jak-project/decompiler/level_extractor/extract_merc.cpp
water111 0db9b288e4
[merc2] Support texscroll, use in jak 1 in more places, fix envmap bug (#2303)
Three main changes:

- Adds support for the texture scrolling effect used on conveyor belts,
and turn it on for jak 2.
- Use merc instead of generic in jak 1 for ripple/water/texscroll stuff
(non-ocean water, lava, dark eco, etc). This is a pretty big speedup in
a lot of places.
- Fix a really old bug with blending mode used to draw environment maps.
The effect is that envmaps were half as bright as they should have been.

As usual, there's a flag to go back to the old behavior on jak 1. Set
these to `#t` to use generic like we used to.
```
*texscroll-force-generic*
*ripple-force-generic*
```

The format has changed, and everything must be rebuilt (C++, FR3's, GOAL
code)
2023-03-09 20:01:22 -05:00

1364 lines
47 KiB
C++

#include "extract_merc.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "common/util/colors.h"
#include "common/util/string_util.h"
#include "decompiler/level_extractor/MercData.h"
#include "decompiler/level_extractor/extract_common.h"
#include "decompiler/util/goal_data_reader.h"
namespace decompiler {
// number of slots on VU1 data memory to store matrices
constexpr int MERC_VU1_MATRIX_SLOTS = 18;
// the size of each "matrix". Includes a transformation and rotation matrix (for normals)
constexpr int MERC_MATRIX_STRIDE = 7;
// converts a vu1 address to an index of a matrix slot.
// as far as I can tell, nothing in the game uses indices, they are always addresses already
u32 vu1_addr_to_matrix_slot(u32 addr) {
ASSERT(addr >= 6);
ASSERT(addr < (6 + MERC_MATRIX_STRIDE * MERC_VU1_MATRIX_SLOTS));
addr -= 6;
ASSERT((addr % MERC_MATRIX_STRIDE) == 0);
return addr / MERC_MATRIX_STRIDE;
}
u32 matrix_slot_to_vu1_addr(u32 slot) {
ASSERT(slot < MERC_VU1_MATRIX_SLOTS);
return 6 + (slot * MERC_MATRIX_STRIDE);
}
/*!
* The GS settings of a merc draw (shader + tex)
*/
struct MercGsState {
// the blending, clamp, etc settings. from adgif shaders
DrawMode mode;
// the texture to use, as a "pc combo" texture index.
u32 pc_combo_tex_id;
u64 as_u64() const { return (((u64)pc_combo_tex_id) << 32) | mode.as_int(); }
};
/*!
* This is all the state that's required to understand how to draw a vertex. including both the GS
* state, and stuff (matrices) left behind in VU memory. The matrix slots are matrix indices into
* the original bones matrices (all the matrices in the skeleton). An index of -1 indicates that
* there is no known matrix in this slot.
*/
struct MercState {
MercGsState merc_draw_mode;
// vu1_matrix_slots[x] = y
// where x is the slot in VU1 memory, and y is the matrix index for the bones/skeleton stuff.
std::array<int, MERC_VU1_MATRIX_SLOTS> vu1_matrix_slots;
MercState() { vu1_matrix_slots.fill(-1); }
};
/*!
* Required information for a "draw", consisting of a strip of triangles (represented as indices for
* OpenGL triangle strip) and the draw settings.
*/
struct MercDraw {
size_t ctrl_idx; // which merc ctrl in the level we correspond to
size_t effect_idx; // which effect within that control
size_t frag_idx; // which frag within that effect
// note that the above triple isn't enough to uniquely identify a draw - there can be multiple
// draws within a fragment.
// draw settings
MercState state;
// opengl indices. currently into a per-effect vertex list (likely to merge into a giant buffer
// eventually)
std::vector<u32> indices;
// where we would be in VU1 data memory (used in construction)
u32 vtx_offset; // relative to writing output zone
u32 vtx_nloop; // nloop that goes in the gif tag drawing us.
};
/*!
* Merc Vertex. Not the format we'll want in the game data files, but most useful as an intermediate
* when building up draws.
