jak-project/game/graphics/opengl_renderer/sprite/Sprite3_Distort.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

631 lines
26 KiB
C++

#include "Sprite3.h"
#include "game/graphics/opengl_renderer/dma_helpers.h"
namespace {
/*!
* Does the next DMA transfer look like the frame data for sprite distort?
*/
bool looks_like_distort_frame_data(const DmaFollower& dma) {
return dma.current_tag().kind == DmaTag::Kind::CNT &&
dma.current_tag_vifcode0().kind == VifCode::Kind::NOP &&
dma.current_tag_vifcode1().kind == VifCode::Kind::UNPACK_V4_32;
}
constexpr int SPRITE_RENDERER_MAX_DISTORT_SPRITES =
256 * 10; // size of sprite-aux-list in GOAL code * SPRITE_MAX_AMOUNT_MULT
} // namespace
void Sprite3::opengl_setup_distort() {
// Create framebuffer to snapshot current render to a texture that can be bound for the distort
// shader This will represent tex0 from the original GS data
glGenFramebuffers(1, &m_distort_ogl.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_distort_ogl.fbo);
glGenTextures(1, &m_distort_ogl.fbo_texture);
glBindTexture(GL_TEXTURE_2D, m_distort_ogl.fbo_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_distort_ogl.fbo_width, m_distort_ogl.fbo_height, 0,
GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Texture clamping here matches the GS init data for distort
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_distort_ogl.fbo_texture, 0);
ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Non-instancing
// ----------------------
glGenBuffers(1, &m_distort_ogl.vertex_buffer);
glGenVertexArrays(1, &m_distort_ogl.vao);
glBindVertexArray(m_distort_ogl.vao);
glBindBuffer(GL_ARRAY_BUFFER, m_distort_ogl.vertex_buffer);
// note: each sprite shares a single vertex per slice, account for that here
int distort_vert_buffer_len =
SPRITE_RENDERER_MAX_DISTORT_SPRITES *
((5 - 1) * 11 + 1); // max * ((verts_per_slice - 1) * max_slices + 1)
glBufferData(GL_ARRAY_BUFFER, distort_vert_buffer_len * sizeof(SpriteDistortVertex), nullptr,
GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 floats per vert
GL_FLOAT, // floats
GL_FALSE, // don't normalize, ignored
sizeof(SpriteDistortVertex), //
(void*)offsetof(SpriteDistortVertex, xyz) // offset in array
);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, // location 1 in the shader
2, // 2 floats per vert
GL_FLOAT, // floats
GL_FALSE, // don't normalize, ignored
sizeof(SpriteDistortVertex), //
(void*)offsetof(SpriteDistortVertex, st) // offset in array
);
// note: add one extra element per sprite that marks the end of a triangle strip
int distort_idx_buffer_len = SPRITE_RENDERER_MAX_DISTORT_SPRITES *
((5 * 11) + 1); // max * ((verts_per_slice * max_slices) + 1)
glGenBuffers(1, &m_distort_ogl.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_distort_ogl.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, distort_idx_buffer_len * sizeof(u32), nullptr,
GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_sprite_distorter_vertices.resize(distort_vert_buffer_len);
m_sprite_distorter_indices.resize(distort_idx_buffer_len);
m_sprite_distorter_frame_data.resize(SPRITE_RENDERER_MAX_DISTORT_SPRITES);
// Instancing
// ----------------------
glGenVertexArrays(1, &m_distort_instanced_ogl.vao);
glBindVertexArray(m_distort_instanced_ogl.vao);
int distort_max_sprite_slices = 0;
for (int i = 3; i < 12; i++) {
// For each 'resolution', there can be that many slices
distort_max_sprite_slices += i;
}
glGenBuffers(1, &m_distort_instanced_ogl.vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, m_distort_instanced_ogl.vertex_buffer);
int distort_instanced_vert_buffer_len = distort_max_sprite_slices * 5; // 5 vertices per slice
glBufferData(GL_ARRAY_BUFFER, distort_instanced_vert_buffer_len * sizeof(SpriteDistortVertex),
nullptr, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 floats per vert
GL_FLOAT, // floats
GL_FALSE, // don't normalize, ignored
sizeof(SpriteDistortVertex), //
(void*)offsetof(SpriteDistortVertex, xyz) // offset in array
);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, // location 1 in the shader
2, // 2 floats per vert
