jak-project/game/graphics/opengl_renderer/sprite/Sprite3.cpp
water111 08ce65fd9b
[jak2] add sprite glow renderer (#2232)
Adds the "sprite glow" renderer, which is responsible for the glowing
lights.
2023-02-20 20:25:45 -05:00

787 lines
29 KiB
C++

#include "Sprite3.h"
#include "common/log/log.h"
#include "game/graphics/opengl_renderer/background/background_common.h"
#include "game/graphics/opengl_renderer/dma_helpers.h"
#include "third-party/fmt/core.h"
#include "third-party/imgui/imgui.h"
namespace {
/*!
* Does the next DMA transfer look like it could be the start of a 2D group?
*/
bool looks_like_2d_chunk_start(const DmaFollower& dma) {
return dma.current_tag().qwc == 1 && dma.current_tag().kind == DmaTag::Kind::CNT;
}
/*!
* Read the header. Asserts if it's bad.
* Returns the number of sprites.
* Advances 1 dma transfer
*/
u32 process_sprite_chunk_header(DmaFollower& dma) {
auto transfer = dma.read_and_advance();
// note that flg = true, this should use double buffering
bool ok = verify_unpack_with_stcycl(transfer, VifCode::Kind::UNPACK_V4_32, 4, 4, 1,
SpriteDataMem::Header, false, true);
ASSERT(ok);
u32 header[4];
memcpy(header, transfer.data, 16);
ASSERT(header[0] <= Sprite3::SPRITES_PER_CHUNK);
return header[0];
}
constexpr int SPRITE_RENDERER_MAX_SPRITES = 1920 * 10;
} // namespace
Sprite3::Sprite3(const std::string& name, int my_id)
: BucketRenderer(name, my_id), m_direct(name, my_id, 1024) {
opengl_setup();
}
void Sprite3::opengl_setup() {
// Set up OpenGL for 'normal' sprites
opengl_setup_normal();
// Set up OpenGL for distort sprites
opengl_setup_distort();
}
void Sprite3::opengl_setup_normal() {
glGenBuffers(1, &m_ogl.vertex_buffer);
glGenVertexArrays(1, &m_ogl.vao);
glBindVertexArray(m_ogl.vao);
glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
auto verts = SPRITE_RENDERER_MAX_SPRITES * 4;
auto bytes = verts * sizeof(SpriteVertex3D);
glBufferData(GL_ARRAY_BUFFER, bytes, nullptr, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, // location 0 in the shader
4, // 4 floats per vert (w unused)
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, xyz_sx) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1, // location 1 in the shader
4, // 4 color components
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, quat_sy) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(2);
glVertexAttribPointer(
2, // location 2 in the shader
4, // 4 color components
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, rgba) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(3);
glVertexAttribIPointer(
3, // location 3 in the shader
2, // 4 color components
GL_UNSIGNED_SHORT, // floats
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, flags_matrix) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(4);
glVertexAttribIPointer(
4, // location 4 in the shader
4, // 3 floats per vert
GL_UNSIGNED_SHORT, // floats
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, info) // offset in array (why is this a pointer...)
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
u32 idx_buffer_len = SPRITE_RENDERER_MAX_SPRITES * 5;
glGenBuffers(1, &m_ogl.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ogl.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_len * sizeof(u32), nullptr, GL_STREAM_DRAW);
glBindVertexArray(0);
m_vertices_3d.resize(verts);
m_index_buffer_data.resize(idx_buffer_len);
m_default_mode.disable_depth_write();
m_default_mode.set_depth_test(GsTest::ZTest::GEQUAL);
m_default_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
m_default_mode.set_aref(38);
m_default_mode.set_alpha_test(DrawMode::AlphaTest::GEQUAL);
m_default_mode.set_alpha_fail(GsTest::AlphaFail::FB_ONLY);
m_default_mode.set_at(true);
m_default_mode.set_zt(true);
m_default_mode.set_ab(true);
m_current_mode = m_default_mode;
}
/*!
* Handle DMA data that does the per-frame setup.
