jak-project/game/graphics/opengl_renderer/OpenGLRenderer.h
water111 c249dbc437
[jak2] improve loader for jak 2 levels (#2206)
Add a debug window for the loader to show levels and fix an issue with
jak 2 level unloading. I never really thought about how this works for >
2 levels, and there is a chance that you could unload the wrong level in
some cases.

The problem is some combination of merc-only levels not counting toward
the "in use" detection, and the unloader ignoring what the game wants to
load.

I don't remember why using merc models doesn't contribute to "in use"
but I'm afraid to change this for jak 1. Instead, we can have the
unloader avoid unloading levels that the game is telling us are loaded.
This is what we should have done originally, but there was a time when
Jak 1 didn't tell the loader anything, and we had this stupid detection
thing.

I think this is the first step toward just getting rid of the "in use"
detection and trusting the game for everything.
2023-02-09 20:44:33 -05:00

166 lines
5.4 KiB
C++

#pragma once
#include <array>
#include <memory>
#include "common/dma/dma_chain_read.h"
#include "game/graphics/opengl_renderer/BucketRenderer.h"
#include "game/graphics/opengl_renderer/CollideMeshRenderer.h"
#include "game/graphics/opengl_renderer/Profiler.h"
#include "game/graphics/opengl_renderer/Shader.h"
#include "game/graphics/opengl_renderer/opengl_utils.h"
#include "game/tools/filter_menu/filter_menu.h"
#include "game/tools/subtitles/subtitle_editor.h"
struct RenderOptions {
bool draw_render_debug_window = false;
bool draw_profiler_window = false;
bool draw_loader_window = false;
bool draw_small_profiler_window = false;
bool draw_subtitle_editor_window = false;
bool draw_filters_window = false;
// internal rendering settings - The OpenGLRenderer will internally use this resolution/format.
int msaa_samples = 4;
int game_res_w = 640;
int game_res_h = 480;
// size of the window's framebuffer (framebuffer 0)
// The renderer needs to know this to do an optimization to render directly to the window's
// framebuffer when possible.
int window_framebuffer_height = 0;
int window_framebuffer_width = 0;
// the part of the window that we should draw to. The rest is black. This value is determined by
// logic inside of the game - it needs to know the desired aspect ratio.
int draw_region_height = 0;
int draw_region_width = 0;
// windows-specific tweaks to the size of the drawing area in borderless.
bool borderless_windows_hacks = false;
bool save_screenshot = false;
std::string screenshot_path;
float pmode_alp_register = 0.f;
// when enabled, does a `glFinish()` after each major rendering pass. This blocks until the GPU
// is done working, making it easier to profile GPU utilization.
bool gpu_sync = false;
};
struct Fbo {
bool valid = false; // do we have an OpenGL fbo_id?
GLuint fbo_id = -1;
// optional rgba/zbuffer/stencil data.
std::optional<GLuint> tex_id;
std::optional<GLuint> zbuf_stencil_id;
bool multisampled = false;
int multisample_count = 0; // Should be 1 if multisampled is disabled
bool is_window = false;
int width = 640;
int height = 480;
// Does this fbo match the given format? MSAA = 1 will accept a normal buffer, or a multisample 1x
bool matches(int w, int h, int msaa) const {
int effective_msaa = multisampled ? multisample_count : 1;
return valid && width == w && height == h && effective_msaa == msaa;
}
// Free opengl resources, if we have any.
void clear() {
if (valid) {
glDeleteFramebuffers(1, &fbo_id);
fbo_id = -1;
if (tex_id) {
glDeleteTextures(1, &tex_id.value());
tex_id.reset();
}
if (zbuf_stencil_id) {
glDeleteRenderbuffers(1, &zbuf_stencil_id.value());
zbuf_stencil_id.reset();
}
valid = false;
}
}
};
/*!
* Main OpenGL renderer.
* This handles the glClear and all game rendering, but not actual setup, synchronization or imgui
* stuff.
*
* It is simply a collection of bucket renderers, and a few special case ones.
*/
class OpenGLRenderer {
public:
OpenGLRenderer(std::shared_ptr<TexturePool> texture_pool,
std::shared_ptr<Loader> loader,
GameVersion version);
// rendering interface: takes the dma chain from the game, and some size/debug settings from
// the graphics system.
void render(DmaFollower dma, const RenderOptions& settings);
private:
void setup_frame(const RenderOptions& settings);
void dispatch_buckets(DmaFollower dma, ScopedProfilerNode& prof, bool sync_after_buckets);
void dispatch_buckets_jak1(DmaFollower dma, ScopedProfilerNode& prof, bool sync_after_buckets);
void dispatch_buckets_jak2(DmaFollower dma, ScopedProfilerNode& prof, bool sync_after_buckets);
void do_pcrtc_effects(float alp, SharedRenderState* render_state, ScopedProfilerNode& prof);
void init_bucket_renderers_jak1();
void init_bucket_renderers_jak2();
void draw_renderer_selection_window();
void finish_screenshot(const std::string& output_name,
int px,
int py,
int x,
int y,
GLuint fbo,
int read_buffer);
template <typename T, typename U, class... Args>
T* init_bucket_renderer(const std::string& name, BucketCategory cat, U id, Args&&... args) {
auto renderer = std::make_unique<T>(name, (int)id, std::forward<Args>(args)...);
T* ret = renderer.get();
m_bucket_renderers.at((int)id) = std::move(renderer);
m_bucket_categories.at((int)id) = cat;
return ret;
}
SharedRenderState m_render_state;
Profiler m_profiler;
SmallProfiler m_small_profiler;
SubtitleEditor m_subtitle_editor;
FiltersMenu m_filters_menu;
std::vector<std::unique_ptr<BucketRenderer>> m_bucket_renderers;
std::vector<BucketCategory> m_bucket_categories;
std::array<float, (int)BucketCategory::MAX_CATEGORIES> m_category_times;
FullScreenDraw m_blackout_renderer;
CollideMeshRenderer m_collide_renderer;
float m_last_pmode_alp = 1.;
bool m_enable_fast_blackout_loads = true;
struct FboState {
struct {
Fbo window; // provided by glfw
Fbo render_buffer; // temporary buffer to render to
Fbo resolve_buffer; // temporary buffer to resolve to
} resources;
Fbo* render_fbo = nullptr; // the selected fbo from the three above to use for rendering
} m_fbo_state;
GameVersion m_version;
};