GL_FLOAT, // floats
GL_FALSE, // don't normalize, ignored
sizeof(SpriteDistortVertex), //
(void*)offsetof(SpriteDistortVertex, st) // offset in array
);
glGenBuffers(1, &m_distort_instanced_ogl.instance_buffer);
glBindBuffer(GL_ARRAY_BUFFER, m_distort_instanced_ogl.instance_buffer);
int distort_instance_buffer_len = SPRITE_RENDERER_MAX_DISTORT_SPRITES;
glBufferData(GL_ARRAY_BUFFER, distort_instance_buffer_len * sizeof(SpriteDistortInstanceData),
nullptr, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, // location 2 in the shader
4, // 4 floats per vert
GL_FLOAT, // floats
GL_FALSE, // normalized, ignored,
sizeof(SpriteDistortInstanceData), //
(void*)offsetof(SpriteDistortInstanceData, x_y_z_s) // offset in array
);
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, // location 3 in the shader
4, // 4 floats per vert
GL_FLOAT, // floats
GL_FALSE, // normalized, ignored,
sizeof(SpriteDistortInstanceData), //
(void*)offsetof(SpriteDistortInstanceData, sx_sy_sz_t) // offset in array
);
glVertexAttribDivisor(2, 1);
glVertexAttribDivisor(3, 1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_sprite_distorter_vertices_instanced.resize(distort_instanced_vert_buffer_len);
for (int i = 3; i < 12; i++) {
auto vec = std::vector<SpriteDistortInstanceData>();
vec.resize(distort_instance_buffer_len);
m_sprite_distorter_instances_by_res[i] = vec;
}
}
/*!
* Run the sprite distorter.
*/
void Sprite3::render_distorter(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// Skip to distorter DMA
m_direct.reset_state();
while (dma.current_tag().qwc != 7) {
auto direct_data = dma.read_and_advance();
m_direct.render_vif(direct_data.vif0(), direct_data.vif1(), direct_data.data,
direct_data.size_bytes, render_state, prof);
}
m_direct.flush_pending(render_state, prof);
// Read DMA
{
auto prof_node = prof.make_scoped_child("dma");
distort_dma(dma, prof_node);
}
if (!m_enabled || !m_distort_enable) {
// Distort disabled, we can stop here since all the DMA has been read
return;
}
// Set up vertex data
{
auto prof_node = prof.make_scoped_child("setup");
if (m_enable_distort_instancing) {
distort_setup_instanced(prof_node);
} else {
distort_setup(prof_node);
}
}
// Draw
{
auto prof_node = prof.make_scoped_child("drawing");
if (m_enable_distort_instancing) {
distort_draw_instanced(render_state, prof_node);
} else {
distort_draw(render_state, prof_node);
}
}
}
/*!
* Reads all sprite distort related DMA packets.
*/
void Sprite3::distort_dma(DmaFollower& dma, ScopedProfilerNode& /*prof*/) {
// First should be the GS setup
auto sprite_distorter_direct_setup = dma.read_and_advance();
ASSERT(sprite_distorter_direct_setup.vifcode0().kind == VifCode::Kind::NOP);
ASSERT(sprite_distorter_direct_setup.vifcode1().kind == VifCode::Kind::DIRECT);
ASSERT(sprite_distorter_direct_setup.vifcode1().immediate == 7);
memcpy(&m_sprite_distorter_setup, sprite_distorter_direct_setup.data, 7 * 16);
auto gif_tag = m_sprite_distorter_setup.gif_tag;
ASSERT(gif_tag.nloop() == 1);
ASSERT(gif_tag.eop() == 1);
ASSERT(gif_tag.nreg() == 6);
ASSERT(gif_tag.reg(0) == GifTag::RegisterDescriptor::AD);
auto zbuf1 = m_sprite_distorter_setup.zbuf;
ASSERT(zbuf1.zbp() == 0x1c0);
ASSERT(zbuf1.zmsk() == true);
ASSERT(zbuf1.psm() == TextureFormat::PSMZ24);
auto tex0 = m_sprite_distorter_setup.tex0;
ASSERT(tex0.tbw() == 8);
ASSERT(tex0.tw() == 9);
ASSERT(tex0.th() == 8);
auto tex1 = m_sprite_distorter_setup.tex1;
ASSERT(tex1.mmag() == true);
ASSERT(tex1.mmin() == 1);
auto alpha = m_sprite_distorter_setup.alpha;
ASSERT(alpha.a_mode() == GsAlpha::BlendMode::SOURCE);
ASSERT(alpha.b_mode() == GsAlpha::BlendMode::DEST);
ASSERT(alpha.c_mode() == GsAlpha::BlendMode::SOURCE);
ASSERT(alpha.d_mode() == GsAlpha::BlendMode::DEST);
// Next is the aspect used by the sine tables (PC only)
//
// This was added to let the renderer reliably detect when the sine tables changed,
// which is whenever the aspect ratio changed. However, the tables aren't always
// updated on the same frame that the aspect changed, so this just lets the game
// easily notify the renderer when it finally does get updated.
