jak-project/game/graphics/opengl_renderer/OpenGLRenderer.cpp
ManDude ad9a532ff9
[jak2] text aspect ratio fixes (#2251)
Fixes the aspect ratio of the font renderer (Jak 2 does not need the
same hacks as Jak 1), the custom letterbox/pillarbox sizes and fixes the
heap display.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2023-02-25 19:27:58 +00:00

1119 lines
52 KiB
C++

#include "OpenGLRenderer.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "game/graphics/opengl_renderer/DepthCue.h"
#include "game/graphics/opengl_renderer/DirectRenderer.h"
#include "game/graphics/opengl_renderer/EyeRenderer.h"
#include "game/graphics/opengl_renderer/LightningRenderer.h"
#include "game/graphics/opengl_renderer/ShadowRenderer.h"
#include "game/graphics/opengl_renderer/SkyRenderer.h"
#include "game/graphics/opengl_renderer/TextureUploadHandler.h"
#include "game/graphics/opengl_renderer/VisDataHandler.h"
#include "game/graphics/opengl_renderer/background/Shrub.h"
#include "game/graphics/opengl_renderer/background/TFragment.h"
#include "game/graphics/opengl_renderer/background/Tie3.h"
#include "game/graphics/opengl_renderer/foreground/Generic2.h"
#include "game/graphics/opengl_renderer/foreground/Merc2.h"
#include "game/graphics/opengl_renderer/ocean/OceanMidAndFar.h"
#include "game/graphics/opengl_renderer/ocean/OceanNear.h"
#include "game/graphics/opengl_renderer/sprite/Sprite3.h"
#include "game/graphics/opengl_renderer/sprite/SpriteRenderer.h"
#include "game/graphics/pipelines/opengl.h"
#include "third-party/imgui/imgui.h"
// for the vif callback
#include "game/kernel/common/kmachine.h"
#include "game/runtime.h"
namespace {
std::string g_current_render;
}
/*!
* OpenGL Error callback. If we do something invalid, this will be called.
*/
void GLAPIENTRY opengl_error_callback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei /*length*/,
const GLchar* message,
const void* /*userParam*/) {
if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) {
lg::debug("OpenGL notification 0x{:X} S{:X} T{:X}: {}", id, source, type, message);
} else if (severity == GL_DEBUG_SEVERITY_LOW) {
lg::info("[{}] OpenGL message 0x{:X} S{:X} T{:X}: {}", g_current_render, id, source, type,
message);
} else if (severity == GL_DEBUG_SEVERITY_MEDIUM) {
lg::warn("[{}] OpenGL warn 0x{:X} S{:X} T{:X}: {}", g_current_render, id, source, type,
message);
} else if (severity == GL_DEBUG_SEVERITY_HIGH) {
lg::error("[{}] OpenGL error 0x{:X} S{:X} T{:X}: {}", g_current_render, id, source, type,
message);
// ASSERT(false);
}
}
OpenGLRenderer::OpenGLRenderer(std::shared_ptr<TexturePool> texture_pool,
std::shared_ptr<Loader> loader,
GameVersion version)
: m_render_state(texture_pool, loader, version), m_version(version) {
// setup OpenGL errors
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(opengl_error_callback, nullptr);
// disable specific errors
const GLuint gl_error_ignores_api_other[1] = {0x20071};
glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_OTHER, GL_DONT_CARE, 1,
&gl_error_ignores_api_other[0], GL_FALSE);
lg::debug("OpenGL context information: {}", (const char*)glGetString(GL_VERSION));
// initialize all renderers
switch (m_version) {
case GameVersion::Jak1:
init_bucket_renderers_jak1();
break;
case GameVersion::Jak2:
init_bucket_renderers_jak2();
break;
default:
ASSERT(false);
}
}
void OpenGLRenderer::init_bucket_renderers_jak2() {
using namespace jak2;
m_bucket_renderers.resize((int)BucketId::MAX_BUCKETS);
m_bucket_categories.resize((int)BucketId::MAX_BUCKETS, BucketCategory::OTHER);
// 0
init_bucket_renderer<VisDataHandler>("vis", BucketCategory::OTHER, BucketId::SPECIAL_BUCKET_2);
init_bucket_renderer<TextureUploadHandler>("tex-lcom-sky-pre", BucketCategory::TEX,
BucketId::TEX_LCOM_SKY_PRE);
init_bucket_renderer<DirectRenderer>("sky-draw", BucketCategory::OTHER, BucketId::SKY_DRAW, 1024);
init_bucket_renderer<OceanMidAndFar>("ocean-mid-far", BucketCategory::OCEAN,
BucketId::OCEAN_MID_FAR);
init_bucket_renderer<TextureUploadHandler>("tex-l0-tfrag", BucketCategory::TEX,
BucketId::TEX_L0_TFRAG);
init_bucket_renderer<TFragment>("tfrag-l0-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_L0_TFRAG,
std::vector{tfrag3::TFragmentTreeKind::NORMAL}, false, 0);
init_bucket_renderer<Tie3>("tie-l0-tfrag", BucketCategory::TIE, BucketId::TIE_L0_TFRAG, 0);
// 10
init_bucket_renderer<Merc2>("merc-l0-tfrag", BucketCategory::MERC, BucketId::MERC_L0_TFRAG);
init_bucket_renderer<TextureUploadHandler>("tex-l1-tfrag", BucketCategory::TEX,
BucketId::TEX_L1_TFRAG);
init_bucket_renderer<TFragment>("tfrag-l1-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_L1_TFRAG,
std::vector{tfrag3::TFragmentTreeKind::NORMAL}, false, 1);
// 20
init_bucket_renderer<Tie3>("tie-l1-tfrag", BucketCategory::TIE, BucketId::TIE_L1_TFRAG, 1);
init_bucket_renderer<Merc2>("merc-l1-tfrag", BucketCategory::MERC, BucketId::MERC_L1_TFRAG);
init_bucket_renderer<TextureUploadHandler>("tex-l2-tfrag", BucketCategory::TEX,
BucketId::TEX_L2_TFRAG);
// 30
init_bucket_renderer<TFragment>("tfrag-l2-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_L2_TFRAG,
std::vector{tfrag3::TFragmentTreeKind::NORMAL}, false, 2);
init_bucket_renderer<Tie3>("tie-l2-tfrag", BucketCategory::TIE, BucketId::TIE_L2_TFRAG, 2);
init_bucket_renderer<Merc2>("merc-l2-tfrag", BucketCategory::MERC, BucketId::MERC_L2_TFRAG);
// 40
init_bucket_renderer<TextureUploadHandler>("tex-l3-tfrag", BucketCategory::TEX,
BucketId::TEX_L3_TFRAG);
init_bucket_renderer<TFragment>("tfrag-l3-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_L3_TFRAG,
std::vector{tfrag3::TFragmentTreeKind::NORMAL}, false, 3);
