mirror of
https://github.com/open-goal/jak-project.git
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61766d2d22
* temp * extract collision mesh * temp * improve * toggle, cleanup
725 lines
28 KiB
C++
725 lines
28 KiB
C++
#include "third-party/fmt/core.h"
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#include "third-party/imgui/imgui.h"
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#include "SpriteRenderer.h"
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#include "game/graphics/opengl_renderer/dma_helpers.h"
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#include "game/graphics/opengl_renderer/background/background_common.h"
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namespace {
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/*!
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* Does the next DMA transfer look like it could be the start of a 2D group?
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*/
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bool looks_like_2d_chunk_start(const DmaFollower& dma) {
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return dma.current_tag().qwc == 1 && dma.current_tag().kind == DmaTag::Kind::CNT;
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}
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/*!
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* Read the header. Asserts if it's bad.
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* Returns the number of sprites.
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* Advances 1 dma transfer
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*/
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u32 process_sprite_chunk_header(DmaFollower& dma) {
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auto transfer = dma.read_and_advance();
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// note that flg = true, this should use double buffering
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bool ok = verify_unpack_with_stcycl(transfer, VifCode::Kind::UNPACK_V4_32, 4, 4, 1,
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SpriteDataMem::Header, false, true);
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ASSERT(ok);
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u32 header[4];
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memcpy(header, transfer.data, 16);
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ASSERT(header[0] <= SpriteRenderer::SPRITES_PER_CHUNK);
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return header[0];
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}
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} // namespace
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constexpr int SPRITE_RENDERER_MAX_SPRITES = 8000;
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SpriteRenderer::SpriteRenderer(const std::string& name, BucketId my_id)
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: BucketRenderer(name, my_id) {
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glGenBuffers(1, &m_ogl.vertex_buffer);
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glGenVertexArrays(1, &m_ogl.vao);
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glBindVertexArray(m_ogl.vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
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auto verts = SPRITE_RENDERER_MAX_SPRITES * 3 * 2;
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auto bytes = verts * sizeof(SpriteVertex3D);
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glBufferData(GL_ARRAY_BUFFER, bytes, nullptr, GL_STREAM_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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0, // location 0 in the shader
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4, // 4 floats per vert (w unused)
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GL_FLOAT, // floats
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GL_TRUE, // normalized, ignored,
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, xyz_sx) // offset in array (why is this a pointer...)
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);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(
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1, // location 0 in the shader
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4, // 4 color components
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GL_FLOAT, // floats
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GL_TRUE, // normalized, ignored,
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, quat_sy) // offset in array (why is this a pointer...)
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);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(
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2, // location 0 in the shader
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4, // 4 color components
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GL_FLOAT, // floats
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GL_TRUE, // normalized, ignored,
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, rgba) // offset in array (why is this a pointer...)
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);
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glEnableVertexAttribArray(3);
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glVertexAttribIPointer(
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3, // location 0 in the shader
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2, // 4 color components
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GL_UNSIGNED_SHORT, // floats
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, flags_matrix) // offset in array (why is this a pointer...)
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);
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glEnableVertexAttribArray(4);
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glVertexAttribIPointer(
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4, // location 0 in the shader
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4, // 3 floats per vert
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GL_UNSIGNED_SHORT, // floats
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sizeof(SpriteVertex3D), //
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(void*)offsetof(SpriteVertex3D, info) // offset in array (why is this a pointer...)
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);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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m_vertices_3d.resize(verts);
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}
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/*!
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* Run the sprite distorter. Currently nothing uses sprite-distorter so this just skips through
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* the table upload stuff that runs every frame, even if there are no sprites.