* This should get the dma chain immediately after the call to sprite-draw-distorters.
* It ends right before the sprite-add-matrix-data for the 3d's
*/
void Sprite3::handle_sprite_frame_setup(DmaFollower& dma, GameVersion version) {
// first is some direct data
auto direct_data = dma.read_and_advance();
ASSERT(direct_data.size_bytes == 3 * 16);
memcpy(m_sprite_direct_setup, direct_data.data, 3 * 16);
// next would be the program, but it's 0 size on the PC and isn't sent.
// next is the "frame data"
switch (version) {
case GameVersion::Jak1: {
auto frame_data = dma.read_and_advance();
ASSERT(frame_data.size_bytes == (int)sizeof(SpriteFrameDataJak1)); // very cool
ASSERT(frame_data.vifcode0().kind == VifCode::Kind::STCYCL);
VifCodeStcycl frame_data_stcycl(frame_data.vifcode0());
ASSERT(frame_data_stcycl.cl == 4);
ASSERT(frame_data_stcycl.wl == 4);
ASSERT(frame_data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
VifCodeUnpack frame_data_unpack(frame_data.vifcode1());
ASSERT(frame_data_unpack.addr_qw == SpriteDataMem::FrameData);
ASSERT(frame_data_unpack.use_tops_flag == false);
SpriteFrameDataJak1 jak1_data;
memcpy(&jak1_data, frame_data.data, sizeof(SpriteFrameDataJak1));
m_frame_data.from_jak1(jak1_data);
} break;
case GameVersion::Jak2: {
auto frame_data = dma.read_and_advance();
ASSERT(frame_data.size_bytes == (int)sizeof(SpriteFrameData)); // very cool
ASSERT(frame_data.vifcode0().kind == VifCode::Kind::STCYCL);
VifCodeStcycl frame_data_stcycl(frame_data.vifcode0());
ASSERT(frame_data_stcycl.cl == 4);
ASSERT(frame_data_stcycl.wl == 4);
ASSERT(frame_data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
VifCodeUnpack frame_data_unpack(frame_data.vifcode1());
ASSERT(frame_data_unpack.addr_qw == SpriteDataMem::FrameData);
ASSERT(frame_data_unpack.use_tops_flag == false);
memcpy(&m_frame_data, frame_data.data, sizeof(SpriteFrameData));
} break;
default:
ASSERT_NOT_REACHED();
}
// next, a MSCALF.
auto mscalf = dma.read_and_advance();
ASSERT(mscalf.size_bytes == 0);
ASSERT(mscalf.vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(mscalf.vifcode0().immediate == SpriteProgMem::Init);
ASSERT(mscalf.vifcode1().kind == VifCode::Kind::FLUSHE);
// next base and offset
auto base_offset = dma.read_and_advance();
ASSERT(base_offset.size_bytes == 0);
ASSERT(base_offset.vifcode0().kind == VifCode::Kind::BASE);
ASSERT(base_offset.vifcode0().immediate == SpriteDataMem::Buffer0);
ASSERT(base_offset.vifcode1().kind == VifCode::Kind::OFFSET);
ASSERT(base_offset.vifcode1().immediate == SpriteDataMem::Buffer1);
}
void Sprite3::render_3d(DmaFollower& dma) {
// one time matrix data
auto matrix_data = dma.read_and_advance();
ASSERT(matrix_data.size_bytes == sizeof(Sprite3DMatrixData));
bool unpack_ok = verify_unpack_with_stcycl(matrix_data, VifCode::Kind::UNPACK_V4_32, 4, 4, 5,
SpriteDataMem::Matrix, false, false);
ASSERT(unpack_ok);
static_assert(sizeof(m_3d_matrix_data) == 5 * 16);
memcpy(&m_3d_matrix_data, matrix_data.data, sizeof(m_3d_matrix_data));
// TODO
}
void Sprite3::render_2d_group0(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// opengl sprite frame setup