init_bucket_renderer<Tie3>("tie-l3-tfrag", BucketCategory::TIE, BucketId::TIE_L3_TFRAG, 3);
init_bucket_renderer<Merc2>("merc-l3-tfrag", BucketCategory::MERC, BucketId::MERC_L3_TFRAG);
// 50
init_bucket_renderer<TextureUploadHandler>("tex-l4-tfrag", BucketCategory::TEX,
BucketId::TEX_L4_TFRAG);
init_bucket_renderer<TFragment>("tfrag-l4-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_L4_TFRAG,
std::vector{tfrag3::TFragmentTreeKind::NORMAL}, false, 4);
init_bucket_renderer<Tie3>("tie-l4-tfrag", BucketCategory::TIE, BucketId::TIE_L4_TFRAG, 4);
init_bucket_renderer<Merc2>("merc-l4-tfrag", BucketCategory::MERC, BucketId::MERC_L4_TFRAG);
// 60
init_bucket_renderer<TextureUploadHandler>("tex-l5-tfrag", BucketCategory::TEX,
BucketId::TEX_L5_TFRAG);
init_bucket_renderer<TFragment>("tfrag-l5-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_L5_TFRAG,
std::vector{tfrag3::TFragmentTreeKind::NORMAL}, false, 5);
init_bucket_renderer<Tie3>("tie-l5-tfrag", BucketCategory::TIE, BucketId::TIE_L5_TFRAG, 5);
init_bucket_renderer<Merc2>("merc-l5-tfrag", BucketCategory::MERC, BucketId::MERC_L5_TFRAG);
// 70
init_bucket_renderer<TextureUploadHandler>("tex-l0-shrub", BucketCategory::TEX,
BucketId::TEX_L0_SHRUB);
init_bucket_renderer<Shrub>("shrub-l0-shrub", BucketCategory::SHRUB, BucketId::SHRUB_L0_SHRUB);
init_bucket_renderer<Merc2>("merc-l0-shrub", BucketCategory::MERC, BucketId::MERC_L0_SHRUB);
// 80
init_bucket_renderer<TextureUploadHandler>("tex-l1-shrub", BucketCategory::TEX,
BucketId::TEX_L1_SHRUB);
init_bucket_renderer<Shrub>("shrub-l1-shrub", BucketCategory::SHRUB, BucketId::SHRUB_L1_SHRUB);
// 90
init_bucket_renderer<TextureUploadHandler>("tex-l2-shrub", BucketCategory::TEX,
BucketId::TEX_L2_SHRUB);
init_bucket_renderer<Merc2>("merc-l2-shrub", BucketCategory::MERC, BucketId::MERC_L2_SHRUB);
init_bucket_renderer<Shrub>("shrub-l2-shrub", BucketCategory::SHRUB, BucketId::SHRUB_L2_SHRUB);
// 100
init_bucket_renderer<TextureUploadHandler>("tex-l3-shrub", BucketCategory::TEX,
BucketId::TEX_L3_SHRUB);
init_bucket_renderer<Shrub>("shrub-l3-shrub", BucketCategory::SHRUB, BucketId::SHRUB_L3_SHRUB);
init_bucket_renderer<Merc2>("merc-l3-shrub", BucketCategory::MERC, BucketId::MERC_L3_SHRUB);
init_bucket_renderer<TextureUploadHandler>("tex-l4-shrub", BucketCategory::TEX,
BucketId::TEX_L4_SHRUB);
// 110
init_bucket_renderer<Shrub>("shrub-l4-shrub", BucketCategory::SHRUB, BucketId::SHRUB_L4_SHRUB);
init_bucket_renderer<TextureUploadHandler>("tex-l5-shrub", BucketCategory::TEX,
BucketId::TEX_L5_SHRUB);
init_bucket_renderer<Shrub>("shrub-l5-shrub", BucketCategory::SHRUB, BucketId::SHRUB_L5_SHRUB);
// 120
init_bucket_renderer<TextureUploadHandler>("tex-l0-alpha", BucketCategory::TEX,
BucketId::TEX_L0_ALPHA);
init_bucket_renderer<TFragment>("tfrag-t-l0-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_T_L0_ALPHA,
std::vector{tfrag3::TFragmentTreeKind::TRANS}, false, 0);
// 130
init_bucket_renderer<TextureUploadHandler>("tex-l1-alpha", BucketCategory::TEX,
BucketId::TEX_L1_ALPHA);
init_bucket_renderer<Merc2>("merc-l0-alpha", BucketCategory::MERC, BucketId::MERC_L0_ALPHA);
init_bucket_renderer<TFragment>("tfrag-t-l1-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_T_L1_ALPHA,
std::vector{tfrag3::TFragmentTreeKind::TRANS}, false, 1);
// 140
init_bucket_renderer<Merc2>("merc-l1-alpha", BucketCategory::MERC, BucketId::MERC_L1_ALPHA);
init_bucket_renderer<TextureUploadHandler>("tex-l2-alpha", BucketCategory::TEX,
BucketId::TEX_L2_ALPHA);
init_bucket_renderer<TFragment>("tfrag-t-l2-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_T_L2_ALPHA,
std::vector{tfrag3::TFragmentTreeKind::TRANS}, false, 2);
// 150
init_bucket_renderer<Merc2>("merc-l2-alpha", BucketCategory::MERC, BucketId::MERC_L2_ALPHA);
init_bucket_renderer<TextureUploadHandler>("tex-l3-alpha", BucketCategory::TEX,
BucketId::TEX_L3_ALPHA);
init_bucket_renderer<TFragment>("tfrag-t-l3-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_T_L3_ALPHA,
std::vector{tfrag3::TFragmentTreeKind::TRANS}, false, 3);
// 160
init_bucket_renderer<TextureUploadHandler>("tex-l4-alpha", BucketCategory::TEX,
BucketId::TEX_L4_ALPHA);
init_bucket_renderer<TFragment>("tfrag-t-l4-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_T_L4_ALPHA,
std::vector{tfrag3::TFragmentTreeKind::TRANS}, false, 4);
// 170
init_bucket_renderer<TextureUploadHandler>("tex-l5-alpha", BucketCategory::TEX,
BucketId::TEX_L5_ALPHA);
// 180
init_bucket_renderer<TextureUploadHandler>("tex-lcom-tfrag", BucketCategory::TEX,
BucketId::TEX_LCOM_TFRAG);
init_bucket_renderer<Merc2>("merc-lcom-tfrag", BucketCategory::MERC, BucketId::MERC_LCOM_TFRAG);
// 190
init_bucket_renderer<TextureUploadHandler>("tex-lcom-shrub", BucketCategory::TEX,
BucketId::TEX_LCOM_SHRUB);
init_bucket_renderer<Merc2>("merc-lcom-shrub", BucketCategory::MERC, BucketId::MERC_LCOM_SHRUB);
init_bucket_renderer<TextureUploadHandler>("tex-l0-pris", BucketCategory::TEX,
BucketId::TEX_L0_PRIS);
init_bucket_renderer<Merc2>("merc-l0-pris", BucketCategory::MERC, BucketId::MERC_L0_PRIS);
// 200
init_bucket_renderer<TextureUploadHandler>("tex-l1-pris", BucketCategory::TEX,
BucketId::TEX_L1_PRIS);
init_bucket_renderer<Merc2>("merc-l1-pris", BucketCategory::MERC, BucketId::MERC_L1_PRIS);
init_bucket_renderer<TextureUploadHandler>("tex-l2-pris", BucketCategory::TEX,
BucketId::TEX_L2_PRIS);
init_bucket_renderer<Merc2>("merc-l2-pris", BucketCategory::MERC, BucketId::MERC_L2_PRIS);
init_bucket_renderer<TextureUploadHandler>("tex-l3-pris", BucketCategory::TEX,
BucketId::TEX_L3_PRIS);
