jak-project/game/graphics/opengl_renderer/ShadowRenderer.h
water111 b79f28fe07
[jak2] combined shadow work PR (#2632)
This PR is a combination of
https://github.com/open-goal/jak-project/pull/2507 and some additional
changes to port Shadow VU1 to OpenGL. As far as I can tell, it's
working.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-05-07 12:12:21 -04:00

129 lines
3.1 KiB
C++

#pragma once
#include "game/common/vu.h"
#include "game/graphics/opengl_renderer/BucketRenderer.h"
class ShadowRenderer : public BucketRenderer {
public:
ShadowRenderer(const std::string& name, int my_id);
~ShadowRenderer();
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
void draw_debug_window() override;
private:
void run_mscal_vu2c(u16 imm);
void xgkick(u16 imm);
void run_mscal10_vu2c(); // identical in jak 2
void handle_jalr_to_end_block(u16 val, u32& first_flag, u32& second_flag);
void handle_bal52();
void draw(SharedRenderState* render_state, ScopedProfilerNode& prof);
Vf m_vu_data[1024];
enum Vu1Data {
MATRIX = 0,
CONSTANTS = 0x370,
GIF_CONSTANTS = 0x3ac,
};
enum Vu1Code {
INIT = 10,
};
void lq_buffer(Mask mask, Vf& dest, u16 addr) {
ASSERT(addr < 1024);
for (int i = 0; i < 4; i++) {
if ((u64)mask & (1 << i)) {
dest[i] = m_vu_data[addr].data[i];
}
}
}
void sq_buffer(Mask mask, const Vf& val, u16 addr) {
ASSERT(addr < 1024);
for (int i = 0; i < 4; i++) {
if ((u64)mask & (1 << i)) {
m_vu_data[addr].data[i] = val[i];
}
}
}
void ilw_buffer(Mask mask, u16& dest, u16 addr) {
ASSERT(addr < 1024);
switch (mask) {
case Mask::x:
dest = m_vu_data[addr].x_as_u16();
break;
case Mask::y:
dest = m_vu_data[addr].y_as_u16();
break;
case Mask::z:
dest = m_vu_data[addr].z_as_u16();
break;
case Mask::w:
dest = m_vu_data[addr].w_as_u16();
break;
default:
ASSERT(false);
}
}
void isw_buffer(Mask mask, u16 src, u16 addr) {
ASSERT(addr < 1024);
u32 val32 = src;
switch (mask) {
case Mask::x:
memcpy(&m_vu_data[addr].data[0], &val32, 4);
break;
case Mask::y:
memcpy(&m_vu_data[addr].data[1], &val32, 4);
break;
case Mask::z:
memcpy(&m_vu_data[addr].data[2], &val32, 4);
break;
case Mask::w:
memcpy(&m_vu_data[addr].data[3], &val32, 4);
break;
default:
ASSERT(false);
}
}
struct Vu {
const Vf vf00;
Vu() : vf00(0, 0, 0, 1) {}
u16 vi01, vi02, vi03, vi04, vi05, vi06, vi07, vi08, vi09, vi10, vi12, vi15;
Vf vf01, vf02, vf03, vf04, vf05, vf06, vf07, vf08, vf09, vf10, vf11, vf12, vf13, vf14, vf15,
vf16, vf17, vf18, vf19, vf20, vf21, vf22, vf23, vf24, vf25, vf26, vf27, vf28, vf29, vf30,
vf31;
Accumulator acc;
float Q;
const u16 vi00 = 0;
} vu;
struct Vertex {
math::Vector3f xyz;
u32 flag; // 1 if front face, 0 otherwise
};
static_assert(sizeof(Vertex) == 16);
static constexpr int MAX_VERTICES = 8192 * 3;
static constexpr int MAX_INDICES = 8192 * 3;
Vertex m_vertices[MAX_VERTICES];
u32 m_front_indices[MAX_INDICES];
u32 m_back_indices[MAX_INDICES];
u32 m_next_vertex = 0;
u32 m_next_front_index = 0;
u32 m_next_back_index = 0;
struct {
// index is front, back
GLuint vertex_buffer, index_buffer[2], vao;
} m_ogl;
bool m_debug_draw_volume = false;
};