*/
struct MercUnpackedVtx {
int kind = 0; // 1, 2, or 3 matrix
math::Vector3f pos; // position
math::Vector3f nrm; // normal (as input to the merc math, pretty sure legnth is bogus)
math::Vector2f st; // texture coordinates
math::Vector<u8, 4> rgba;
int skel_mats[3];
float mat_weights[3];
u16 dst0;
u16 dst1;
bool can_be_modified = false;
int idx_in_combined_lump4 = -1; // divided by 3
int flump4 = -1;
int frag = -1;
};
/*!
* An entire merc-effect, split into draws.
* Note that copied or multiply-placed vertices will be de-deduplicated, but not identical vertices
* that actually appear in the input to merc.
*/
struct ConvertedMercEffect {
size_t ctrl_idx;
size_t effect_idx;
// draws from all fragments.
std::vector<MercDraw> draws;
std::vector<MercUnpackedVtx> vertices;
std::vector<u32> verts_per_frag;
bool has_envmap = false;
DrawMode envmap_mode;
u32 envmap_texture;
std::optional<s8> eye_slot;
};
/*!
* Extract a merc-ctrl data structure. This is mostly just copying the GOAL data to C++ classes,
* but does include the effect of processing the DMA data through VIF.
*/
MercCtrl extract_merc_ctrl(const LinkedObjectFile& file,
const DecompilerTypeSystem& dts,
int word_idx) {
Ref ref;
ref.data = &file;
ref.seg = 0;
ref.byte_offset = word_idx * 4;
auto tr = typed_ref_from_basic(ref, dts);
MercCtrl ctrl;
ctrl.from_ref(tr, dts); // the merc data import
return ctrl;
}
/*!
* Find the word indices for the merc ctrls (the type tags)
*/
std::vector<int> find_merc_ctrls(const LinkedObjectFile& file) {
std::vector<int> result;
for (size_t i = 0; i < file.words_by_seg.at(0).size(); i++) {
const auto& word = file.words_by_seg[0][i];
if (word.kind() == LinkedWord::TYPE_PTR && word.symbol_name() == "merc-ctrl") {
result.push_back(i);
}
}
return result;
}
namespace {
/*!
* Merc models tend to have strange texture ids. I don't really understand why.
* On login, the texture is checked against a list of textures in the bsp, and replaced with this.
* It doesn't seem to be related to sharing textures between levels - the yakow texture uses this.
*/
u32 remap_texture(u32 original, const std::vector<level_tools::TextureRemap>& map) {
auto masked = original & 0xffffff00;
for (auto& t : map) {
if (t.original_texid == masked) {
return t.new_texid | 20;
}
}
return original;
}
/*!
* Set the alpha fields of a DrawMode (for PC renderers) based on gs alpha register
*/
void update_mode_from_alpha1(GsAlpha reg, DrawMode& mode) {
if (reg.a_mode() == GsAlpha::BlendMode::SOURCE && reg.b_mode() == GsAlpha::BlendMode::DEST &&
reg.c_mode() == GsAlpha::BlendMode::SOURCE && reg.d_mode() == GsAlpha::BlendMode::DEST) {
// (Cs - Cd) * As + Cd
// Cs * As + (1 - As) * Cd
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.c_mode() == GsAlpha::BlendMode::SOURCE &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
// (Cs - 0) * As + Cd
// Cs * As + (1) * CD
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_SRC_DST);
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
ASSERT(reg.fix() == 128);
// Cv = (Cs - 0) * FIX + Cd
// if fix = 128, it works out to 1.0
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_FIX_DST);
// src plus dest
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::DEST &&
reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
// Cv = (Cs - Cd) * FIX + Cd
ASSERT(reg.fix() == 64);
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_FIX_DST);
} else if (reg.a_mode() == GsAlpha::BlendMode::DEST &&
reg.b_mode() == GsAlpha::BlendMode::SOURCE &&
reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.d_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED) {
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.c_mode() == GsAlpha::BlendMode::DEST && reg.d_mode() == GsAlpha::BlendMode::DEST) {
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_DST_DST);
}
else {
// unsupported blend: a 0 b 1 c 0 d 2 is this part of generic?
lg::warn("unsupported blend: a {} b {} c {} d {}", (int)reg.a_mode(), (int)reg.b_mode(),
(int)reg.c_mode(), (int)reg.d_mode());
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
// ASSERT(false);
}
}
/*!