init_bucket_renderer<Merc2>("merc-l3-pris", BucketCategory::MERC, BucketId::MERC_L3_PRIS);
// 210
init_bucket_renderer<TextureUploadHandler>("tex-l4-pris", BucketCategory::TEX,
BucketId::TEX_L4_PRIS);
init_bucket_renderer<Merc2>("merc-l4-pris", BucketCategory::MERC, BucketId::MERC_L4_PRIS);
init_bucket_renderer<TextureUploadHandler>("tex-l5-pris", BucketCategory::TEX,
BucketId::TEX_L5_PRIS);
init_bucket_renderer<Merc2>("merc-l5-pris", BucketCategory::MERC, BucketId::MERC_L5_PRIS);
// 220
init_bucket_renderer<TextureUploadHandler>("tex-lcom-pris", BucketCategory::TEX,
BucketId::TEX_LCOM_PRIS);
init_bucket_renderer<Merc2>("merc-lcom-pris", BucketCategory::MERC, BucketId::MERC_LCOM_PRIS);
init_bucket_renderer<TextureUploadHandler>("tex-l0-pris2", BucketCategory::TEX,
BucketId::TEX_L0_PRIS2);
init_bucket_renderer<Merc2>("merc-l0-pris2", BucketCategory::MERC, BucketId::MERC_L0_PRIS2);
init_bucket_renderer<TextureUploadHandler>("tex-l1-pris2", BucketCategory::TEX,
BucketId::TEX_L1_PRIS2);
init_bucket_renderer<Merc2>("merc-l1-pris2", BucketCategory::MERC, BucketId::MERC_L1_PRIS2);
// 230
init_bucket_renderer<TextureUploadHandler>("tex-l2-pris2", BucketCategory::TEX,
BucketId::TEX_L2_PRIS2);
init_bucket_renderer<Merc2>("merc-l2-pris2", BucketCategory::MERC, BucketId::MERC_L2_PRIS2);
init_bucket_renderer<TextureUploadHandler>("tex-l3-pris2", BucketCategory::TEX,
BucketId::TEX_L3_PRIS2);
init_bucket_renderer<Merc2>("merc-l3-pris2", BucketCategory::MERC, BucketId::MERC_L3_PRIS2);
// 240
init_bucket_renderer<TextureUploadHandler>("tex-l4-pris2", BucketCategory::TEX,
BucketId::TEX_L4_PRIS2);
init_bucket_renderer<Merc2>("merc-l4-pris2", BucketCategory::MERC, BucketId::MERC_L4_PRIS2);
init_bucket_renderer<TextureUploadHandler>("tex-l5-pris2", BucketCategory::TEX,
BucketId::TEX_L5_PRIS2);
init_bucket_renderer<Merc2>("merc-l5-pris2", BucketCategory::MERC, BucketId::MERC_L5_PRIS2);
// 250
init_bucket_renderer<TextureUploadHandler>("tex-l0-water", BucketCategory::TEX,
BucketId::TEX_L0_WATER);
init_bucket_renderer<Merc2>("merc-l0-water", BucketCategory::MERC, BucketId::MERC_L0_WATER);
init_bucket_renderer<TFragment>("tfrag-w-l0-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_W_L0_WATER,
std::vector{tfrag3::TFragmentTreeKind::WATER}, false, 0);
// 260
init_bucket_renderer<TextureUploadHandler>("tex-l1-water", BucketCategory::TEX,
BucketId::TEX_L1_WATER);
init_bucket_renderer<Merc2>("merc-l1-water", BucketCategory::MERC, BucketId::MERC_L1_WATER);
init_bucket_renderer<TFragment>("tfrag-w-l1-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_W_L1_WATER,
std::vector{tfrag3::TFragmentTreeKind::WATER}, false, 1);
// 270
init_bucket_renderer<TextureUploadHandler>("tex-l2-water", BucketCategory::TEX,
BucketId::TEX_L2_WATER);
init_bucket_renderer<Merc2>("merc-l2-water", BucketCategory::MERC, BucketId::MERC_L2_WATER);
init_bucket_renderer<TFragment>("tfrag-w-l2-alpha", BucketCategory::TFRAG,
BucketId::TFRAG_W_L2_WATER,
std::vector{tfrag3::TFragmentTreeKind::WATER}, false, 2);
init_bucket_renderer<TextureUploadHandler>("tex-l3-water", BucketCategory::TEX,
BucketId::TEX_L3_WATER);
// 280
init_bucket_renderer<Merc2>("merc-l3-water", BucketCategory::MERC, BucketId::MERC_L3_WATER);
init_bucket_renderer<TFragment>("tfrag-w-l3-water", BucketCategory::TFRAG,
BucketId::TFRAG_W_L3_WATER,
std::vector{tfrag3::TFragmentTreeKind::WATER}, false, 3);
init_bucket_renderer<TextureUploadHandler>("tex-l4-water", BucketCategory::TEX,
BucketId::TEX_L4_WATER);
init_bucket_renderer<Merc2>("merc-l4-water", BucketCategory::MERC, BucketId::MERC_L4_WATER);
// 290
init_bucket_renderer<TextureUploadHandler>("tex-l5-water", BucketCategory::TEX,
BucketId::TEX_L5_WATER);
// 300
init_bucket_renderer<TFragment>("tfrag-w-l5-water", BucketCategory::TFRAG,
BucketId::TFRAG_W_L5_WATER,
std::vector{tfrag3::TFragmentTreeKind::WATER}, false, 5);
init_bucket_renderer<TextureUploadHandler>("tex-lcom-water", BucketCategory::TEX,
BucketId::TEX_LCOM_WATER);
init_bucket_renderer<Merc2>("merc-lcom-water", BucketCategory::MERC, BucketId::MERC_LCOM_WATER);
init_bucket_renderer<TextureUploadHandler>("tex-lcom-sky-post", BucketCategory::TEX,
BucketId::TEX_LCOM_SKY_POST);
// 310
init_bucket_renderer<OceanNear>("ocean-near", BucketCategory::OCEAN, BucketId::OCEAN_NEAR);
init_bucket_renderer<TextureUploadHandler>("tex-all-sprite", BucketCategory::TEX,
BucketId::TEX_ALL_SPRITE);
init_bucket_renderer<Sprite3>("particles", BucketCategory::SPRITE, BucketId::PARTICLES);
init_bucket_renderer<LightningRenderer>("lightning", BucketCategory::OTHER, BucketId::LIGHTNING);
init_bucket_renderer<TextureUploadHandler>("tex-all-warp", BucketCategory::TEX,
BucketId::TEX_ALL_WARP);
init_bucket_renderer<DirectRenderer>("debug-no-zbuf1", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF1, 0x8000);
init_bucket_renderer<TextureUploadHandler>("tex-all-map", BucketCategory::TEX,
BucketId::TEX_ALL_MAP);
// 320
init_bucket_renderer<DirectRenderer>("progress", BucketCategory::OTHER, BucketId::PROGRESS,
0x8000);
init_bucket_renderer<DirectRenderer>("screen-filter", BucketCategory::OTHER,
BucketId::SCREEN_FILTER, 256);
init_bucket_renderer<DirectRenderer>("bucket-322", BucketCategory::OTHER, BucketId::BUCKET_322,
0x8000);
init_bucket_renderer<DirectRenderer>("debug2", BucketCategory::OTHER, BucketId::DEBUG2, 0x8000);
init_bucket_renderer<DirectRenderer>("debug-no-zbuf2", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF2, 0x8000);
init_bucket_renderer<DirectRenderer>("debug3", BucketCategory::OTHER, BucketId::DEBUG3, 0x8000);
// for now, for any unset renderers, just set them to an EmptyBucketRenderer.