auto sprite_distort_tables_aspect = dma.read_and_advance();
ASSERT(sprite_distort_tables_aspect.size_bytes == 16);
ASSERT(sprite_distort_tables_aspect.vifcode1().kind == VifCode::Kind::PC_PORT);
memcpy(&m_sprite_distorter_sine_tables_aspect, sprite_distort_tables_aspect.data,
sizeof(math::Vector4f));
// Next thing should be the sine tables
auto sprite_distorter_tables = dma.read_and_advance();
unpack_to_stcycl(&m_sprite_distorter_sine_tables, sprite_distorter_tables,
VifCode::Kind::UNPACK_V4_32, 4, 4, 0x8b * 16, 0x160, false, false);
ASSERT(GsPrim(m_sprite_distorter_sine_tables.gs_gif_tag.prim()).kind() ==
GsPrim::Kind::TRI_STRIP);
// Finally, should be frame data packets (containing sprites)
// Up to 170 sprites will be DMA'd at a time followed by a mscalf,
// and this process can happen twice up to a maximum of 256 sprites DMA'd
// (256 is the size of sprite-aux-list which drives this).
int sprite_idx = 0;
m_distort_stats.total_sprites = 0;
while (looks_like_distort_frame_data(dma)) {
math::Vector<u32, 4> num_sprites_vec;
// Read sprite packets
do {
int qwc = dma.current_tag().qwc;
int dest = dma.current_tag_vifcode1().immediate;
auto distort_data = dma.read_and_advance();
if (dest == 511) {
// VU address 511 specifies the number of sprites
unpack_to_no_stcycl(&num_sprites_vec, distort_data, VifCode::Kind::UNPACK_V4_32, 16, dest,
false, false);
} else {
// VU address >= 512 is the actual vertex data
ASSERT(dest >= 512);
ASSERT(sprite_idx + (qwc / 3) <= (int)m_sprite_distorter_frame_data.capacity());
unpack_to_no_stcycl(&m_sprite_distorter_frame_data.at(sprite_idx), distort_data,
VifCode::Kind::UNPACK_V4_32, qwc * 16, dest, false, false);
sprite_idx += qwc / 3;
}
} while (looks_like_distort_frame_data(dma));
// Sprite packets should always end with a mscalf flush
ASSERT(dma.current_tag().kind == DmaTag::Kind::CNT);
ASSERT(dma.current_tag_vifcode0().kind == VifCode::Kind::MSCALF);
ASSERT(dma.current_tag_vifcode1().kind == VifCode::Kind::FLUSH);
dma.read_and_advance();
m_distort_stats.total_sprites += num_sprites_vec.x();
}
// Done
ASSERT(m_distort_stats.total_sprites <= SPRITE_RENDERER_MAX_DISTORT_SPRITES);
}
/*!
* Sets up OpenGL data for each distort sprite.