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*/
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void SpriteRenderer::render_distorter(DmaFollower& dma,
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SharedRenderState* /*render_state*/,
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ScopedProfilerNode& /*prof*/) {
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// Next thing should be the sprite-distorter setup
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// m_direct_renderer.reset_state();
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while (dma.current_tag().qwc != 7) {
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dma.read_and_advance();
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// m_direct_renderer.render_vif(direct_data.vif0(), direct_data.vif1(), direct_data.data,
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// direct_data.size_bytes, render_state, prof);
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}
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// m_direct_renderer.flush_pending(render_state, prof);
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auto sprite_distorter_direct_setup = dma.read_and_advance();
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ASSERT(sprite_distorter_direct_setup.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(sprite_distorter_direct_setup.vifcode1().kind == VifCode::Kind::DIRECT);
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ASSERT(sprite_distorter_direct_setup.vifcode1().immediate == 7);
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memcpy(m_sprite_distorter_setup, sprite_distorter_direct_setup.data, 7 * 16);
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// Next thing should be the sprite-distorter tables
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auto sprite_distorter_tables = dma.read_and_advance();
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ASSERT(sprite_distorter_tables.size_bytes == 0x8b * 16);
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ASSERT(sprite_distorter_tables.vifcode0().kind == VifCode::Kind::STCYCL);
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VifCodeStcycl distorter_table_transfer(sprite_distorter_tables.vifcode0());
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ASSERT(distorter_table_transfer.cl == 4);
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ASSERT(distorter_table_transfer.wl == 4);
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// TODO: check unpack cmd (vif1)
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// TODO: do something with the table
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// next would be the program, but we don't have it.
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// TODO: next is the sprite-distorter (currently not used)
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}
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/*!
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* Handle DMA data that does the per-frame setup.
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* This should get the dma chain immediately after the call to sprite-draw-distorters.
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* It ends right before the sprite-add-matrix-data for the 3d's
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*/
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void SpriteRenderer::handle_sprite_frame_setup(DmaFollower& dma) {
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// first is some direct data
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auto direct_data = dma.read_and_advance();
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ASSERT(direct_data.size_bytes == 3 * 16);
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memcpy(m_sprite_direct_setup, direct_data.data, 3 * 16);
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// next would be the program, but it's 0 size on the PC and isn't sent.
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// next is the "frame data"
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auto frame_data = dma.read_and_advance();
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ASSERT(frame_data.size_bytes == (int)sizeof(SpriteFrameData)); // very cool
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ASSERT(frame_data.vifcode0().kind == VifCode::Kind::STCYCL);
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VifCodeStcycl frame_data_stcycl(frame_data.vifcode0());
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ASSERT(frame_data_stcycl.cl == 4);
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ASSERT(frame_data_stcycl.wl == 4);
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ASSERT(frame_data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
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VifCodeUnpack frame_data_unpack(frame_data.vifcode1());
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ASSERT(frame_data_unpack.addr_qw == SpriteDataMem::FrameData);
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ASSERT(frame_data_unpack.use_tops_flag == false);
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memcpy(&m_frame_data, frame_data.data, sizeof(SpriteFrameData));
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// next, a MSCALF.
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auto mscalf = dma.read_and_advance();
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ASSERT(mscalf.size_bytes == 0);
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ASSERT(mscalf.vifcode0().kind == VifCode::Kind::MSCALF);
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ASSERT(mscalf.vifcode0().immediate == SpriteProgMem::Init);
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ASSERT(mscalf.vifcode1().kind == VifCode::Kind::FLUSHE);
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// next base and offset
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auto base_offset = dma.read_and_advance();
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ASSERT(base_offset.size_bytes == 0);
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ASSERT(base_offset.vifcode0().kind == VifCode::Kind::BASE);
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ASSERT(base_offset.vifcode0().immediate == SpriteDataMem::Buffer0);
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ASSERT(base_offset.vifcode1().kind == VifCode::Kind::OFFSET);
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ASSERT(base_offset.vifcode1().immediate == SpriteDataMem::Buffer1);
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}
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void SpriteRenderer::render_3d(DmaFollower& dma) {
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// one time matrix data
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auto matrix_data = dma.read_and_advance();
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ASSERT(matrix_data.size_bytes == sizeof(Sprite3DMatrixData));
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bool unpack_ok = verify_unpack_with_stcycl(matrix_data, VifCode::Kind::UNPACK_V4_32, 4, 4, 5,
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SpriteDataMem::Matrix, false, false);
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ASSERT(unpack_ok);
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static_assert(sizeof(m_3d_matrix_data) == 5 * 16);
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memcpy(&m_3d_matrix_data, matrix_data.data, sizeof(m_3d_matrix_data));
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// TODO
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}
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void SpriteRenderer::render_2d_group0(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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// opengl sprite frame setup
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "hvdf_offset"), 1,
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m_3d_matrix_data.hvdf_offset.data());
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "pfog0"),
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m_frame_data.pfog0);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "min_scale"),
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m_frame_data.min_scale);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "max_scale"),
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m_frame_data.max_scale);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "fog_min"),
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m_frame_data.fog_min);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "fog_max"),