auto shid = render_state->shaders[ShaderId::SPRITE3].id();
glUniform4fv(glGetUniformLocation(shid, "hvdf_offset"), 1, m_3d_matrix_data.hvdf_offset.data());
glUniform1f(glGetUniformLocation(shid, "pfog0"), m_frame_data.pfog0);
glUniform1f(glGetUniformLocation(shid, "min_scale"), m_frame_data.min_scale);
glUniform1f(glGetUniformLocation(shid, "max_scale"), m_frame_data.max_scale);
glUniform1f(glGetUniformLocation(shid, "fog_min"), m_frame_data.fog_min);
glUniform1f(glGetUniformLocation(shid, "fog_max"), m_frame_data.fog_max);
// glUniform1f(glGetUniformLocation(shid, "bonus"), m_frame_data.bonus);
// glUniform4fv(glGetUniformLocation(shid, "hmge_scale"), 1, m_frame_data.hmge_scale.data());
glUniform1f(glGetUniformLocation(shid, "deg_to_rad"), m_frame_data.deg_to_rad);
glUniform1f(glGetUniformLocation(shid, "inv_area"), m_frame_data.inv_area);
glUniformMatrix4fv(glGetUniformLocation(shid, "camera"), 1, GL_FALSE,
m_3d_matrix_data.camera.data());
glUniform4fv(glGetUniformLocation(shid, "xy_array"), 8, m_frame_data.xy_array[0].data());
glUniform4fv(glGetUniformLocation(shid, "xyz_array"), 4, m_frame_data.xyz_array[0].data());
glUniform4fv(glGetUniformLocation(shid, "st_array"), 4, m_frame_data.st_array[0].data());
glUniform4fv(glGetUniformLocation(shid, "basis_x"), 1, m_frame_data.basis_x.data());
glUniform4fv(glGetUniformLocation(shid, "basis_y"), 1, m_frame_data.basis_y.data());
u16 last_prog = -1;
while (looks_like_2d_chunk_start(dma)) {
m_debug_stats.blocks_2d_grp0++;
// 4 packets per chunk
// first is the header
u32 sprite_count = process_sprite_chunk_header(dma);
m_debug_stats.count_2d_grp0 += sprite_count;
// second is the vector data
u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count;
auto vec_data = dma.read_and_advance();
ASSERT(expected_vec_size <= sizeof(m_vec_data_2d));
unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size,
SpriteDataMem::Vector, false, true);
// third is the adgif data
u32 expected_adgif_size = sizeof(AdGifData) * sprite_count;
auto adgif_data = dma.read_and_advance();
ASSERT(expected_adgif_size <= sizeof(m_adgif));
unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size,
SpriteDataMem::Adgif, false, true);
// fourth is the actual run!!!!!
auto run = dma.read_and_advance();
ASSERT(run.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(run.vifcode1().kind == VifCode::Kind::MSCAL);
if (m_enabled) {
if (run.vifcode1().immediate != last_prog) {
// one-time setups and flushing
flush_sprites(render_state, prof, false);
}
if (run.vifcode1().immediate == SpriteProgMem::Sprites2dGrp0) {
if (m_2d_enable) {
do_block_common(SpriteMode::Mode2D, sprite_count, render_state, prof);
}
} else {
if (m_3d_enable) {
do_block_common(SpriteMode::Mode3D, sprite_count, render_state, prof);
}
}
last_prog = run.vifcode1().immediate;
}
}
}
void Sprite3::render_fake_shadow(DmaFollower& dma) {
// TODO
// nop + flushe
auto nop_flushe = dma.read_and_advance();
ASSERT(nop_flushe.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(nop_flushe.vifcode1().kind == VifCode::Kind::FLUSHE);
}
/*!