for (size_t i = 0; i < m_bucket_renderers.size(); i++) {
if (!m_bucket_renderers[i]) {
init_bucket_renderer<EmptyBucketRenderer>(fmt::format("bucket{}", i), BucketCategory::OTHER,
i);
}
m_bucket_renderers[i]->init_shaders(m_render_state.shaders);
m_bucket_renderers[i]->init_textures(*m_render_state.texture_pool, GameVersion::Jak2);
}
m_render_state.loader->load_common(*m_render_state.texture_pool, "GAME");
}
/*!
* Construct bucket renderers. We can specify different renderers for different buckets
*/
void OpenGLRenderer::init_bucket_renderers_jak1() {
using namespace jak1;
m_bucket_renderers.resize((int)BucketId::MAX_BUCKETS);
m_bucket_categories.resize((int)BucketId::MAX_BUCKETS, BucketCategory::OTHER);
std::vector<tfrag3::TFragmentTreeKind> normal_tfrags = {tfrag3::TFragmentTreeKind::NORMAL,
tfrag3::TFragmentTreeKind::LOWRES};
std::vector<tfrag3::TFragmentTreeKind> dirt_tfrags = {tfrag3::TFragmentTreeKind::DIRT};
std::vector<tfrag3::TFragmentTreeKind> ice_tfrags = {tfrag3::TFragmentTreeKind::ICE};
auto sky_gpu_blender = std::make_shared<SkyBlendGPU>();
auto sky_cpu_blender = std::make_shared<SkyBlendCPU>();
//-------------
// PRE TEXTURE
//-------------
// 0 : ??
// 1 : ??
// 2 : ??
// 3 : SKY_DRAW
init_bucket_renderer<SkyRenderer>("sky", BucketCategory::OTHER, BucketId::SKY_DRAW);
// 4 : OCEAN_MID_AND_FAR
init_bucket_renderer<OceanMidAndFar>("ocean-mid-far", BucketCategory::OCEAN,
BucketId::OCEAN_MID_AND_FAR);
//-----------------------
// LEVEL 0 tfrag texture
//-----------------------
// 5 : TFRAG_TEX_LEVEL0
init_bucket_renderer<TextureUploadHandler>("l0-tfrag-tex", BucketCategory::TEX,
BucketId::TFRAG_TEX_LEVEL0);
// 6 : TFRAG_LEVEL0
init_bucket_renderer<TFragment>("l0-tfrag-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_LEVEL0,
normal_tfrags, false, 0);
// 7 : TFRAG_NEAR_LEVEL0
// 8 : TIE_NEAR_LEVEL0
// 9 : TIE_LEVEL0
init_bucket_renderer<Tie3>("l0-tfrag-tie", BucketCategory::TIE, BucketId::TIE_LEVEL0, 0);
// 10 : MERC_TFRAG_TEX_LEVEL0
init_bucket_renderer<Merc2>("l0-tfrag-merc", BucketCategory::MERC,
BucketId::MERC_TFRAG_TEX_LEVEL0);
// 11 : GMERC_TFRAG_TEX_LEVEL0
init_bucket_renderer<Generic2>("l0-tfrag-generic", BucketCategory::GENERIC,
BucketId::GENERIC_TFRAG_TEX_LEVEL0, 1500000, 10000, 10000, 800);
//-----------------------
// LEVEL 1 tfrag texture
//-----------------------
// 12 : TFRAG_TEX_LEVEL1
init_bucket_renderer<TextureUploadHandler>("l1-tfrag-tex", BucketCategory::TEX,
BucketId::TFRAG_TEX_LEVEL1);
// 13 : TFRAG_LEVEL1
init_bucket_renderer<TFragment>("l1-tfrag-tfrag", BucketCategory::TFRAG, BucketId::TFRAG_LEVEL1,
normal_tfrags, false, 1);
// 14 : TFRAG_NEAR_LEVEL1
// 15 : TIE_NEAR_LEVEL1
// 16 : TIE_LEVEL1
init_bucket_renderer<Tie3>("l1-tfrag-tie", BucketCategory::TIE, BucketId::TIE_LEVEL1, 1);
// 17 : MERC_TFRAG_TEX_LEVEL1
init_bucket_renderer<Merc2>("l1-tfrag-merc", BucketCategory::MERC,
BucketId::MERC_TFRAG_TEX_LEVEL1);
// 18 : GMERC_TFRAG_TEX_LEVEL1
init_bucket_renderer<Generic2>("l1-tfrag-generic", BucketCategory::GENERIC,
BucketId::GENERIC_TFRAG_TEX_LEVEL1, 1500000, 10000, 10000, 800);
//-----------------------
// LEVEL 0 shrub texture
//-----------------------
// 19 : SHRUB_TEX_LEVEL0
init_bucket_renderer<TextureUploadHandler>("l0-shrub-tex", BucketCategory::TEX,
BucketId::SHRUB_TEX_LEVEL0);
// 20 : SHRUB_NORMAL_LEVEL0
init_bucket_renderer<Shrub>("l0-shrub", BucketCategory::SHRUB, BucketId::SHRUB_NORMAL_LEVEL0);
// 21 : ???
