jak-project/game/graphics/opengl_renderer/background/TFragment.h
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

181 lines
5.2 KiB
C++

#pragma once
#include "common/dma/gs.h"
#include "common/math/Vector.h"
#include "game/graphics/opengl_renderer/BucketRenderer.h"
#include "game/graphics/opengl_renderer/DirectRenderer.h"
#include "game/graphics/opengl_renderer/background/Tie3.h"
using math::Matrix4f;
using math::Vector4f;
struct TFragData {
Vector4f fog; // 0 656 (vf01)
Vector4f val; // 1 657 (vf02)
GifTag str_gif; // 2 658 (vf06)
GifTag fan_gif; // 3 659
GifTag ad_gif; // 4 660
Vector4f hvdf_offset; // 5 661 (vf10)
Vector4f hmge_scale; // 6 662 (vf11)
Vector4f invh_scale; // 7 663
Vector4f ambient; // 8 664
Vector4f guard; // 9 665
Vector4f k0s[2]; // 10/11 666, 667
Vector4f k1s[2]; // 12/13 668, 669
std::string print() const;
};
static_assert(sizeof(TFragData) == 0xe0, "TFragData size");
struct TFragBufferedData {
u8 pad[328 * 16];
};
static_assert(sizeof(TFragBufferedData) == 328 * 16);
class TFragment : public BucketRenderer {
public:
TFragment(const std::string& name,
int my_id,
const std::vector<tfrag3::TFragmentTreeKind>& trees,
bool child_mode,
int level_id,
const std::vector<GLuint>* anim_slot_array);
~TFragment();
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
void draw_debug_window() override;
void init_shaders(ShaderLibrary& shaders) override;
void render_all_trees(int geom,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof);
void render_matching_trees(int geom,
const std::vector<tfrag3::TFragmentTreeKind>& trees,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof);
void render_tree(int geom,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof);
bool setup_for_level(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
const std::string& level,
SharedRenderState* render_state);
void discard_tree_cache();
void render_tree_cull_debug(const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof);
void update_load(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
const LevelData* loader_data);
int lod() const { return Gfx::g_global_settings.lod_tfrag; }
struct DebugVertex {
math::Vector3f position;
math::Vector4f rgba;
};
private:
void handle_initialization(DmaFollower& dma);
bool m_child_mode = false;
// GS setup data
u8 m_test_setup[32];
// VU data
TfragPcPortData m_pc_port_data;
// buffers
TFragBufferedData m_buffered_data[2];
enum TFragDataMem {
Buffer0_Start = 0,
TFragMatrix0 = 5,
Buffer1_Start = 328,
TFragMatrix1 = TFragMatrix0 + Buffer1_Start,
TFragFrameData = 656,
TFragKickZoneData = 670,
};
enum TFragProgMem {
TFragSetup = 0,
};
std::vector<tfrag3::TFragmentTreeKind> m_tree_kinds;
int m_level_id;
static constexpr int GEOM_MAX = 3;
struct TreeCache {
tfrag3::TFragmentTreeKind kind = tfrag3::TFragmentTreeKind::INVALID;
GLuint vertex_buffer = -1;
GLuint index_buffer = -1;
GLuint single_draw_index_buffer = -1;
GLuint time_of_day_texture = -1;
GLuint vao = -1;
u32 vert_count = 0;
const std::vector<tfrag3::StripDraw>* draws = nullptr;
const tfrag3::PackedTimeOfDay* colors = nullptr;
const tfrag3::BVH* vis = nullptr;
const u32* index_data = nullptr;
u64 draw_mode = 0;
void reset_stats() {
rendered_this_frame = false;
tris_this_frame = 0;
draws_this_frame = 0;
}
bool rendered_this_frame = false;
int tris_this_frame = 0;
int draws_this_frame = 0;
bool allowed = true;
bool forced = false;
bool cull_debug = false;
bool freeze_itimes = false;
math::Vector<s32, 4> itimes_debug[4];
};
struct {
GLuint decal;
} m_uniforms;
struct Cache {
std::vector<u8> vis_temp;
std::vector<std::pair<int, int>> draw_idx_temp;
std::vector<u32> index_temp;
std::vector<std::pair<int, int>> multidraw_offset_per_stripdraw;
std::vector<GLsizei> multidraw_count_buffer;
std::vector<void*> multidraw_index_offset_buffer;
} m_cache;
std::string m_level_name;
const std::vector<GLuint>* m_textures = nullptr;
std::array<std::vector<TreeCache>, GEOM_MAX> m_cached_trees;
std::vector<math::Vector<u8, 4>> m_color_result;
GLuint m_debug_vao = -1;
GLuint m_debug_verts = -1;
u64 m_load_id = -1;
// in theory could be up to 4096, I think, but we don't see that many...
// should be easy to increase
static constexpr int TIME_OF_DAY_COLOR_COUNT = 8192;
static constexpr int DEBUG_TRI_COUNT = 4096;
std::vector<DebugVertex> m_debug_vert_data;
bool m_has_level = false;
const std::vector<GLuint>* m_anim_slot_array;
};