* Handle DMA data for group1 2d's (HUD)
*/
void Sprite3::render_2d_group1(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// one time matrix data upload
auto mat_upload = dma.read_and_advance();
bool mat_ok = verify_unpack_with_stcycl(mat_upload, VifCode::Kind::UNPACK_V4_32, 4, 4, 80,
SpriteDataMem::Matrix, false, false);
ASSERT(mat_ok);
ASSERT(mat_upload.size_bytes == sizeof(m_hud_matrix_data));
memcpy(&m_hud_matrix_data, mat_upload.data, sizeof(m_hud_matrix_data));
// opengl sprite frame setup
glUniform4fv(
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hud_hvdf_offset"), 1,
m_hud_matrix_data.hvdf_offset.data());
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hud_hvdf_user"),
75, m_hud_matrix_data.user_hvdf[0].data());
glUniformMatrix4fv(
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hud_matrix"), 1,
GL_FALSE, m_hud_matrix_data.matrix.data());
// loop through chunks.
while (looks_like_2d_chunk_start(dma)) {
m_debug_stats.blocks_2d_grp1++;
// 4 packets per chunk
// first is the header
u32 sprite_count = process_sprite_chunk_header(dma);
m_debug_stats.count_2d_grp1 += sprite_count;
// second is the vector data
u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count;
auto vec_data = dma.read_and_advance();
ASSERT(expected_vec_size <= sizeof(m_vec_data_2d));
unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size,
SpriteDataMem::Vector, false, true);
// third is the adgif data
u32 expected_adgif_size = sizeof(AdGifData) * sprite_count;
auto adgif_data = dma.read_and_advance();
ASSERT(expected_adgif_size <= sizeof(m_adgif));
unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size,
SpriteDataMem::Adgif, false, true);
// fourth is the actual run!!!!!
auto run = dma.read_and_advance();
ASSERT(run.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(run.vifcode1().kind == VifCode::Kind::MSCAL);
ASSERT(run.vifcode1().immediate == SpriteProgMem::Sprites2dHud);
if (m_enabled && m_2d_enable) {
do_block_common(SpriteMode::ModeHUD, sprite_count, render_state, prof);
}
}
}
void Sprite3::render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) {
switch (render_state->version) {
case GameVersion::Jak1:
render_jak1(dma, render_state, prof);
break;
case GameVersion::Jak2:
render_jak2(dma, render_state, prof);
break;
default:
ASSERT_NOT_REACHED();
}
}
void Sprite3::render_jak2(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
m_debug_stats = {};
auto data0 = dma.read_and_advance();
ASSERT(data0.vif1() == 0 || data0.vifcode1().kind == VifCode::Kind::NOP);
ASSERT(data0.vif0() == 0 || data0.vifcode0().kind == VifCode::Kind::MARK);
ASSERT(data0.size_bytes == 0);
if (dma.current_tag_offset() == render_state->next_bucket) {
return;
}
// First is the distorter (temporarily disabled for jak 2)
{
// auto child = prof.make_scoped_child("distorter");
// render_distorter(dma, render_state, child);
}
// next, the normal sprite stuff
render_state->shaders[ShaderId::SPRITE3].activate();
handle_sprite_frame_setup(dma, render_state->version);
// 3d sprites
render_3d(dma);
// 2d draw
// m_sprite_renderer.reset_state();
{
auto child = prof.make_scoped_child("2d-group0");
render_2d_group0(dma, render_state, child);
flush_sprites(render_state, prof, false);
}
// shadow draw
render_fake_shadow(dma);
// 2d draw (HUD)
{
auto child = prof.make_scoped_child("2d-group1");
render_2d_group1(dma, render_state, child);
flush_sprites(render_state, prof, true);
auto nop_flushe = dma.read_and_advance();
ASSERT(nop_flushe.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(nop_flushe.vifcode1().kind == VifCode::Kind::FLUSHE);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
{
auto p = prof.make_scoped_child("glow");
glow_dma_and_draw(dma, render_state, p);
}
// fmt::print("next bucket is 0x{}\n", render_state->next_bucket);
while (dma.current_tag_offset() != render_state->next_bucket) {
// auto tag = dma.current_tag();
auto data = dma.read_and_advance();
(void)data;
// VifCode code(data.vif0());
// fmt::print("@ 0x{:x} tag: {}", dma.current_tag_offset(), tag.print());
// fmt::print(" vif0: {}\n", code.print());
// fmt::print(" vif1: {}\n", VifCode(data.vif1()).print());
}
}
void Sprite3::render_jak1(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
m_debug_stats = {};
// First thing should be a NEXT with two nops. this is a jump from buckets to sprite data
auto data0 = dma.read_and_advance();
ASSERT(data0.vif1() == 0);
ASSERT(data0.vif0() == 0);
ASSERT(data0.size_bytes == 0);
if (dma.current_tag().kind == DmaTag::Kind::CALL) {
// sprite renderer didn't run, let's just get out of here.