// 22 : SHRUB_BILLBOARD_LEVEL0
// 23 : SHRUB_TRANS_LEVEL0
// 24 : SHRUB_GENERIC_LEVEL0
//-----------------------
// LEVEL 1 shrub texture
//-----------------------
// 25 : SHRUB_TEX_LEVEL1
init_bucket_renderer<TextureUploadHandler>("l1-shrub-tex", BucketCategory::TEX,
BucketId::SHRUB_TEX_LEVEL1);
// 26 : SHRUB_NORMAL_LEVEL1
init_bucket_renderer<Shrub>("l1-shrub", BucketCategory::SHRUB, BucketId::SHRUB_NORMAL_LEVEL1);
// 27 : ???
// 28 : SHRUB_BILLBOARD_LEVEL1
// 29 : SHRUB_TRANS_LEVEL1
// 30 : SHRUB_GENERIC_LEVEL1
init_bucket_renderer<Generic2>("mystery-generic", BucketCategory::GENERIC,
BucketId::SHRUB_GENERIC_LEVEL1);
//-----------------------
// LEVEL 0 alpha texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l0-alpha-tex", BucketCategory::TEX,
BucketId::ALPHA_TEX_LEVEL0); // 31
init_bucket_renderer<SkyBlendHandler>("l0-alpha-sky-blend-and-tfrag-trans", BucketCategory::OTHER,
BucketId::TFRAG_TRANS0_AND_SKY_BLEND_LEVEL0, 0,
sky_gpu_blender, sky_cpu_blender); // 32
// 33
init_bucket_renderer<TFragment>("l0-alpha-tfrag", BucketCategory::TFRAG,
BucketId::TFRAG_DIRT_LEVEL0, dirt_tfrags, false,
0); // 34
// 35
init_bucket_renderer<TFragment>("l0-alpha-tfrag-ice", BucketCategory::TFRAG,
BucketId::TFRAG_ICE_LEVEL0, ice_tfrags, false, 0);
// 37
//-----------------------
// LEVEL 1 alpha texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l1-alpha-tex", BucketCategory::TEX,
BucketId::ALPHA_TEX_LEVEL1); // 38
init_bucket_renderer<SkyBlendHandler>("l1-alpha-sky-blend-and-tfrag-trans", BucketCategory::OTHER,
BucketId::TFRAG_TRANS1_AND_SKY_BLEND_LEVEL1, 1,
sky_gpu_blender, sky_cpu_blender); // 39
// 40
init_bucket_renderer<TFragment>("l1-alpha-tfrag-dirt", BucketCategory::TFRAG,
BucketId::TFRAG_DIRT_LEVEL1, dirt_tfrags, false,
1); // 41
// 42
init_bucket_renderer<TFragment>("l1-alpha-tfrag-ice", BucketCategory::TFRAG,
BucketId::TFRAG_ICE_LEVEL1, ice_tfrags, false, 1);
// 44
init_bucket_renderer<Merc2>("common-alpha-merc", BucketCategory::MERC,
BucketId::MERC_AFTER_ALPHA);
init_bucket_renderer<Generic2>("common-alpha-generic", BucketCategory::GENERIC,
BucketId::GENERIC_ALPHA); // 46
init_bucket_renderer<ShadowRenderer>("shadow", BucketCategory::OTHER, BucketId::SHADOW); // 47
//-----------------------
// LEVEL 0 pris texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l0-pris-tex", BucketCategory::TEX,
BucketId::PRIS_TEX_LEVEL0); // 48
init_bucket_renderer<Merc2>("l0-pris-merc", BucketCategory::MERC,
BucketId::MERC_PRIS_LEVEL0); // 49
init_bucket_renderer<Generic2>("l0-pris-generic", BucketCategory::GENERIC,
BucketId::GENERIC_PRIS_LEVEL0); // 50
//-----------------------
// LEVEL 1 pris texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l1-pris-tex", BucketCategory::TEX,
BucketId::PRIS_TEX_LEVEL1); // 51
init_bucket_renderer<Merc2>("l1-pris-merc", BucketCategory::MERC,
BucketId::MERC_PRIS_LEVEL1); // 52
init_bucket_renderer<Generic2>("l1-pris-generic", BucketCategory::GENERIC,
BucketId::GENERIC_PRIS_LEVEL1); // 53
// other renderers may output to the eye renderer
m_render_state.eye_renderer = init_bucket_renderer<EyeRenderer>(
"common-pris-eyes", BucketCategory::OTHER, BucketId::MERC_EYES_AFTER_PRIS); // 54
// hack: set to merc2 for debugging
init_bucket_renderer<Merc2>("common-pris-merc", BucketCategory::MERC,
BucketId::MERC_AFTER_PRIS); // 55
init_bucket_renderer<Generic2>("common-pris-generic", BucketCategory::GENERIC,
BucketId::GENERIC_PRIS); // 56
//-----------------------
// LEVEL 0 water texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l0-water-tex", BucketCategory::TEX,
BucketId::WATER_TEX_LEVEL0); // 57
init_bucket_renderer<Merc2>("l0-water-merc", BucketCategory::MERC,
BucketId::MERC_WATER_LEVEL0); // 58
init_bucket_renderer<Generic2>("l0-water-generic", BucketCategory::GENERIC,
BucketId::GENERIC_WATER_LEVEL0); // 59
//-----------------------
// LEVEL 1 water texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("l1-water-tex", BucketCategory::TEX,
BucketId::WATER_TEX_LEVEL1); // 60
init_bucket_renderer<Merc2>("l1-water-merc", BucketCategory::MERC,
BucketId::MERC_WATER_LEVEL1); // 61
init_bucket_renderer<Generic2>("l1-water-generic", BucketCategory::GENERIC,
BucketId::GENERIC_WATER_LEVEL1); // 62
init_bucket_renderer<OceanNear>("ocean-near", BucketCategory::OCEAN, BucketId::OCEAN_NEAR); // 63
//-----------------------
// DEPTH CUE
//-----------------------
init_bucket_renderer<DepthCue>("depth-cue", BucketCategory::OTHER, BucketId::DEPTH_CUE); // 64
//-----------------------
// COMMON texture
//-----------------------
init_bucket_renderer<TextureUploadHandler>("common-tex", BucketCategory::TEX,
BucketId::PRE_SPRITE_TEX); // 65
std::vector<std::unique_ptr<BucketRenderer>> sprite_renderers;
// the first renderer added will be the default for sprite.
