jak-project/game/graphics/opengl_renderer/BucketRenderer.h
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

103 lines
3 KiB
C++

#pragma once
#include <string>
#include <memory>
#include "common/dma/dma_chain_read.h"
#include "game/graphics/opengl_renderer/Shader.h"
#include "game/graphics/texture/TexturePool.h"
#include "game/graphics/opengl_renderer/Profiler.h"
#include "game/graphics/opengl_renderer/Loader.h"
/*!
* Matches the bucket-id enum in GOAL
*/
enum class BucketId {
BUCKET0 = 0,
BUCKET1 = 1,
SKY_DRAW = 3,
TFRAG_TEX_LEVEL0 = 5,
TFRAG_LEVEL0 = 6,
TIE_LEVEL0 = 9,
TFRAG_TEX_LEVEL1 = 12,
TFRAG_LEVEL1 = 13,
TIE_LEVEL1 = 16,
SHRUB_TEX_LEVEL0 = 19,
SHRUB_TEX_LEVEL1 = 25,
ALPHA_TEX_LEVEL0 = 31,
TFRAG_TRANS0_AND_SKY_BLEND_LEVEL0 = 32,
TFRAG_DIRT_LEVEL0 = 34,
ALPHA_TEX_LEVEL1 = 38,
TFRAG_TRANS1_AND_SKY_BLEND_LEVEL1 = 39,
TFRAG_DIRT_LEVEL1 = 41,
PRIS_TEX_LEVEL0 = 48,
PRIS_TEX_LEVEL1 = 51,
WATER_TEX_LEVEL0 = 57,
WATER_TEX_LEVEL1 = 60,
// ...
PRE_SPRITE_TEX = 65, // maybe it's just common textures?
SPRITE = 66,
DEBUG_DRAW_0 = 67,
DEBUG_DRAW_1 = 68,
MAX_BUCKETS = 69
};
/*!
* The main renderer will contain a single SharedRenderState that's passed to all bucket renderers.
* This allows bucket renders to share textures and shaders.
*/
struct SharedRenderState {
explicit SharedRenderState(std::shared_ptr<TexturePool> _texture_pool)
: texture_pool(_texture_pool) {}
ShaderLibrary shaders;
std::shared_ptr<TexturePool> texture_pool;
Loader loader;
u32 buckets_base = 0; // address of buckets array.
u32 next_bucket = 0; // address of next bucket that we haven't started rendering in buckets
u32 default_regs_buffer = 0; // address of the default regs chain.
void* ee_main_memory = nullptr;
u32 offset_of_s7;
bool dump_playback = false;
};
/*!
* Interface for bucket renders. Each bucket will have its own BucketRenderer.
*/
class BucketRenderer {
public:
BucketRenderer(const std::string& name, BucketId my_id) : m_name(name), m_my_id(my_id) {}
virtual void render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) = 0;
std::string name_and_id() const;
virtual ~BucketRenderer() = default;
bool& enabled() { return m_enabled; }
virtual bool empty() const { return false; }
virtual void draw_debug_window() = 0;
virtual void serialize(Serializer&) {}
protected:
std::string m_name;
BucketId m_my_id;
bool m_enabled = true;
};
/*!
* Renderer that makes sure the bucket is empty and ignores it.
*/
class EmptyBucketRenderer : public BucketRenderer {
public:
EmptyBucketRenderer(const std::string& name, BucketId my_id);
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
bool empty() const override { return true; }
void draw_debug_window() override {}
};
class SkipRenderer : public BucketRenderer {
public:
SkipRenderer(const std::string& name, BucketId my_id);
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
bool empty() const override { return true; }
void draw_debug_window() override {}
};