* Convert merc shader to PC draw mode
*/
DrawMode process_draw_mode(const MercShader& info,
bool enable_alpha_test,
bool enable_alpha_blend) {
DrawMode mode;
/*
* (new 'static 'gs-test
:ate #x1
:atst (gs-atest greater-equal)
:aref #x26
:zte #x1
:ztst (gs-ztest greater-equal)
)
*/
mode.set_at(enable_alpha_test);
mode.set_alpha_test(DrawMode::AlphaTest::GEQUAL);
mode.set_aref(0x26);
mode.set_alpha_fail(GsTest::AlphaFail::KEEP);
mode.set_alpha_test(DrawMode::AlphaTest::GEQUAL);
mode.enable_zt();
mode.enable_depth_write();
mode.set_depth_test(GsTest::ZTest::GEQUAL);
// check these
mode.set_ab(enable_alpha_blend);
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
mode.set_tcc(info.tex0.tcc());
mode.set_decal(info.tex0.tfx() == GsTex0::TextureFunction::DECAL);
if (info.tex0.tfx() != GsTex0::TextureFunction::DECAL) {
ASSERT(info.tex0.tfx() == GsTex0::TextureFunction::MODULATE);
}
mode.set_filt_enable(info.tex1.mmag());
// the alpha matters (maybe?)
update_mode_from_alpha1(info.alpha, mode);
// the clamp matters
if (!(info.clamp == 0b101 || info.clamp == 0 || info.clamp == 1 || info.clamp == 0b100)) {
ASSERT_MSG(false, fmt::format("clamp: 0x{:x}", info.clamp));
}
mode.set_clamp_s_enable(info.clamp & 0b1);
mode.set_clamp_t_enable(info.clamp & 0b100);
return mode;
}
float u32_as_float(u32 in) {
float out;
memcpy(&out, &in, sizeof(float));
return out;
}
u32 float_as_u32(float in) {
u32 out;
memcpy(&out, &in, sizeof(float));
return out;
}
} // namespace
/*!
* Representing something that can be written to the merc output buffer. 1 qw
*/
struct MercOutputQuadword {
enum class Kind {
INVALID, // uninitialized, or in the middle of another thing
VTX_START, // the first qw of a vertex
SHADER_START, // the first qw of a shader (the giftag)
PRIM_START // the giftag for a list of vertices
} kind = Kind::INVALID;
// if we're a vertex
u32 vtx_idx = -1; // index in the effect's vertex list.
bool adc = false; // if our adc flag is set. this differs between copies, so put it here.
// if we're a primitive giftag, the number of vertices that come after us.
u32 nloop_count = 0;
};
struct MercMemory {
std::array<MercOutputQuadword, 1024> memory;
};
/*!
* Add vertices from a fragment to memory. Emulates the unpacking.
*/
void handle_frag(const std::string& debug_name,
const MercCtrlHeader& ctrl_header,
const MercFragment& frag,
const MercFragmentControl& frag_ctrl,
const MercState& state,
std::vector<MercUnpackedVtx>& effect_vertices,
MercMemory& memory,
bool can_be_modified,
int base_lump4,
int frag_idx) {
(void)frag_ctrl;
(void)debug_name;
// lg::print("handling frag: {}\n", debug_name);
// lg::print("{}\n", frag.print());
// we'll iterate through the lump and rgba data
int lump_ptr = 0; // vertex data starts at the beginning of "lump"
int rgba_ptr = frag.header.rgba_off; // rgba is in u4's
int perc_ptr = frag.header.perc_off;
int last_mat2_perc = perc_ptr - 1;
int perc_toggle = 0;
u32 mat1_cnt = frag.header.mat1_cnt;
u32 mat12_cnt = frag.header.mat2_cnt + mat1_cnt;
u32 mat123_cnt = frag.header.mat3_cnt + mat12_cnt;
// loop through vertices.
int prev_mat0 = -1;
int prev_mat1 = -1;
int prev_mat2 = -1;
for (size_t i = 0; i < mat123_cnt; i++) {
u32 current_vtx_idx = effect_vertices.size(); // idx in effect vertex list.