sprite_renderers.push_back(std::make_unique<Sprite3>("sprite-3", (int)BucketId::SPRITE));
sprite_renderers.push_back(
std::make_unique<SpriteRenderer>("sprite-renderer", (int)BucketId::SPRITE));
init_bucket_renderer<RenderMux>("sprite", BucketCategory::SPRITE, BucketId::SPRITE,
std::move(sprite_renderers)); // 66
init_bucket_renderer<DirectRenderer>("debug", BucketCategory::OTHER, BucketId::DEBUG, 0x20000);
init_bucket_renderer<DirectRenderer>("debug-no-zbuf", BucketCategory::OTHER,
BucketId::DEBUG_NO_ZBUF, 0x8000);
// an extra custom bucket!
init_bucket_renderer<DirectRenderer>("subtitle", BucketCategory::OTHER, BucketId::SUBTITLE, 6000);
// for now, for any unset renderers, just set them to an EmptyBucketRenderer.
for (size_t i = 0; i < m_bucket_renderers.size(); i++) {
if (!m_bucket_renderers[i]) {
init_bucket_renderer<EmptyBucketRenderer>(fmt::format("bucket{}", i), BucketCategory::OTHER,
(BucketId)i);
}
m_bucket_renderers[i]->init_shaders(m_render_state.shaders);
m_bucket_renderers[i]->init_textures(*m_render_state.texture_pool, GameVersion::Jak1);
}
sky_cpu_blender->init_textures(*m_render_state.texture_pool);
sky_gpu_blender->init_textures(*m_render_state.texture_pool);
m_render_state.loader->load_common(*m_render_state.texture_pool, "GAME");
}
/*!
* Main render function. This is called from the gfx loop with the chain passed from the game.
*/
void OpenGLRenderer::render(DmaFollower dma, const RenderOptions& settings) {
m_profiler.clear();
m_render_state.reset();
m_render_state.ee_main_memory = g_ee_main_mem;
m_render_state.offset_of_s7 = offset_of_s7();
{
auto prof = m_profiler.root()->make_scoped_child("frame-setup");
setup_frame(settings);
if (settings.gpu_sync) {
glFinish();
}
}
{
auto prof = m_profiler.root()->make_scoped_child("loader");
if (m_last_pmode_alp == 0 && settings.pmode_alp_register != 0 && m_enable_fast_blackout_loads) {
// blackout, load everything and don't worry about frame rate
m_render_state.loader->update_blocking(*m_render_state.texture_pool);
} else {
m_render_state.loader->update(*m_render_state.texture_pool);
}
}
// render the buckets!
{
auto prof = m_profiler.root()->make_scoped_child("buckets");
dispatch_buckets(dma, prof, settings.gpu_sync);
}
// apply effects done with PCRTC registers
{
auto prof = m_profiler.root()->make_scoped_child("pcrtc");
do_pcrtc_effects(settings.pmode_alp_register, &m_render_state, prof);
if (settings.gpu_sync) {
glFinish();
}
}
m_last_pmode_alp = settings.pmode_alp_register;
if (settings.draw_render_debug_window) {
auto prof = m_profiler.root()->make_scoped_child("render-window");
draw_renderer_selection_window();
// add a profile bar for the imgui stuff
// vif_interrupt_callback(0);
if (settings.gpu_sync) {
glFinish();
}
}
if (settings.draw_loader_window) {
m_render_state.loader->draw_debug_window();
}
m_profiler.finish();
// if (m_profiler.root_time() > 0.018) {
// fmt::print("Slow frame: {:.2f} ms\n", m_profiler.root_time() * 1000);
// fmt::print("{}\n", m_profiler.to_string());
// }
if (settings.draw_profiler_window) {
m_profiler.draw();
}
if (settings.draw_small_profiler_window) {
SmallProfilerStats stats;
stats.draw_calls = m_profiler.root()->stats().draw_calls;
stats.triangles = m_profiler.root()->stats().triangles;
for (int i = 0; i < (int)BucketCategory::MAX_CATEGORIES; i++) {
stats.time_per_category[i] = m_category_times[i];
}
m_small_profiler.draw(m_render_state.load_status_debug, stats);
}
if (settings.draw_subtitle_editor_window) {
m_subtitle_editor.draw_window();
}
if (settings.draw_filters_window) {
m_filters_menu.draw_window();
}
if (settings.save_screenshot) {
Fbo* screenshot_src;
int read_buffer;
// can't screenshot from a multisampled buffer directly -
if (m_fbo_state.resources.resolve_buffer.valid) {
screenshot_src = &m_fbo_state.resources.resolve_buffer;
read_buffer = GL_COLOR_ATTACHMENT0;
} else {
screenshot_src = m_fbo_state.render_fbo;
read_buffer = GL_FRONT;
}
finish_screenshot(settings.screenshot_path, screenshot_src->width, screenshot_src->height, 0, 0,
screenshot_src->fbo_id, read_buffer);
}
if (settings.gpu_sync) {
glFinish();
}
}
/*!
* Draw the per-renderer debug window
*/
void OpenGLRenderer::draw_renderer_selection_window() {
ImGui::Begin("Renderer Debug");
ImGui::Checkbox("Use old single-draw", &m_render_state.no_multidraw);
ImGui::SliderFloat("Fog Adjust", &m_render_state.fog_intensity, 0, 10);
ImGui::Checkbox("Sky CPU", &m_render_state.use_sky_cpu);
ImGui::Checkbox("Occlusion Cull", &m_render_state.use_occlusion_culling);
ImGui::Checkbox("Blackout Loads", &m_enable_fast_blackout_loads);
for (size_t i = 0; i < m_bucket_renderers.size(); i++) {
auto renderer = m_bucket_renderers[i].get();
if (renderer && !renderer->empty()) {
ImGui::PushID(i);
if (ImGui::TreeNode(renderer->name_and_id().c_str())) {
ImGui::Checkbox("Enable", &renderer->enabled());
renderer->draw_debug_window();
ImGui::TreePop();
}
ImGui::PopID();
}
}
if (ImGui::TreeNode("Texture Pool")) {
m_render_state.texture_pool->draw_debug_window();
ImGui::TreePop();
}
ImGui::End();
}
namespace {
Fbo make_fbo(int w, int h, int msaa, bool make_zbuf_and_stencil) {
Fbo result;
bool use_multisample = msaa > 1;
// make framebuffer object
glGenFramebuffers(1, &result.fbo_id);
glBindFramebuffer(GL_FRAMEBUFFER, result.fbo_id);
result.valid = true;
// make texture that will hold the colors of the framebuffer
GLuint tex;
glGenTextures(1, &tex);
result.tex_id = tex;
glActiveTexture(GL_TEXTURE0);
if (use_multisample) {
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, msaa, GL_RGBA8, w, h, GL_TRUE);
} else {
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
// make depth and stencil buffers that will hold the... depth and stencil buffers
if (make_zbuf_and_stencil) {
GLuint zbuf;
glGenRenderbuffers(1, &zbuf);
result.zbuf_stencil_id = zbuf;
glBindRenderbuffer(GL_RENDERBUFFER, zbuf);
if (use_multisample) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH24_STENCIL8, w, h);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, zbuf);
}
// attach texture to framebuffer as target for colors
if (use_multisample) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
} else {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
}
GLenum render_targets[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, render_targets);
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
lg::error("Failed to setup framebuffer: {} {} {} {}\n", w, h, msaa, make_zbuf_and_stencil);
switch (status) {
case GL_FRAMEBUFFER_UNDEFINED:
printf("GL_FRAMEBUFFER_UNDEFINED\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
printf("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
printf("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
printf("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
printf("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
printf("GL_FRAMEBUFFER_UNSUPPORTED\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
printf("GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
printf("GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS\n");
break;
}
ASSERT(false);
}
result.multisample_count = msaa;
result.multisampled = use_multisample;
result.is_window = false;
result.width = w;
result.height = h;
return result;
}
} // namespace
/*!
