out `debug-pad-display`

* update readme imgs

* settings save works

* oops

* settings read/load (incomplete)

* add `:stop` to debugger and fix detach on Windows

* settings load works

* fullscreen and aspect ratio setting fixes

* swap menu options for convenience

* settings loads automatically properly

* fix panic and font hack edge case

* add rolling, ogre, snow, swamp, sunken b, jungle b

* Fixed borderless on windows please work

* Update fake_iso.txt

* remove error from opengl debug filter

* update refs

* minor tfrag tod palette lookup change

* accidentally nuked all opengl errors
2021-12-30 18:48:37 -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
Renamed from tools/level_tools/BspHeader.h (Browse further)