auto& vtx = effect_vertices.emplace_back();
vtx.can_be_modified = can_be_modified;
vtx.idx_in_combined_lump4 = lump_ptr / 3 + base_lump4;
vtx.frag = frag_idx;
vtx.flump4 = lump_ptr / 3;
if (i < mat1_cnt) {
vtx.kind = 1; // 1 matrix
} else if (i < mat12_cnt) {
vtx.kind = 2; // 2 matrix
} else {
vtx.kind = 3;
}
// the three quadwords in the source data
auto v0 = frag.lump4_unpacked.at(lump_ptr);
auto v1 = frag.lump4_unpacked.at(lump_ptr + 1);
auto v2 = frag.lump4_unpacked.at(lump_ptr + 2);
// ilwr.x vi08, vi01 ;; load mat0 from vertex
u16 mat0_addr;
memcpy(&mat0_addr, &v0.x(), 2);
u16 mat1_addr;
memcpy(&mat1_addr, &v0.y(), 2);
if (vtx.kind == 1) {
vtx.skel_mats[0] = state.vu1_matrix_slots.at(vu1_addr_to_matrix_slot(mat0_addr));
vtx.skel_mats[1] = 0;
vtx.skel_mats[2] = 0;
vtx.mat_weights[0] = 1.f;
vtx.mat_weights[1] = 0.f;
vtx.mat_weights[2] = 0.f;
ASSERT(vtx.skel_mats[0] >= 0);
} else if (vtx.kind == 2) {
u8 m0 = mat0_addr & 0x7f;
u8 m1 = mat1_addr & 0x7f;
if (m0 == 0x7f) {
ASSERT(prev_mat0 != -1);
} else {
prev_mat0 = vu1_addr_to_matrix_slot(m0);
prev_mat1 = vu1_addr_to_matrix_slot(m1);
}
vtx.skel_mats[0] = state.vu1_matrix_slots.at(prev_mat0);
vtx.skel_mats[1] = state.vu1_matrix_slots.at(prev_mat1);
vtx.skel_mats[2] = 0;
if (m0 != 0x7f && i != mat1_cnt) {
if (perc_toggle) {
perc_ptr++;
}
perc_toggle = !perc_toggle;
}
auto perc = frag.unsigned_four_including_header.at(perc_ptr);
last_mat2_perc = perc_ptr;
if (!perc_toggle) {
vtx.mat_weights[0] = perc.x() / 255.f;
vtx.mat_weights[1] = perc.y() / 255.f;
} else {
vtx.mat_weights[0] = perc.z() / 255.f;
vtx.mat_weights[1] = perc.w() / 255.f;
}
vtx.mat_weights[2] = 0.f;
float sum = vtx.mat_weights[0] + vtx.mat_weights[1];
ASSERT(std::abs(1.f - sum) < 1e-6);
} else if (vtx.kind == 3) {
u8 m0 = mat0_addr & 0x7f;
u8 m1 = mat1_addr & 0x7f;
if (i == mat12_cnt) {
perc_ptr = last_mat2_perc;
}
if (m0 == 0x7f) {
ASSERT(prev_mat0 != -1);
} else {
perc_ptr++;
prev_mat0 = vu1_addr_to_matrix_slot(m0);
prev_mat1 = vu1_addr_to_matrix_slot(m1);
prev_mat2 = vu1_addr_to_matrix_slot(frag.unsigned_four_including_header.at(perc_ptr).w());
}
vtx.skel_mats[0] = state.vu1_matrix_slots.at(prev_mat0);
vtx.skel_mats[1] = state.vu1_matrix_slots.at(prev_mat1);
vtx.skel_mats[2] = state.vu1_matrix_slots.at(prev_mat2);
auto perc = frag.unsigned_four_including_header.at(perc_ptr);
vtx.mat_weights[0] = perc.x() / 255.f;
vtx.mat_weights[1] = perc.y() / 255.f;
vtx.mat_weights[2] = perc.z() / 255.f;
float sum = vtx.mat_weights[0] + vtx.mat_weights[1] + vtx.mat_weights[2];
ASSERT(std::abs(1.f - sum) < 1e-6);
} else {
ASSERT(false);
}
u16 mat1;
memcpy(&mat1, &v0.y(), 2);
u16 mat0;
memcpy(&mat0, &v0.x(), 2);
// add.zw vf08, vf08, vf17 ;; lump offset
// vf17 = [2048, 255, -65537, xyz-add.x] (the ?? is set per fragment)