* Pre-render frame setup.
*/
void OpenGLRenderer::setup_frame(const RenderOptions& settings) {
// glfw controls the window framebuffer, so we just update the size:
auto& window_fb = m_fbo_state.resources.window;
bool window_resized = window_fb.width != settings.window_framebuffer_width ||
window_fb.height != settings.window_framebuffer_height;
window_fb.valid = true;
window_fb.is_window = true;
window_fb.fbo_id = 0;
window_fb.width = settings.window_framebuffer_width;
window_fb.height = settings.window_framebuffer_height;
window_fb.multisample_count = 1;
window_fb.multisampled = false;
// see if the render FBO is still applicable
if (settings.save_screenshot || window_resized || !m_fbo_state.render_fbo ||
!m_fbo_state.render_fbo->matches(settings.game_res_w, settings.game_res_h,
settings.msaa_samples)) {
// doesn't match, set up a new one for these settings
lg::info("FBO Setup: requested {}x{}, msaa {}", settings.game_res_w, settings.game_res_h,
settings.msaa_samples);
// clear old framebuffers
m_fbo_state.resources.render_buffer.clear();
m_fbo_state.resources.resolve_buffer.clear();
// first, see if we can just render straight to the display framebuffer.
// note: we always force a separate fbo on a screenshot so that it won't capture overlays.
// as an added bonus it also doesn't break the sprite distort buffer...
if (!settings.save_screenshot &&
window_fb.matches(settings.game_res_w, settings.game_res_h, settings.msaa_samples)) {
// it matches - no need for extra framebuffers.
lg::info("FBO Setup: rendering directly to window framebuffer");
m_fbo_state.render_fbo = &m_fbo_state.resources.window;
} else {
lg::info("FBO Setup: window didn't match: {} {}", window_fb.width, window_fb.height);
// create a fbo to render to, with the desired settings
m_fbo_state.resources.render_buffer =
make_fbo(settings.game_res_w, settings.game_res_h, settings.msaa_samples, true);
m_fbo_state.render_fbo = &m_fbo_state.resources.render_buffer;
bool msaa_matches = window_fb.multisample_count == settings.msaa_samples;
if (!msaa_matches) {
lg::info("FBO Setup: using second temporary buffer: res: {}x{} {}x{}", window_fb.width,
window_fb.height, settings.game_res_w, settings.game_res_h);
// we'll need a temporary fbo to do the msaa resolve step
// non-multisampled, and doesn't need z/stencil
m_fbo_state.resources.resolve_buffer =
make_fbo(settings.game_res_w, settings.game_res_h, 1, false);
} else {
lg::info("FBO Setup: not using second temporary buffer");
}
}
}
ASSERT_MSG(settings.game_res_w > 0 && settings.game_res_h > 0,
fmt::format("Bad viewport size from game_res: {}x{}\n", settings.game_res_w,
settings.game_res_h));
if (!m_fbo_state.render_fbo->is_window) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_fbo_state.resources.window.width, m_fbo_state.resources.window.height);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(0.0);
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_BLEND);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo_state.render_fbo->fbo_id);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(0.0);
glClearStencil(0);
glDepthMask(GL_TRUE);
// Note: could rely on sky renderer to clear depth and color, but this causes problems with
// letterboxing
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_BLEND);
// setup the draw region to letterbox later
m_render_state.draw_region_w = settings.draw_region_width;
m_render_state.draw_region_h = settings.draw_region_height;
// center the letterbox
m_render_state.draw_offset_x =
(settings.window_framebuffer_width - m_render_state.draw_region_w) / 2;
m_render_state.draw_offset_y =
(settings.window_framebuffer_height - m_render_state.draw_region_h) / 2;
if (settings.borderless_windows_hacks) {
// pretend the framebuffer is 1 pixel shorter on borderless. fullscreen issues!
// add one pixel of vertical letterbox on borderless to make up for extra line
m_render_state.draw_offset_y++;
}
m_render_state.render_fb = m_fbo_state.render_fbo->fbo_id;
if (m_render_state.draw_region_w <= 0 || m_render_state.draw_region_h <= 0) {
// trying to draw to 0 size region... opengl doesn't like this.
m_render_state.draw_region_w = 320;
m_render_state.draw_region_h = 240;
}
if (m_fbo_state.render_fbo->is_window) {
m_render_state.render_fb_x = m_render_state.draw_offset_x;
m_render_state.render_fb_y = m_render_state.draw_offset_y;
m_render_state.render_fb_w = m_render_state.draw_region_w;
m_render_state.render_fb_h = m_render_state.draw_region_h;
glViewport(m_render_state.draw_offset_x, m_render_state.draw_offset_y,
m_render_state.draw_region_w, m_render_state.draw_region_h);
} else {
m_render_state.render_fb_x = 0;
m_render_state.render_fb_y = 0;
m_render_state.render_fb_w = settings.game_res_w;
m_render_state.render_fb_h = settings.game_res_h;
glViewport(0, 0, settings.game_res_w, settings.game_res_h);
}
}
void OpenGLRenderer::dispatch_buckets_jak1(DmaFollower dma,
ScopedProfilerNode& prof,
bool sync_after_buckets) {
// The first thing the DMA chain should be a call to a common default-registers chain.