for (int i = 0; i < 4; i++) {
dma.read_and_advance();
}
ASSERT(dma.current_tag_offset() == render_state->next_bucket);
return;
}
// First is the distorter
{
auto child = prof.make_scoped_child("distorter");
render_distorter(dma, render_state, child);
}
render_state->shaders[ShaderId::SPRITE3].activate();
// next, sprite frame setup.
handle_sprite_frame_setup(dma, render_state->version);
// 3d sprites
render_3d(dma);
// 2d draw
// m_sprite_renderer.reset_state();
{
auto child = prof.make_scoped_child("2d-group0");
render_2d_group0(dma, render_state, child);
flush_sprites(render_state, prof, false);
}
// shadow draw
render_fake_shadow(dma);
// 2d draw (HUD)
{
auto child = prof.make_scoped_child("2d-group1");
render_2d_group1(dma, render_state, child);
flush_sprites(render_state, prof, true);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
// TODO finish this up.
// fmt::print("next bucket is 0x{}\n", render_state->next_bucket);
while (dma.current_tag_offset() != render_state->next_bucket) {
// auto tag = dma.current_tag();
// fmt::print("@ 0x{:x} tag: {}", dma.current_tag_offset(), tag.print());
auto data = dma.read_and_advance();
VifCode code(data.vif0());
// fmt::print(" vif0: {}\n", code.print());
if (code.kind == VifCode::Kind::NOP) {
// fmt::print(" vif1: {}\n", VifCode(data.vif1()).print());
}
}
}
void Sprite3::draw_debug_window() {
ImGui::Separator();
ImGui::Text("Distort sprites: %d", m_distort_stats.total_sprites);
ImGui::Text("2D Group 0 (World) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp0,
m_debug_stats.count_2d_grp0);
ImGui::Text("2D Group 1 (HUD) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp1,
m_debug_stats.count_2d_grp1);
ImGui::Checkbox("Culling", &m_enable_culling);
ImGui::Checkbox("2d", &m_2d_enable);
ImGui::SameLine();
ImGui::Checkbox("3d", &m_3d_enable);
ImGui::Checkbox("Distort", &m_distort_enable);
ImGui::Checkbox("Distort instancing", &m_enable_distort_instancing);
ImGui::Separator();
m_glow_renderer.draw_debug_window();
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Render (for real)
void Sprite3::flush_sprites(SharedRenderState* render_state,
ScopedProfilerNode& prof,
bool double_draw) {
glBindVertexArray(m_ogl.vao);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(UINT32_MAX);
// upload vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, m_sprite_idx * sizeof(SpriteVertex3D) * 4, m_vertices_3d.data(),
GL_STREAM_DRAW);
// two passes through the buckets. first to build the index buffer
u32 idx_offset = 0;
for (const auto bucket : m_bucket_list) {
memcpy(&m_index_buffer_data[idx_offset], bucket->ids.data(), bucket->ids.size() * sizeof(u32));
bucket->offset_in_idx_buffer = idx_offset;
idx_offset += bucket->ids.size();
}
// now upload it
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ogl.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_offset * sizeof(u32), m_index_buffer_data.data(),
GL_STREAM_DRAW);
// now do draws!