v0.z() += -65537;
v0.w() += frag.fp_header.x_add;
// add.xyzw vf11, vf11, vf18 ;; lump offset
// vf18 = [st-out-X, st-out-X, -65537, xyz-add.y] (X = a if xtop = 0, X = b otherwise)
v1.x() += u32_as_float(ctrl_header.st_out_a);
v1.y() += u32_as_float(ctrl_header.st_out_a);
v1.z() += -65537;
v1.w() += frag.fp_header.y_add;
// add.xyzw vf14, vf14, vf19 ;; lump offset
// vf19 = [st-magic, st-magic, -65537, xyz-add.z]
v2.x() += u32_as_float(ctrl_header.st_magic);
v2.y() += u32_as_float(ctrl_header.st_magic);
v2.z() += -65537;
v2.w() += frag.fp_header.z_add;
vtx.pos = math::Vector3f(v0.w(), v1.w(), v2.w());
vtx.nrm = math::Vector3f(v0.z(), v1.z(), v2.z());
// vtx.mat1 = 0; // not used like this
vtx.dst0 = float_as_u32(v1.x()) - 371; // xtop to output buffer offset
vtx.dst1 = float_as_u32(v1.y()) - 371;
vtx.rgba = frag.unsigned_four_including_header.at(rgba_ptr);
vtx.st = math::Vector2f(v2.x(), v2.y());
// crazy flag logic to set adc
s16 mat1_flag = mat1;
s16 mat0_flag = mat0;
bool dst0_adc, dst1_adc;
if (vtx.kind == 1) {
ASSERT(mat1_flag == -1 || mat1_flag == 0 || mat1_flag == 1);
dst0_adc = mat1_flag <= 0;
dst1_adc = dst0_adc && (mat1_flag != 0);
dst0_adc = !dst0_adc;
dst1_adc = !dst1_adc;
} else {
// adc logic
// ilw.y vi09, -6(vi01)
s16 vi09 = mat1_flag;
// move.xyzw vf21, vf08
bool vf21_has_adc = false;
bool vf08_has_adc = false;
if (!(vi09 > 0)) {
vf21_has_adc = true;
}
// ibgtz vi09, L47
//
// addx.w vf21, vf21, vf17
//
// L47:
// ilw.x vi09, -9(vi01)
vi09 = mat0_flag;
// ftoi4.xyzw vf21, vf21
//
// sq.xyzw vf21, 2(vi10)
dst0_adc = !vf21_has_adc;
if (!(vi09 >= 0)) {
vf21_has_adc = vf08_has_adc;
}
dst1_adc = !vf21_has_adc;
// ibgez vi09, L50
//
// ftoi4.xyzw vf21, vf08
//
// L50:
// sq.xyzw vf21, 2(vi13)
// dst0_adc = mat1_flag <= 0;
// dst1_adc = dst0_adc && (mat0_flag >= 0);
// dst0_adc = !dst0_adc;
// dst1_adc = !dst1_adc;
// lg::print("{}\n", dst1_adc);
}
// write to two spots in memory
auto& dst0_mem = memory.memory.at(vtx.dst0);
auto& dst1_mem = memory.memory.at(vtx.dst1);
dst0_mem.kind = MercOutputQuadword::Kind::VTX_START;
dst0_mem.vtx_idx = current_vtx_idx;
dst0_mem.adc = dst0_adc;
memory.memory.at(vtx.dst0 + 1).kind = MercOutputQuadword::Kind::INVALID;
memory.memory.at(vtx.dst0 + 2).kind = MercOutputQuadword::Kind::INVALID;
dst1_mem.kind = MercOutputQuadword::Kind::VTX_START;
dst1_mem.vtx_idx = current_vtx_idx;
dst1_mem.adc = dst1_adc;
memory.memory.at(vtx.dst1 + 1).kind = MercOutputQuadword::Kind::INVALID;
memory.memory.at(vtx.dst1 + 2).kind = MercOutputQuadword::Kind::INVALID;
/*
lg::print("place vertex {} @ {} {}: {} (adc {} {}) {}\n", current_vtx_idx, vtx.dst0, vtx.dst1,
vtx.pos.to_string_aligned(), dst0_adc, dst1_adc, mat1_flag);
*/
lump_ptr += 3; // advance 3 qw
rgba_ptr++;
}
}
/*!