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m_frame_data.fog_max);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "bonus"),
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m_frame_data.bonus);
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "hmge_scale"), 1,
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m_frame_data.hmge_scale.data());
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "deg_to_rad"),
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m_frame_data.deg_to_rad);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "inv_area"),
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m_frame_data.inv_area);
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glUniformMatrix4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "camera"),
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1, GL_FALSE, m_3d_matrix_data.camera.data());
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "xy_array"), 8,
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m_frame_data.xy_array[0].data());
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "xyz_array"), 4,
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m_frame_data.xyz_array[0].data());
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "st_array"), 4,
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m_frame_data.st_array[0].data());
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "basis_x"), 1,
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m_frame_data.basis_x.data());
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "basis_y"), 1,
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m_frame_data.basis_y.data());
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u16 last_prog = -1;
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while (looks_like_2d_chunk_start(dma)) {
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m_debug_stats.blocks_2d_grp0++;
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// 4 packets per chunk
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// first is the header
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u32 sprite_count = process_sprite_chunk_header(dma);
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m_debug_stats.count_2d_grp0 += sprite_count;
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// second is the vector data
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u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count;
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auto vec_data = dma.read_and_advance();
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ASSERT(expected_vec_size <= sizeof(m_vec_data_2d));
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unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size,
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SpriteDataMem::Vector, false, true);
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// third is the adgif data
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u32 expected_adgif_size = sizeof(AdGifData) * sprite_count;
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auto adgif_data = dma.read_and_advance();
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ASSERT(expected_adgif_size <= sizeof(m_adgif));
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unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size,
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SpriteDataMem::Adgif, false, true);
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// fourth is the actual run!!!!!
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auto run = dma.read_and_advance();
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ASSERT(run.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(run.vifcode1().kind == VifCode::Kind::MSCAL);
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if (m_enabled) {
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if (run.vifcode1().immediate != last_prog) {
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// one-time setups and flushing
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flush_sprites(render_state, prof);
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if (run.vifcode1().immediate == SpriteProgMem::Sprites2dGrp0 &&
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m_prim_gl_state.current_register != m_frame_data.sprite_2d_giftag.prim()) {
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m_prim_gl_state.from_register(m_frame_data.sprite_2d_giftag.prim());
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} else if (m_prim_gl_state.current_register != m_frame_data.sprite_3d_giftag.prim()) {
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m_prim_gl_state.from_register(m_frame_data.sprite_3d_giftag.prim());
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}
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}
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if (run.vifcode1().immediate == SpriteProgMem::Sprites2dGrp0) {
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if (m_2d_enable) {
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do_block_common(SpriteMode::Mode2D, sprite_count, render_state, prof);
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}
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} else {
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if (m_3d_enable) {
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do_block_common(SpriteMode::Mode3D, sprite_count, render_state, prof);
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}
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}
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last_prog = run.vifcode1().immediate;
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}
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}
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}
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void SpriteRenderer::render_fake_shadow(DmaFollower& dma) {
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// TODO
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// nop + flushe
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auto nop_flushe = dma.read_and_advance();
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ASSERT(nop_flushe.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(nop_flushe.vifcode1().kind == VifCode::Kind::FLUSHE);
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}
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/*!
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* Handle DMA data for group1 2d's (HUD)
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*/
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void SpriteRenderer::render_2d_group1(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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// one time matrix data upload
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auto mat_upload = dma.read_and_advance();
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bool mat_ok = verify_unpack_with_stcycl(mat_upload, VifCode::Kind::UNPACK_V4_32, 4, 4, 80,
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SpriteDataMem::Matrix, false, false);
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ASSERT(mat_ok);
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ASSERT(mat_upload.size_bytes == sizeof(m_hud_matrix_data));
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memcpy(&m_hud_matrix_data, mat_upload.data, sizeof(m_hud_matrix_data));
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// opengl sprite frame setup
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glUniform4fv(
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glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "hud_hvdf_offset"), 1,
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m_hud_matrix_data.hvdf_offset.data());
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glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "hud_hvdf_user"),
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75, m_hud_matrix_data.user_hvdf[0].data());
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glUniformMatrix4fv(
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glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "hud_matrix"), 1, GL_FALSE,
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m_hud_matrix_data.matrix.data());
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m_prim_gl_state.from_register(m_frame_data.sprite_2d_giftag2.prim());
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// loop through chunks.
