mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
2e31d82fb2
* tfrag3 data for merc2 * dma hooks for merc2 * start designing merc2 opengl, seems like the simple approach will be the best here * before bone packing experiment * fix up bones.gc * use uniform buffer * speedup, fix faces and eyes * final fixes * first pass at loader updates, tie is still bad * temp * improved loader * run iop less often
112 lines
3.4 KiB
C++
112 lines
3.4 KiB
C++
#pragma once
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#include "common/custom_data/Tfrag3Data.h"
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#include "common/math/Vector.h"
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#include "game/graphics/gfx.h"
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#include "game/graphics/opengl_renderer/BucketRenderer.h"
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#include "game/graphics/pipelines/opengl.h"
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#include "game/graphics/opengl_renderer/background/background_common.h"
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class Tfrag3 {
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public:
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Tfrag3();
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~Tfrag3();
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void render_all_trees(int geom,
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const TfragRenderSettings& settings,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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void render_matching_trees(int geom,
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const std::vector<tfrag3::TFragmentTreeKind>& trees,
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const TfragRenderSettings& settings,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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void render_tree(int geom,
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const TfragRenderSettings& settings,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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bool setup_for_level(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
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const std::string& level,
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SharedRenderState* render_state);
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void discard_tree_cache();
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void render_tree_cull_debug(const TfragRenderSettings& settings,
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SharedRenderState* render_state,
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ScopedProfilerNode& prof);
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void draw_debug_window();
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struct DebugVertex {
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math::Vector3f position;
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math::Vector4f rgba;
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};
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void update_load(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
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const LevelData* loader_data);
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int lod() const { return Gfx::g_global_settings.lod_tfrag; }
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private:
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static constexpr int GEOM_MAX = 3;
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struct TreeCache {
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tfrag3::TFragmentTreeKind kind = tfrag3::TFragmentTreeKind::INVALID;
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GLuint vertex_buffer = -1;
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GLuint index_buffer = -1;
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GLuint single_draw_index_buffer = -1;
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GLuint time_of_day_texture = -1;
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GLuint vao = -1;
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u32 vert_count = 0;
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const std::vector<tfrag3::StripDraw>* draws = nullptr;
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const std::vector<tfrag3::TimeOfDayColor>* colors = nullptr;
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const tfrag3::BVH* vis = nullptr;
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const u32* index_data = nullptr;
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SwizzledTimeOfDay tod_cache;
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void reset_stats() {
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rendered_this_frame = false;
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tris_this_frame = 0;
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draws_this_frame = 0;
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}
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bool rendered_this_frame = false;
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int tris_this_frame = 0;
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int draws_this_frame = 0;
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bool allowed = true;
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bool forced = false;
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bool cull_debug = false;
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};
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struct Cache {
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std::vector<u8> vis_temp;
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std::vector<std::pair<int, int>> draw_idx_temp;
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std::vector<u32> index_temp;
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std::vector<std::pair<int, int>> multidraw_offset_per_stripdraw;
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std::vector<GLsizei> multidraw_count_buffer;
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std::vector<void*> multidraw_index_offset_buffer;
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} m_cache;
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std::string m_level_name;
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const std::vector<GLuint>* m_textures = nullptr;
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std::array<std::vector<TreeCache>, GEOM_MAX> m_cached_trees;
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std::vector<math::Vector<u8, 4>> m_color_result;
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GLuint m_debug_vao = -1;
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GLuint m_debug_verts = -1;
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u64 m_load_id = -1;
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// in theory could be up to 4096, I think, but we don't see that many...
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// should be easy to increase
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static constexpr int TIME_OF_DAY_COLOR_COUNT = 8192;
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static constexpr int DEBUG_TRI_COUNT = 4096;
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std::vector<DebugVertex> m_debug_vert_data;
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bool m_has_level = false;
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bool m_use_fast_time_of_day = true;
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};
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