*/
void Sprite3::distort_setup(ScopedProfilerNode& /*prof*/) {
m_distort_stats.total_tris = 0;
m_sprite_distorter_vertices.clear();
m_sprite_distorter_indices.clear();
int sprite_idx = 0;
int sprites_left = m_distort_stats.total_sprites;
// This part is mostly ripped from the VU program
while (sprites_left != 0) {
// flag seems to represent the 'resolution' of the circle sprite used to create the distortion
// effect For example, a flag value of 3 will create a circle using 3 "pie-slice" shapes
u32 flag = m_sprite_distorter_frame_data.at(sprite_idx).flag;
u32 slices_left = flag;
// flag has a minimum value of 3 which represents the first ientry
// Additionally, the ientry index has 352 added to it (which is the start of the entry array
// in VU memory), so we need to subtract that as well
int entry_index = m_sprite_distorter_sine_tables.ientry[flag - 3].x() - 352;
// Here would be adding the giftag, but we don't need that
// Get the frame data for the next distort sprite
SpriteDistortFrameData frame_data = m_sprite_distorter_frame_data.at(sprite_idx);
sprite_idx++;
// Build the OpenGL data for the sprite
math::Vector2f vf03 = frame_data.st;
math::Vector3f vf14 = frame_data.xyz;
// Each slice shares a center vertex, we can use this fact and cut out duplicate vertices
u32 center_vert_idx = m_sprite_distorter_vertices.size();
m_sprite_distorter_vertices.push_back({vf14, vf03});
do {
math::Vector3f vf06 = m_sprite_distorter_sine_tables.entry[entry_index++].xyz();
math::Vector2f vf07 = m_sprite_distorter_sine_tables.entry[entry_index++].xy();
math::Vector3f vf08 = m_sprite_distorter_sine_tables.entry[entry_index + 0].xyz();
math::Vector2f vf09 = m_sprite_distorter_sine_tables.entry[entry_index + 1].xy();
slices_left--;
math::Vector2f vf11 = (vf07 * frame_data.rgba.z()) + frame_data.st;
math::Vector2f vf13 = (vf09 * frame_data.rgba.z()) + frame_data.st;
math::Vector3f vf06_2 = (vf06 * frame_data.rgba.x()) + frame_data.xyz;
math::Vector2f vf07_2 = (vf07 * frame_data.rgba.x()) + frame_data.st;
math::Vector3f vf08_2 = (vf08 * frame_data.rgba.x()) + frame_data.xyz;
math::Vector2f vf09_2 = (vf09 * frame_data.rgba.x()) + frame_data.st;
math::Vector3f vf10 = (vf06 * frame_data.rgba.y()) + frame_data.xyz;
math::Vector3f vf12 = (vf08 * frame_data.rgba.y()) + frame_data.xyz;
math::Vector3f vf06_3 = vf06_2;
math::Vector3f vf08_3 = vf08_2;
m_sprite_distorter_indices.push_back(m_sprite_distorter_vertices.size());
m_sprite_distorter_vertices.push_back({vf06_3, vf07_2});
m_sprite_distorter_indices.push_back(m_sprite_distorter_vertices.size());
m_sprite_distorter_vertices.push_back({vf08_3, vf09_2});
m_sprite_distorter_indices.push_back(m_sprite_distorter_vertices.size());
m_sprite_distorter_vertices.push_back({vf10, vf11});
m_sprite_distorter_indices.push_back(m_sprite_distorter_vertices.size());
m_sprite_distorter_vertices.push_back({vf12, vf13});
// Originally, would add the shared center vertex, but in our case we can just add the index
m_sprite_distorter_indices.push_back(center_vert_idx);
// m_sprite_distorter_vertices.push_back({vf14, vf03});
m_distort_stats.total_tris += 2;
} while (slices_left != 0);
// Mark the end of the triangle strip
m_sprite_distorter_indices.push_back(UINT32_MAX);
sprites_left--;
}
}
/*!
* Sets up OpenGL data for rendering distort sprites using instanced rendering.
*
* A mesh is built once for each possible sprite resolution and is only re-built
* when the dimensions of the window are changed. These meshes are built just like
* the triangle strips in the VU program, but with the sprite-specific data removed.
*
* Required sprite-specific frame data is kept as is and is grouped by resolution.