* Build OpenGL index list from a single GIF packet.
* TODO: should check we aren't putting in x x R x x R
*/
std::vector<u32> index_list_from_packet(u32 vtx_ptr, u32 nloop, const MercMemory& memory) {
std::vector<u32> result;
u32 prev_vtx = UINT32_MAX;
result.push_back(UINT32_MAX);
while (nloop) {
auto& vtx_mem = memory.memory.at(vtx_ptr);
if (vtx_mem.kind == MercOutputQuadword::Kind::VTX_START) {
bool adc = vtx_mem.adc;
if (adc) {
result.push_back(vtx_mem.vtx_idx);
} else {
result.push_back(UINT32_MAX);
result.push_back(prev_vtx);
result.push_back(vtx_mem.vtx_idx);
}
prev_vtx = vtx_mem.vtx_idx;
} else {
// missing vertex!
lg::warn("MISSING VERTEX at {}", vtx_ptr);
result.push_back(UINT32_MAX);
}
vtx_ptr += 3;
nloop--;
}
result.push_back(UINT32_MAX);
return result;
}
/*!
* Dump draws to obj file.
*/
std::string debug_dump_to_obj(const std::vector<MercDraw>& draws,
const std::vector<MercUnpackedVtx>& vertices) {
std::string result;
std::vector<math::Vector4f> verts;
std::vector<math::Vector<int, 3>> faces;
for (auto& draw : draws) {
// add verts...
int queue[2];
int q_idx = 0;
for (size_t ii = 2; ii < draw.indices.size(); ii++) {
u32 v0 = draw.indices[ii - 2];
u32 v1 = draw.indices[ii - 1];
u32 v2 = draw.indices[ii - 0];
if (v0 != UINT32_MAX && v1 != UINT32_MAX && v2 != UINT32_MAX) {
faces.emplace_back(v0 + 1, v1 + 1, v2 + 1);
}
}
for (auto& idx : draw.indices) {
if (idx == UINT32_MAX) {
q_idx = 0;
} else {
if (q_idx >= 2) {
faces.emplace_back(queue[0] + 1, queue[1] + 1, idx + 1);
}
queue[(q_idx++) % 2] = idx;
}
}
}
for (auto& vtx : vertices) {
result += fmt::format("v {} {} {}\n", vtx.pos.x() / 1024.f, vtx.pos.y() / 1024.f,
vtx.pos.z() / 1024.f);
}
for (auto& face : faces) {
result += fmt::format("f {}/{} {}/{} {}/{}\n", face.x(), face.x(), face.y(), face.y(), face.z(),
face.z());
}
return result;
}
math::Vector4<u16> vtx_to_rgba_bone_debug(const MercUnpackedVtx& vtx) {
math::Vector4<u16> result;
result.fill(0);
for (int i = 0; i < 3; i++) {
if (vtx.skel_mats[i] == -1 || vtx.mat_weights[i] == 0) {
continue;
}
u32 rgba_packed = colors::common_colors[vtx.skel_mats[i] % colors::COLOR_COUNT];
result.x() += ((rgba_packed >> 16) & 0xff) * vtx.mat_weights[i];
result.y() += ((rgba_packed >> 8) & 0xff) * vtx.mat_weights[i];
result.z() += ((rgba_packed >> 0) & 0xff) * vtx.mat_weights[i];
}
return result;
}
std::string debug_dump_to_ply(const std::vector<MercDraw>& draws,
const std::vector<MercUnpackedVtx>& vertices) {
std::vector<math::Vector4f> verts;
std::vector<math::Vector<int, 3>> faces;
for (auto& draw : draws) {
// add verts...