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while (looks_like_2d_chunk_start(dma)) {
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m_debug_stats.blocks_2d_grp1++;
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// 4 packets per chunk
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// first is the header
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u32 sprite_count = process_sprite_chunk_header(dma);
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m_debug_stats.count_2d_grp1 += sprite_count;
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// second is the vector data
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u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count;
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auto vec_data = dma.read_and_advance();
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ASSERT(expected_vec_size <= sizeof(m_vec_data_2d));
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unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size,
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SpriteDataMem::Vector, false, true);
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// third is the adgif data
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u32 expected_adgif_size = sizeof(AdGifData) * sprite_count;
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auto adgif_data = dma.read_and_advance();
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ASSERT(expected_adgif_size <= sizeof(m_adgif));
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unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size,
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SpriteDataMem::Adgif, false, true);
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// fourth is the actual run!!!!!
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auto run = dma.read_and_advance();
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ASSERT(run.vifcode0().kind == VifCode::Kind::NOP);
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ASSERT(run.vifcode1().kind == VifCode::Kind::MSCAL);
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ASSERT(run.vifcode1().immediate == SpriteProgMem::Sprites2dHud);
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if (m_enabled && m_2d_enable) {
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do_block_common(SpriteMode::ModeHUD, sprite_count, render_state, prof);
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}
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}
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}
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void SpriteRenderer::render(DmaFollower& dma,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof) {
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m_debug_stats = {};
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// First thing should be a NEXT with two nops. this is a jump from buckets to sprite data
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auto data0 = dma.read_and_advance();
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ASSERT(data0.vif1() == 0);
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ASSERT(data0.vif0() == 0);
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ASSERT(data0.size_bytes == 0);
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if (dma.current_tag().kind == DmaTag::Kind::CALL) {
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// sprite renderer didn't run, let's just get out of here.
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for (int i = 0; i < 4; i++) {
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dma.read_and_advance();
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}
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ASSERT(dma.current_tag_offset() == render_state->next_bucket);
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return;
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}
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render_state->shaders[ShaderId::SPRITE].activate();
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// First is the distorter
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{
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auto child = prof.make_scoped_child("distorter");
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render_distorter(dma, render_state, child);
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}
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// next, sprite frame setup.
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handle_sprite_frame_setup(dma);
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// 3d sprites
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render_3d(dma);
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// 2d draw
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// m_sprite_renderer.reset_state();
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{
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auto child = prof.make_scoped_child("2d-group0");
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render_2d_group0(dma, render_state, child);
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flush_sprites(render_state, prof);
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}
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// shadow draw
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render_fake_shadow(dma);
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// 2d draw (HUD)
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{
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auto child = prof.make_scoped_child("2d-group1");
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render_2d_group1(dma, render_state, child);
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flush_sprites(render_state, prof);
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}
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// TODO finish this up.
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// fmt::print("next bucket is 0x{}\n", render_state->next_bucket);
|
|
while (dma.current_tag_offset() != render_state->next_bucket) {
|
|
// auto tag = dma.current_tag();
|
|
// fmt::print("@ 0x{:x} tag: {}", dma.current_tag_offset(), tag.print());
|
|
auto data = dma.read_and_advance();
|
|
VifCode code(data.vif0());
|
|
// fmt::print(" vif: {}\n", code.print());
|
|
if (code.kind == VifCode::Kind::NOP) {
|
|
// fmt::print(" vif: {}\n", VifCode(data.vif1()).print());
|
|
}
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
}
|
|
|
|
void SpriteRenderer::draw_debug_window() {
|
|
ImGui::Separator();
|
|
ImGui::Text("2D Group 0 (World) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp0,
|
|
m_debug_stats.count_2d_grp0);
|
|
ImGui::Text("2D Group 1 (HUD) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp1,
|
|
m_debug_stats.count_2d_grp1);
|
|
ImGui::Checkbox("Culling", &m_enable_culling);
|
|
ImGui::Checkbox("2d", &m_2d_enable);
|
|
ImGui::SameLine();
|
|
ImGui::Checkbox("3d", &m_3d_enable);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Render (for real)
|
|
|
|
void SpriteRenderer::flush_sprites(SharedRenderState* render_state, ScopedProfilerNode& prof) {
|
|
for (int i = 0; i <= m_adgif_index; ++i) {
|
|
update_gl_texture(render_state, i);
|
|
}
|
|
|
|
if (m_sprite_offset == 0) {
|
|
// nothing to render
|
|
m_adgif_index = 0;
|
|
return;
|
|
}
|
|
|
|
update_gl_blend(m_adgif_state_stack[m_adgif_index]);
|
|
|
|
if (m_adgif_state_stack[m_adgif_index].z_write) {
|
|
glDepthMask(GL_TRUE);
|
|
} else {
|
|
glDepthMask(GL_FALSE);
|
|
}
|
|
|
|
glBindVertexArray(m_ogl.vao);
|
|
|
|
// render!