*/
void Sprite3::distort_setup_instanced(ScopedProfilerNode& /*prof*/) {
if (m_distort_instanced_ogl.last_aspect_x != m_sprite_distorter_sine_tables_aspect.x() ||
m_distort_instanced_ogl.last_aspect_y != m_sprite_distorter_sine_tables_aspect.y()) {
m_distort_instanced_ogl.last_aspect_x = m_sprite_distorter_sine_tables_aspect.x();
m_distort_instanced_ogl.last_aspect_y = m_sprite_distorter_sine_tables_aspect.y();
// Aspect ratio changed, which means we have a new sine table
m_sprite_distorter_vertices_instanced.clear();
// Build a mesh for every possible distort sprite resolution
auto vf03 = math::Vector2f(0, 0);
auto vf14 = math::Vector3f(0, 0, 0);
for (int res = 3; res < 12; res++) {
int entry_index = m_sprite_distorter_sine_tables.ientry[res - 3].x() - 352;
for (int i = 0; i < res; i++) {
math::Vector3f vf06 = m_sprite_distorter_sine_tables.entry[entry_index++].xyz();
math::Vector2f vf07 = m_sprite_distorter_sine_tables.entry[entry_index++].xy();
math::Vector3f vf08 = m_sprite_distorter_sine_tables.entry[entry_index + 0].xyz();
math::Vector2f vf09 = m_sprite_distorter_sine_tables.entry[entry_index + 1].xy();
// Normally, there would be a bunch of transformations here against the sprite data.
// Instead, we'll let the shader do it and just store the sine table specific parts here.
m_sprite_distorter_vertices_instanced.push_back({vf06, vf07});
m_sprite_distorter_vertices_instanced.push_back({vf08, vf09});
m_sprite_distorter_vertices_instanced.push_back({vf06, vf07});
m_sprite_distorter_vertices_instanced.push_back({vf08, vf09});
m_sprite_distorter_vertices_instanced.push_back({vf14, vf03});
}
}
m_distort_instanced_ogl.vertex_data_changed = true;
}
// Set up instance data for each sprite
m_distort_stats.total_tris = 0;
for (auto& [res, vec] : m_sprite_distorter_instances_by_res) {
vec.clear();
}
for (int i = 0; i < m_distort_stats.total_sprites; i++) {
SpriteDistortFrameData frame_data = m_sprite_distorter_frame_data.at(i);
// Shader just needs the position, tex coords, and scale
auto x_y_z_s = math::Vector4f(frame_data.xyz.x(), frame_data.xyz.y(), frame_data.xyz.z(),
frame_data.st.x());
auto sx_sy_sz_t = math::Vector4f(frame_data.rgba.x(), frame_data.rgba.y(), frame_data.rgba.z(),
frame_data.st.y());
int res = frame_data.flag;
m_sprite_distorter_instances_by_res[res].push_back({x_y_z_s, sx_sy_sz_t});
m_distort_stats.total_tris += res * 2;
}
}
/*!
* Draws each distort sprite.
*/
void Sprite3::distort_draw(SharedRenderState* render_state, ScopedProfilerNode& prof) {
// First, make sure the distort framebuffer is the correct size
distort_setup_framebuffer_dims(render_state);
if (m_distort_stats.total_tris == 0) {
// No distort sprites to draw, we can end early
return;
}
// Do common distort drawing logic
distort_draw_common(render_state, prof);
// Set up shader
auto shader = &render_state->shaders[ShaderId::SPRITE_DISTORT];
shader->activate();
Vector4f colorf = Vector4f(m_sprite_distorter_sine_tables.color.x() / 255.0f,
m_sprite_distorter_sine_tables.color.y() / 255.0f,
m_sprite_distorter_sine_tables.color.z() / 255.0f,
m_sprite_distorter_sine_tables.color.w() / 255.0f);
glUniform4fv(glGetUniformLocation(shader->id(), "u_color"), 1, colorf.data());
// Bind vertex array
glBindVertexArray(m_distort_ogl.vao);
// Enable prim restart, we need this to break up the triangle strips
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(UINT32_MAX);
// Upload vertex data
glBindBuffer(GL_ARRAY_BUFFER, m_distort_ogl.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, m_sprite_distorter_vertices.size() * sizeof(SpriteDistortVertex),
m_sprite_distorter_vertices.data(), GL_DYNAMIC_DRAW);
// Upload element data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_distort_ogl.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_sprite_distorter_indices.size() * sizeof(u32),
m_sprite_distorter_indices.data(), GL_DYNAMIC_DRAW);
// Draw
prof.add_draw_call();
prof.add_tri(m_distort_stats.total_tris);
glDrawElements(GL_TRIANGLE_STRIP, m_sprite_distorter_indices.size(), GL_UNSIGNED_INT, (void*)0);
// Done
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
/*!
* Draws each distort sprite using instanced rendering.