// this chain resets the state of the GS. After this is buckets
m_category_times.fill(0);
m_render_state.buckets_base =
dma.current_tag_offset() + 16; // offset by 1 qw for the initial call
m_render_state.next_bucket = m_render_state.buckets_base;
m_render_state.bucket_for_vis_copy = (int)jak1::BucketId::TFRAG_LEVEL0;
m_render_state.num_vis_to_copy = 2;
// Find the default regs buffer
auto initial_call_tag = dma.current_tag();
ASSERT(initial_call_tag.kind == DmaTag::Kind::CALL);
auto initial_call_default_regs = dma.read_and_advance();
ASSERT(initial_call_default_regs.transferred_tag == 0); // should be a nop.
m_render_state.default_regs_buffer = dma.current_tag_offset();
auto default_regs_tag = dma.current_tag();
ASSERT(default_regs_tag.kind == DmaTag::Kind::CNT);
ASSERT(default_regs_tag.qwc == 10);
// TODO verify data in here.
auto default_data = dma.read_and_advance();
ASSERT(default_data.size_bytes > 148);
memcpy(m_render_state.fog_color.data(), default_data.data + 144, 4);
auto default_ret_tag = dma.current_tag();
ASSERT(default_ret_tag.qwc == 0);
ASSERT(default_ret_tag.kind == DmaTag::Kind::RET);
dma.read_and_advance();
// now we should point to the first bucket!
ASSERT(dma.current_tag_offset() == m_render_state.next_bucket);
m_render_state.next_bucket += 16;
// loop over the buckets!
for (size_t bucket_id = 0; bucket_id < m_bucket_renderers.size(); bucket_id++) {
auto& renderer = m_bucket_renderers[bucket_id];
auto bucket_prof = prof.make_scoped_child(renderer->name_and_id());
g_current_render = renderer->name_and_id();
// lg::info("Render: {} start", g_current_render);
renderer->render(dma, &m_render_state, bucket_prof);
if (sync_after_buckets) {
auto pp = scoped_prof("finish");
glFinish();
}
// lg::info("Render: {} end", g_current_render);
// should have ended at the start of the next chain
ASSERT(dma.current_tag_offset() == m_render_state.next_bucket);
m_render_state.next_bucket += 16;
vif_interrupt_callback(bucket_id);
m_category_times[(int)m_bucket_categories[bucket_id]] += bucket_prof.get_elapsed_time();
// hack to draw the collision mesh in the middle the drawing
if (bucket_id == 31 - 1 && Gfx::g_global_settings.collision_enable) {
auto p = prof.make_scoped_child("collision-draw");
m_collide_renderer.render(&m_render_state, p);
}
}
g_current_render = "";
// TODO ending data.
}
void OpenGLRenderer::dispatch_buckets_jak2(DmaFollower dma,
ScopedProfilerNode& prof,
bool sync_after_buckets) {
// The first thing the DMA chain should be a call to a common default-registers chain.
// this chain resets the state of the GS. After this is buckets
m_category_times.fill(0);
m_render_state.buckets_base = dma.current_tag_offset(); // starts at 0 in jak 2
m_render_state.next_bucket = m_render_state.buckets_base + 16;
m_render_state.bucket_for_vis_copy = (int)jak2::BucketId::SPECIAL_BUCKET_2;
m_render_state.num_vis_to_copy = 6;
for (size_t bucket_id = 0; bucket_id < m_bucket_renderers.size(); bucket_id++) {
auto& renderer = m_bucket_renderers[bucket_id];
auto bucket_prof = prof.make_scoped_child(renderer->name_and_id());
g_current_render = renderer->name_and_id();
// lg::info("Render: {} start", g_current_render);
renderer->render(dma, &m_render_state, bucket_prof);
if (sync_after_buckets) {
auto pp = scoped_prof("finish");
glFinish();
}
// lg::info("Render: {} end", g_current_render);
// should have ended at the start of the next chain
ASSERT(dma.current_tag_offset() == m_render_state.next_bucket);
m_render_state.next_bucket += 16;
vif_interrupt_callback(bucket_id + 1);
m_category_times[(int)m_bucket_categories[bucket_id]] += bucket_prof.get_elapsed_time();
}
vif_interrupt_callback(m_bucket_renderers.size());
// TODO ending data.
}
/*!
* This function finds buckets and dispatches them to the appropriate part.
*/
void OpenGLRenderer::dispatch_buckets(DmaFollower dma,
ScopedProfilerNode& prof,
bool sync_after_buckets) {
m_render_state.version = m_version;
switch (m_version) {
case GameVersion::Jak1:
dispatch_buckets_jak1(dma, prof, sync_after_buckets);
break;
case GameVersion::Jak2:
dispatch_buckets_jak2(dma, prof, sync_after_buckets);
break;
default:
ASSERT(false);
}
}
/*!
* Take a screenshot!
*/
void OpenGLRenderer::finish_screenshot(const std::string& output_name,
int width,
int height,
int x,
int y,
GLuint fbo,
int read_buffer) {
std::vector<u32> buffer(width * height);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
GLint oldbuf;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &oldbuf);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glReadBuffer(read_buffer);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data());
// flip upside down in place
for (int h = 0; h < height / 2; h++) {
for (int w = 0; w < width; w++) {
std::swap(buffer[h * width + w], buffer[(height - h - 1) * width + w]);
}
}
// set alpha. For some reason, image viewers do weird stuff with alpha.
for (auto& px : buffer) {
px |= 0xff000000;
}
file_util::write_rgba_png(output_name, buffer.data(), width, height);
glBindFramebuffer(GL_READ_FRAMEBUFFER, oldbuf);
}
void OpenGLRenderer::do_pcrtc_effects(float alp,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
if (m_fbo_state.render_fbo->is_window) {
// nothing to do!
} else {
Fbo* window_blit_src = nullptr;
if (m_fbo_state.resources.resolve_buffer.valid) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_state.render_fbo->fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_state.resources.resolve_buffer.fbo_id);
glBlitFramebuffer(0, // srcX0
0, // srcY0
m_fbo_state.render_fbo->width, // srcX1
m_fbo_state.render_fbo->height, // srcY1
0, // dstX0
0, // dstY0
m_fbo_state.resources.resolve_buffer.width, // dstX1
m_fbo_state.resources.resolve_buffer.height, // dstY1
GL_COLOR_BUFFER_BIT, // mask
GL_LINEAR // filter
);
window_blit_src = &m_fbo_state.resources.resolve_buffer;
} else {
window_blit_src = &m_fbo_state.resources.render_buffer;
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, window_blit_src->fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, // srcX0
0, // srcY0
window_blit_src->width, // srcX1
window_blit_src->height, // srcY1
render_state->draw_offset_x, // dstX0
render_state->draw_offset_y, // dstY0
render_state->draw_offset_x + render_state->draw_region_w, // dstX1
render_state->draw_offset_y + render_state->draw_region_h, // dstY1
GL_COLOR_BUFFER_BIT, // mask
GL_LINEAR // filter
);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
if (alp < 1 && m_version != GameVersion::Jak2) { // TODO: enable blackout on jak 2.
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
glBlendEquation(GL_FUNC_ADD);
glViewport(0, 0, m_fbo_state.resources.window.width, m_fbo_state.resources.window.height);
m_blackout_renderer.draw(Vector4f(0, 0, 0, 1.f - alp), render_state, prof);
glEnable(GL_DEPTH_TEST);
}
}