|
|
// fmt::print("drawing {} sprites\n", m_sprite_offset);
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, m_sprite_offset * sizeof(SpriteVertex3D) * 6, m_vertices_3d.data(),
|
|
GL_STREAM_DRAW);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, m_sprite_offset * 6);
|
|
|
|
glBindVertexArray(0);
|
|
int n_tris = m_sprite_offset * 6 / 3;
|
|
prof.add_tri(n_tris);
|
|
prof.add_draw_call(1);
|
|
|
|
m_sprite_offset = 0;
|
|
m_adgif_index = 0;
|
|
}
|
|
|
|
void SpriteRenderer::handle_tex0(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
GsTex0 reg(val);
|
|
|
|
// update tbp
|
|
|
|
m_adgif_state.reg_tex0 = reg;
|
|
m_adgif_state.texture_base_ptr = reg.tbp0();
|
|
m_adgif_state.using_mt4hh = reg.psm() == GsTex0::PSM::PSMT4HH;
|
|
m_adgif_state.tcc = reg.tcc();
|
|
|
|
// tbw: assume they got it right
|
|
// psm: assume they got it right
|
|
// tw: assume they got it right
|
|
// th: assume they got it right
|
|
|
|
ASSERT(reg.tfx() == GsTex0::TextureFunction::MODULATE);
|
|
|
|
// cbp: assume they got it right
|
|
// cpsm: assume they got it right
|
|
// csm: assume they got it right
|
|
}
|
|
|
|
void SpriteRenderer::handle_tex1(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
GsTex1 reg(val);
|
|
// for now, we aren't going to handle mipmapping. I don't think it's used with direct.
|
|
// ASSERT(reg.mxl() == 0);
|
|
// if that's true, we can ignore LCM, MTBA, L, K
|
|
|
|
m_adgif_state.enable_tex_filt = reg.mmag();
|
|
|
|
// MMAG/MMIN specify texture filtering. For now, assume always linear
|
|
// ASSERT(reg.mmag() == true);
|
|
// if (!(reg.mmin() == 1 || reg.mmin() == 4)) { // with mipmap off, both of these are linear
|
|
// // lg::error("unsupported mmin");
|
|
// }
|
|
}
|
|
|
|
void SpriteRenderer::handle_zbuf(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
// note: we can basically ignore this. There's a single z buffer that's always configured the same
|
|
// way - 24-bit, at offset 448.