for (size_t ii = 2; ii < draw.indices.size(); ii++) {
u32 v0 = draw.indices[ii - 2];
u32 v1 = draw.indices[ii - 1];
u32 v2 = draw.indices[ii - 0];
if (v0 != UINT32_MAX && v1 != UINT32_MAX && v2 != UINT32_MAX) {
faces.emplace_back(v0, v1, v2);
}
}
}
std::string result = fmt::format(
"ply\nformat ascii 1.0\nelement vertex {}\nproperty float x\nproperty float y\nproperty "
"float z\nproperty uchar red\nproperty uchar green\nproperty uchar blue\nelement face "
"{}\nproperty list uchar int vertex_index\nend_header\n",
vertices.size(), faces.size());
for (auto& vtx : vertices) {
auto rgba = vtx_to_rgba_bone_debug(vtx);
result += fmt::format("{} {} {} {} {} {}\n", vtx.pos.x() / 1024.f, vtx.pos.y() / 1024.f,
vtx.pos.z() / 1024.f, rgba[0], rgba[1], rgba[2]);
}
for (auto& face : faces) {
result += fmt::format("3 {} {} {}\n", face.x(), face.y(), face.z());
}
return result;
}
int find_or_add_texture_to_level(tfrag3::Level& out,
const TextureDB& tex_db,
const std::string& debug_name,
u32 pc_combo_tex_id,
const MercCtrlHeader& hdr,
u8* eye_out,
GameVersion version) {
u32 idx_in_level_texture = UINT32_MAX;
for (u32 i = 0; i < out.textures.size(); i++) {
if (out.textures[i].combo_id == pc_combo_tex_id) {
idx_in_level_texture = i;
break;
}
}
if (idx_in_level_texture == UINT32_MAX) {
// not added to level, add it
auto tex_it = tex_db.textures.find(pc_combo_tex_id);
if (tex_it == tex_db.textures.end()) {
lg::error("merc failed to find texture: 0x{:x} for {}. Should be in tpage {}",
pc_combo_tex_id, debug_name, pc_combo_tex_id >> 16);
idx_in_level_texture = 0;
} else {
idx_in_level_texture = out.textures.size();
auto& new_tex = out.textures.emplace_back();
new_tex.combo_id = pc_combo_tex_id;
new_tex.w = tex_it->second.w;
new_tex.h = tex_it->second.h;
new_tex.debug_name = tex_it->second.name;
new_tex.debug_tpage_name = tex_db.tpage_names.at(tex_it->second.page);
new_tex.data = tex_it->second.rgba_bytes;
}
}
// check eyes
u32 eye_tpage = version == GameVersion::Jak2 ? 0x70c : 0x1cf;
u32 left_id = version == GameVersion::Jak2 ? 7 : 0x6f;
u32 right_id = version == GameVersion::Jak2 ? 8 : 0x70;
if (eye_out && (pc_combo_tex_id >> 16) == eye_tpage) {
auto tex_it = tex_db.textures.find(pc_combo_tex_id);
if (tex_it == tex_db.textures.end()) {
// fmt::print("{} got dynamic merc texture (no known texture)\n", debug_name);
} else {
// fmt::print("{} got dynamic merc texture (will overwrite {})\n", debug_name,
// tex_it->second.name);
}
u32 idx = pc_combo_tex_id & 0xffff;
if (idx == left_id || idx == right_id) {
if (!hdr.eye_ctrl) {
fmt::print("no eye ctrl, but expected one");
if (debug_name != "kor-break-lod0") {
ASSERT(false);
}
}
if (idx == left_id) {
*eye_out = (hdr.eye_ctrl->eye_slot * 2);
} else if (idx == right_id) {
*eye_out = (hdr.eye_ctrl->eye_slot * 2) + 1;
}
} else {
// fmt::print("got unknown tex id in eye page: {}\n", idx);
}
}
return idx_in_level_texture;
}
ConvertedMercEffect convert_merc_effect(const MercEffect& input_effect,
const MercCtrlHeader& ctrl_header,
const std::vector<level_tools::TextureRemap>& map,
const std::string& debug_name,
size_t ctrl_idx,
size_t effect_idx,
bool dump,
const TextureDB& tex_db,
tfrag3::Level& out,
GameVersion version) {
ConvertedMercEffect result;
result.ctrl_idx = ctrl_idx;
result.effect_idx = effect_idx;
if (ctrl_header.eye_ctrl) {
result.eye_slot = ctrl_header.eye_ctrl->eye_slot;
}
if (input_effect.extra_info.shader) {
result.has_envmap = true;
result.envmap_mode = process_draw_mode(*input_effect.extra_info.shader, false, false);
result.envmap_mode.set_ab(true);
u32 new_tex = remap_texture(input_effect.extra_info.shader->original_tex, map);
ASSERT(result.envmap_mode.get_tcc_enable());
ASSERT(result.envmap_mode.get_alpha_blend() == DrawMode::AlphaBlend::SRC_0_DST_DST);
// texture the texture page/texture index, and convert to a PC port texture ID
u32 tpage = new_tex >> 20;
u32 tidx = (new_tex >> 8) & 0b1111'1111'1111;
u32 tex_combo = (((u32)tpage) << 16) | tidx;
result.envmap_texture = find_or_add_texture_to_level(out, tex_db, "envmap", tex_combo,
ctrl_header, nullptr, version);
} else if (input_effect.envmap_or_effect_usage) {
u32 tex_combo = 0;
switch (version) {
case GameVersion::Jak1: {
u32 env = 0x10000000; // jak 1, check for jak 2.