for (const auto bucket : m_bucket_list) {
u32 tbp = bucket->key >> 32;
DrawMode mode;
mode.as_int() = bucket->key & 0xffffffff;
std::optional<u64> tex;
tex = render_state->texture_pool->lookup(tbp);
if (!tex) {
lg::warn("Failed to find texture at {}, using random", tbp);
tex = render_state->texture_pool->get_placeholder_texture();
}
ASSERT(tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *tex);
auto settings = setup_opengl_from_draw_mode(mode, GL_TEXTURE0, false);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_min"),
double_draw ? settings.aref_first : 0.016);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_max"),
10.f);
glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "tex_T0"), 0);
prof.add_draw_call();
prof.add_tri(2 * (bucket->ids.size() / 5));
glDrawElements(GL_TRIANGLE_STRIP, bucket->ids.size(), GL_UNSIGNED_INT,
(void*)(bucket->offset_in_idx_buffer * sizeof(u32)));
if (double_draw) {
switch (settings.kind) {
case DoubleDrawKind::NONE:
break;
case DoubleDrawKind::AFAIL_NO_DEPTH_WRITE:
prof.add_draw_call();
prof.add_tri(2 * (bucket->ids.size() / 5));
glUniform1f(
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_min"),
-10.f);
glUniform1f(
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_max"),
settings.aref_second);
glDepthMask(GL_FALSE);
glDrawElements(GL_TRIANGLE_STRIP, bucket->ids.size(), GL_UNSIGNED_INT,
(void*)(bucket->offset_in_idx_buffer * sizeof(u32)));
break;
default:
ASSERT(false);
}
}
}
m_sprite_buckets.clear();
m_bucket_list.clear();
m_last_bucket_key = UINT64_MAX;
m_last_bucket = nullptr;
m_sprite_idx = 0;
glBindVertexArray(0);
}
void Sprite3::handle_tex0(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
GsTex0 reg(val);
// update tbp
m_current_tbp = reg.tbp0();
m_current_mode.set_tcc(reg.tcc());
// tbw: assume they got it right
// psm: assume they got it right
// tw: assume they got it right
// th: assume they got it right
ASSERT(reg.tfx() == GsTex0::TextureFunction::MODULATE);
ASSERT(reg.psm() != GsTex0::PSM::PSMT4HH);
// cbp: assume they got it right
// cpsm: assume they got it right
// csm: assume they got it right
}
void Sprite3::handle_tex1(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
GsTex1 reg(val);
m_current_mode.set_filt_enable(reg.mmag());
}
void Sprite3::handle_zbuf(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
// note: we can basically ignore this. There's a single z buffer that's always configured the same
// way - 24-bit, at offset 448.
GsZbuf x(val);
ASSERT(x.psm() == TextureFormat::PSMZ24);
ASSERT(x.zbp() == 448 || x.zbp() == 304); // 304 for jak 2.
m_current_mode.set_depth_write_enable(!x.zmsk());
}
void Sprite3::handle_clamp(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
if (!(val == 0b101 || val == 0 || val == 1 || val == 0b100)) {
ASSERT_MSG(false, fmt::format("clamp: 0x{:x}", val));
}
m_current_mode.set_clamp_s_enable(val & 0b001);
m_current_mode.set_clamp_t_enable(val & 0b100);
}
void Sprite3::update_mode_from_alpha1(u64 val, DrawMode& mode) {
GsAlpha reg(val);
if (reg.a_mode() == GsAlpha::BlendMode::SOURCE && reg.b_mode() == GsAlpha::BlendMode::DEST &&
reg.c_mode() == GsAlpha::BlendMode::SOURCE && reg.d_mode() == GsAlpha::BlendMode::DEST) {
// (Cs - Cd) * As + Cd
// Cs * As + (1 - As) * Cd
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.c_mode() == GsAlpha::BlendMode::SOURCE &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
// (Cs - 0) * As + Cd
// Cs * As + (1) * CD
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_SRC_DST);