|
|
GsZbuf x(val);
|
|
ASSERT(x.psm() == TextureFormat::PSMZ24);
|
|
ASSERT(x.zbp() == 448);
|
|
|
|
m_adgif_state.z_write = !x.zmsk();
|
|
}
|
|
|
|
void SpriteRenderer::handle_clamp(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
if (!(val == 0b101 || val == 0 || val == 1 || val == 0b100)) {
|
|
ASSERT_MSG(false, fmt::format("clamp: 0x{:x}", val));
|
|
}
|
|
|
|
m_adgif_state.reg_clamp = val;
|
|
m_adgif_state.clamp_s = val & 0b001;
|
|
m_adgif_state.clamp_t = val & 0b100;
|
|
}
|
|
|
|
void SpriteRenderer::update_gl_blend(AdGifState& state) {
|
|
if (!m_prim_gl_state.alpha_blend_enable) {
|
|
glDisable(GL_BLEND);
|
|
} else {
|
|
glEnable(GL_BLEND);
|
|
if (state.a == GsAlpha::BlendMode::SOURCE && state.b == GsAlpha::BlendMode::DEST &&
|
|
state.c == GsAlpha::BlendMode::SOURCE && state.d == GsAlpha::BlendMode::DEST) {
|
|
// (Cs - Cd) * As + Cd
|
|
// Cs * As + (1 - As) * Cd
|
|
// s, d
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
} else if (state.a == GsAlpha::BlendMode::SOURCE &&
|
|
state.b == GsAlpha::BlendMode::ZERO_OR_FIXED &&
|
|
state.c == GsAlpha::BlendMode::SOURCE && state.d == GsAlpha::BlendMode::DEST) {
|
|
// (Cs - 0) * As + Cd
|
|
// Cs * As + (1) * Cd
|
|
// s, d
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
} else if (state.a == GsAlpha::BlendMode::ZERO_OR_FIXED &&
|
|
state.b == GsAlpha::BlendMode::SOURCE && state.c == GsAlpha::BlendMode::SOURCE &&
|
|
state.d == GsAlpha::BlendMode::DEST) {
|
|
// (0 - Cs) * As + Cd
|
|
// Cd - Cs * As
|
|
// s, d
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
|
|
} else {
|
|
// unsupported blend: a 0 b 2 c 2 d 1
|
|
lg::error("unsupported blend: a {} b {} c {} d {} NOTE THIS DOWN IMMEDIATELY!!", (int)state.a,
|
|
(int)state.b, (int)state.c, (int)state.d);
|
|
ASSERT(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void SpriteRenderer::handle_alpha(u64 val,
|
|
SharedRenderState* /*render_state*/,
|
|
ScopedProfilerNode& /*prof*/) {
|
|
GsAlpha reg(val);
|
|
|
|
m_adgif_state.from_register(reg);
|
|
}
|
|
|
|
void SpriteRenderer::update_gl_prim(SharedRenderState* /*render_state*/) {
|
|
// currently gouraud is handled in setup.
|
|
const auto& state = m_prim_gl_state;
|
|
if (state.fogging_enable) {
|
|
// ASSERT(false);
|
|
}
|
|
if (state.aa_enable) {
|
|
ASSERT(false);
|
|
}
|
|
if (state.use_uv) {
|
|
ASSERT(false);
|
|
}
|
|
if (state.ctxt) {
|
|
ASSERT(false);
|
|
}
|
|
if (state.fix) {
|
|
ASSERT(false);
|
|
}
|
|
}
|
|
|
|
void SpriteRenderer::update_gl_texture(SharedRenderState* render_state, int unit) {
|
|
std::optional<u64> tex;
|
|
auto& state = m_adgif_state_stack[unit];
|
|
if (!state.used) {
|
|
// nothing used this state, don't bother binding the texture.
|
|
return;
|
|
}
|
|
if (state.using_mt4hh) {
|
|
tex = render_state->texture_pool->lookup_mt4hh(state.texture_base_ptr);
|
|
} else {
|
|
tex = render_state->texture_pool->lookup(state.texture_base_ptr);
|
|
}
|
|
|
|
if (!tex) {
|
|
fmt::print("Failed to find texture at {}, using random\n", state.texture_base_ptr);
|
|
tex = render_state->texture_pool->get_placeholder_texture();
|
|
}
|
|
ASSERT(tex);
|
|
|
|
glActiveTexture(GL_TEXTURE20 + unit);
|
|
glBindTexture(GL_TEXTURE_2D, *tex);
|
|
// Note: CLAMP and CLAMP_TO_EDGE are different...
|
|
if (state.clamp_s) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
} else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
}
|
|
|
|
if (state.clamp_t) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
} else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
}
|
|
|
|
if (state.enable_tex_filt) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
} else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
}
|
|
|
|
state.used = false;
|
|
}
|
|
|
|
void SpriteRenderer::do_block_common(SpriteMode mode,
|
|
u32 count,
|
|
SharedRenderState* render_state,
|
|
ScopedProfilerNode& prof) {
|
|
for (u32 sprite_idx = 0; sprite_idx < count; sprite_idx++) {
|
|
if (m_sprite_offset == SPRITE_RENDERER_MAX_SPRITES) {
|
|
flush_sprites(render_state, prof);
|
|
}
|
|
|
|
if (mode == Mode2D && render_state->has_pc_data && m_enable_culling) {
|
|
// we can skip sprites that are out of view
|
|
// it's probably possible to do this for 3D as well.
