jak-project/game/graphics/opengl_renderer/Warp.h
water111 6e779d1f1c
[jak2] faster startup (#2738)
Trying to make up for some of the startup speed lost in the SDL
transition. This saves about 1s from start (from ~3s), and about 500 MB
of RAM.

- Faster TIE unpack by merging matrix groups, more efficient vertex
transforms, and skipping normal transforms on groups with no normals.
- Refactor generic merc and merc to use a single renderer with multiple
interfaces, rather than many renderers. Removed "LightningRenderer" as a
special thing, but Warp is still special
- Add more profiling stuff to startup and the loader.
- Remove `SDL_INIT_HAPTIC` - this turned out to be needed for
force-feedback steering wheels, and not needed for controller vibration
- Switched `vag-player` to use quicksort instead of the default GOAL
sort (very slow)
2023-06-17 17:23:25 -04:00

21 lines
737 B
C++

#pragma once
#include "game/graphics/opengl_renderer/BucketRenderer.h"
#include "game/graphics/opengl_renderer/Warp.h"
#include "game/graphics/opengl_renderer/foreground/Generic2.h"
#include "game/graphics/opengl_renderer/opengl_utils.h"
class Warp : public BucketRenderer {
public:
Warp(const std::string& name, int id, std::shared_ptr<Generic2> generic);
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
void draw_debug_window() override;
void init_textures(TexturePool& tex_pool, GameVersion version) override;
private:
std::shared_ptr<Generic2> m_generic;
FramebufferCopier m_fb_copier;
GpuTexture* m_warp_src_tex = nullptr;
u32 m_tbp = 1216; // hack, jak 2
};