*/
void Sprite3::distort_draw_instanced(SharedRenderState* render_state, ScopedProfilerNode& prof) {
// First, make sure the distort framebuffer is the correct size
distort_setup_framebuffer_dims(render_state);
if (m_distort_stats.total_tris == 0) {
// No distort sprites to draw, we can end early
return;
}
// Do common distort drawing logic
distort_draw_common(render_state, prof);
// Set up shader
auto shader = &render_state->shaders[ShaderId::SPRITE_DISTORT_INSTANCED];
shader->activate();
Vector4f colorf = Vector4f(m_sprite_distorter_sine_tables.color.x() / 255.0f,
m_sprite_distorter_sine_tables.color.y() / 255.0f,
m_sprite_distorter_sine_tables.color.z() / 255.0f,
m_sprite_distorter_sine_tables.color.w() / 255.0f);
glUniform4fv(glGetUniformLocation(shader->id(), "u_color"), 1, colorf.data());
// Bind vertex array
glBindVertexArray(m_distort_instanced_ogl.vao);
// Upload vertex data (if it changed)
if (m_distort_instanced_ogl.vertex_data_changed) {
m_distort_instanced_ogl.vertex_data_changed = false;
glBindBuffer(GL_ARRAY_BUFFER, m_distort_instanced_ogl.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER,
m_sprite_distorter_vertices_instanced.size() * sizeof(SpriteDistortVertex),
m_sprite_distorter_vertices_instanced.data(), GL_STREAM_DRAW);
}
// Draw each resolution group
glBindBuffer(GL_ARRAY_BUFFER, m_distort_instanced_ogl.instance_buffer);
prof.add_tri(m_distort_stats.total_tris);
int vert_offset = 0;
for (int res = 3; res < 12; res++) {
auto& instances = m_sprite_distorter_instances_by_res[res];
int num_verts = res * 5;
if (instances.size() > 0) {
// Upload instance data
glBufferData(GL_ARRAY_BUFFER, instances.size() * sizeof(SpriteDistortInstanceData),
instances.data(), GL_DYNAMIC_DRAW);
// Draw
prof.add_draw_call();
glDrawArraysInstanced(GL_TRIANGLE_STRIP, vert_offset, num_verts, instances.size());
}
vert_offset += num_verts;
}
// Done
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Sprite3::distort_draw_common(SharedRenderState* render_state, ScopedProfilerNode& /*prof*/) {
// The distort effect needs to read the current framebuffer, so copy what's been rendered so far
// to a texture that we can then pass to the shader
glBindFramebuffer(GL_READ_FRAMEBUFFER, render_state->render_fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_distort_ogl.fbo);
glBlitFramebuffer(render_state->render_fb_x, // srcX0
render_state->render_fb_y, // srcY0
render_state->render_fb_x + render_state->render_fb_w, // srcX1
render_state->render_fb_y + render_state->render_fb_h, // srcY1
0, // dstX0
0, // dstY0
m_distort_ogl.fbo_width, // dstX1
m_distort_ogl.fbo_height, // dstY1
GL_COLOR_BUFFER_BIT, // mask
GL_NEAREST // filter
);
glBindFramebuffer(GL_FRAMEBUFFER, render_state->render_fb);
// Set up OpenGL state
m_current_mode.set_depth_write_enable(!m_sprite_distorter_setup.zbuf.zmsk()); // zbuf
glBindTexture(GL_TEXTURE_2D, m_distort_ogl.fbo_texture); // tex0
m_current_mode.set_filt_enable(m_sprite_distorter_setup.tex1.mmag()); // tex1
update_mode_from_alpha1(m_sprite_distorter_setup.alpha.data, m_current_mode); // alpha1
// note: clamp and miptbp are skipped since that is set up ahead of time with the distort
// framebuffer texture
setup_opengl_from_draw_mode(m_current_mode, GL_TEXTURE0, false);
}
void Sprite3::distort_setup_framebuffer_dims(SharedRenderState* render_state) {
// Distort framebuffer must be the same dimensions as the default window framebuffer
if (m_distort_ogl.fbo_width != render_state->render_fb_w ||
m_distort_ogl.fbo_height != render_state->render_fb_h) {
m_distort_ogl.fbo_width = render_state->render_fb_w;
m_distort_ogl.fbo_height = render_state->render_fb_h;
glBindTexture(GL_TEXTURE_2D, m_distort_ogl.fbo_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_distort_ogl.fbo_width, m_distort_ogl.fbo_height, 0,
GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
}
}