|
|
auto bsphere = m_vec_data_2d[sprite_idx].xyz_sx;
|
|
bsphere.w() = std::max(bsphere.w(), m_vec_data_2d[sprite_idx].sy());
|
|
if (bsphere.w() == 0 || !sphere_in_view_ref(bsphere, render_state->camera_planes)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
auto& adgif = m_adgif[sprite_idx];
|
|
// fmt::print("adgif: {:X} {:X} {:X} {:X}\n", adgif.tex0_data, adgif.tex1_data,
|
|
// adgif.clamp_data, adgif.alpha_data); fmt::print("adgif regs: {} {} {} {} {}\n",
|
|
// register_address_name(adgif.tex0_addr), register_address_name(adgif.tex1_addr),
|
|
// register_address_name(adgif.mip_addr), register_address_name(adgif.clamp_addr),
|
|
// register_address_name(adgif.alpha_addr));
|
|
handle_tex0(adgif.tex0_data, render_state, prof);
|
|
handle_tex1(adgif.tex1_data, render_state, prof);
|
|
// handle_mip(adgif.mip_data, render_state, prof);
|
|
if (GsRegisterAddress(adgif.clamp_addr) == GsRegisterAddress::ZBUF_1) {
|
|
handle_zbuf(adgif.clamp_data, render_state, prof);
|
|
} else {
|
|
handle_clamp(adgif.clamp_data, render_state, prof);
|
|
}
|
|
handle_alpha(adgif.alpha_data, render_state, prof);
|
|
|
|
if (!m_adgif_state_stack[m_adgif_index].used) {
|
|
m_adgif_state_stack[m_adgif_index] = m_adgif_state;
|
|
m_adgif_state_stack[m_adgif_index].used = true;
|
|
} else if (m_adgif_state != m_adgif_state_stack[m_adgif_index]) {
|
|
if (m_adgif_index + 1 == ADGIF_STATE_COUNT ||
|
|
!m_adgif_state.nontexture_equal(m_adgif_state_stack[m_adgif_index])) {
|
|
flush_sprites(render_state, prof);
|
|
} else {
|
|
m_adgif_index++;
|
|
}
|
|
m_adgif_state_stack[m_adgif_index] = m_adgif_state;
|
|
m_adgif_state_stack[m_adgif_index].used = true;
|
|
}
|
|
|
|
int vert_idx = 6 * m_sprite_offset;
|
|
|
|
auto& vert1 = m_vertices_3d.at(vert_idx + 0);
|
|
|
|
vert1.xyz_sx = m_vec_data_2d[sprite_idx].xyz_sx;
|
|
vert1.quat_sy = m_vec_data_2d[sprite_idx].flag_rot_sy;
|
|
vert1.rgba = m_vec_data_2d[sprite_idx].rgba / 255;
|
|
vert1.flags_matrix[0] = m_vec_data_2d[sprite_idx].flag();
|
|
vert1.flags_matrix[1] = m_vec_data_2d[sprite_idx].matrix();
|
|
vert1.info[0] = m_adgif_index;
|
|
vert1.info[1] = m_adgif_state_stack[m_adgif_index].tcc;
|
|
vert1.info[2] = 0;
|
|
vert1.info[3] = mode;
|
|
|
|
m_vertices_3d.at(vert_idx + 1) = vert1;
|
|
m_vertices_3d.at(vert_idx + 2) = vert1;
|
|
m_vertices_3d.at(vert_idx + 3) = vert1;
|
|
m_vertices_3d.at(vert_idx + 4) = vert1;
|
|
m_vertices_3d.at(vert_idx + 5) = vert1;
|
|
|
|
m_vertices_3d.at(vert_idx + 1).info[2] = 1;
|
|
m_vertices_3d.at(vert_idx + 2).info[2] = 2;
|
|
m_vertices_3d.at(vert_idx + 3).info[2] = 2;
|
|
m_vertices_3d.at(vert_idx + 4).info[2] = 3;
|
|
m_vertices_3d.at(vert_idx + 5).info[2] = 0;
|
|
|
|
++m_sprite_offset;
|
|
}
|
|
}
|