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
ASSERT(reg.fix() == 128);
// Cv = (Cs - 0) * FIX + Cd
// if fix = 128, it works out to 1.0
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_FIX_DST);
// src plus dest
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::DEST &&
reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
// Cv = (Cs - Cd) * FIX + Cd
ASSERT(reg.fix() == 64);
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_FIX_DST);
} else if (reg.a_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.b_mode() == GsAlpha::BlendMode::SOURCE &&
reg.c_mode() == GsAlpha::BlendMode::SOURCE &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
// (0 - Cs) * As + Cd
// Cd - Cs * As
// s, d
mode.set_alpha_blend(DrawMode::AlphaBlend::ZERO_SRC_SRC_DST);
}
else {
lg::error("unsupported blend: a {} b {} c {} d {}", (int)reg.a_mode(), (int)reg.b_mode(),
(int)reg.c_mode(), (int)reg.d_mode());
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
ASSERT(false);
}
}
void Sprite3::handle_alpha(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
update_mode_from_alpha1(val, m_current_mode);
}
void Sprite3::do_block_common(SpriteMode mode,
u32 count,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
m_current_mode = m_default_mode;
for (u32 sprite_idx = 0; sprite_idx < count; sprite_idx++) {
if (m_sprite_idx == SPRITE_RENDERER_MAX_SPRITES) {
flush_sprites(render_state, prof, mode == ModeHUD);
}
if (mode == Mode2D && render_state->has_pc_data && m_enable_culling) {
// we can skip sprites that are out of view
// it's probably possible to do this for 3D as well.
auto bsphere = m_vec_data_2d[sprite_idx].xyz_sx;
bsphere.w() = std::max(bsphere.w(), m_vec_data_2d[sprite_idx].sy());
if (bsphere.w() == 0 || !sphere_in_view_ref(bsphere, render_state->camera_planes)) {
continue;
}
}
auto& adgif = m_adgif[sprite_idx];
handle_tex0(adgif.tex0_data, render_state, prof);
handle_tex1(adgif.tex1_data, render_state, prof);
if (GsRegisterAddress(adgif.clamp_addr) == GsRegisterAddress::ZBUF_1) {
handle_zbuf(adgif.clamp_data, render_state, prof);
} else {
handle_clamp(adgif.clamp_data, render_state, prof);
}
handle_alpha(adgif.alpha_data, render_state, prof);
u64 key = (((u64)m_current_tbp) << 32) | m_current_mode.as_int();
Bucket* bucket;
if (key == m_last_bucket_key) {
bucket = m_last_bucket;
} else {
auto it = m_sprite_buckets.find(key);
if (it == m_sprite_buckets.end()) {
bucket = &m_sprite_buckets[key];
bucket->key = key;
m_bucket_list.push_back(bucket);
} else {
bucket = &it->second;
}
}
u32 start_vtx_id = m_sprite_idx * 4;
bucket->ids.push_back(start_vtx_id);
bucket->ids.push_back(start_vtx_id + 1);
bucket->ids.push_back(start_vtx_id + 2);
bucket->ids.push_back(start_vtx_id + 3);
bucket->ids.push_back(UINT32_MAX);
auto& vert1 = m_vertices_3d.at(start_vtx_id + 0);
vert1.xyz_sx = m_vec_data_2d[sprite_idx].xyz_sx;
vert1.quat_sy = m_vec_data_2d[sprite_idx].flag_rot_sy;
vert1.rgba = m_vec_data_2d[sprite_idx].rgba / 255;
vert1.flags_matrix[0] = m_vec_data_2d[sprite_idx].flag();
vert1.flags_matrix[1] = m_vec_data_2d[sprite_idx].matrix();
vert1.info[0] = 0; // hack
vert1.info[1] = m_current_mode.get_tcc_enable();
vert1.info[2] = 0;
vert1.info[3] = mode;
m_vertices_3d.at(start_vtx_id + 1) = vert1;
m_vertices_3d.at(start_vtx_id + 2) = vert1;
m_vertices_3d.at(start_vtx_id + 3) = vert1;
m_vertices_3d.at(start_vtx_id + 1).info[2] = 1;
m_vertices_3d.at(start_vtx_id + 2).info[2] = 3;
m_vertices_3d.at(start_vtx_id + 3).info[2] = 2;
++m_sprite_idx;
}
}