u32 tpage = env >> 20;
u32 tidx = (env >> 8) & 0b1111'1111'1111;
tex_combo = (((u32)tpage) << 16) | tidx;
} break;
case GameVersion::Jak2: {
u32 tpage = 0x1f;
u32 tidx = 2;
tex_combo = (((u32)tpage) << 16) | tidx;
} break;
default:
ASSERT_NOT_REACHED();
}
result.envmap_texture = find_or_add_texture_to_level(out, tex_db, "envmap-default", tex_combo,
ctrl_header, nullptr, version);
DrawMode mode;
mode.set_at(false);
mode.enable_zt();
mode.enable_depth_write();
mode.set_depth_test(GsTest::ZTest::GEQUAL);
// check these
mode.disable_ab();
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_DST_DST);
mode.set_tcc(true);
mode.set_decal(false);
mode.set_filt_enable(true);
mode.set_clamp_s_enable(true);
mode.set_clamp_t_enable(true);
result.has_envmap = true;
result.envmap_mode = mode;
result.envmap_mode.set_ab(true);
}
bool use_alpha_blend = false;
if (version == GameVersion::Jak2) {
use_alpha_blend = input_effect.texture_index == 4; // water
}
// full reset of state per effect.
// we have no idea what the previous effect draw will be - it might be given to
// mercneric.
bool shader_set = false; // no previous shader can reliably be known
MercState merc_state; // current gs settings/matrix slots
MercMemory merc_memories[2]; // double buffered output
int memory_buffer_toggle = 0; // which output we're in
int combined_lump4_addr = 0;
for (size_t fi = 0; fi < input_effect.frag_ctrl.size(); fi++) {
const auto& frag = input_effect.frag_geo[fi];
const auto& frag_ctrl = input_effect.frag_ctrl[fi];
// first, deal with matrices
for (size_t mi = 0; mi < frag_ctrl.mat_xfer_count; mi++) {
const auto& xfer = frag_ctrl.mat_dest_data[mi];
merc_state.vu1_matrix_slots[vu1_addr_to_matrix_slot(xfer.matrix_dest)] = xfer.matrix_number;
}
if (!shader_set) {
// if we don't have a shader set, we shouldn't have anything that reuses the last shader
ASSERT(frag.header.strip_len == 0);
// and we should set the shader
ASSERT(frag.fp_header.shader_cnt > 0);
shader_set = true;
}
// run the frag.
// this will add vertices to the per-effect vertex lists and also update the merc memory
// to point to these.
bool can_be_modified = false;
if (fi < input_effect.blend_ctrl.size()) {
can_be_modified = input_effect.blend_ctrl.at(fi).blend_vtx_count > 0;
}
if (input_effect.effect_bits & kRippleEffectBit) {
can_be_modified = true;
}
if (input_effect.effect_bits & kTextureScrollEffectBit) {
can_be_modified = true;
}
handle_frag(debug_name, ctrl_header, frag, frag_ctrl, merc_state, result.vertices,
merc_memories[memory_buffer_toggle], can_be_modified, combined_lump4_addr, fi);
u32 vert_count = frag.lump4_unpacked.size() / 3;
combined_lump4_addr += vert_count;
result.verts_per_frag.push_back(vert_count);
// we'll add draws after this draw, but wait to actually populate the index lists until
// we've processed all the vertices.
size_t first_draw_to_update = result.draws.size();
// continuation of a previous shader
if (frag.header.strip_len) {
// add the continued draw
auto& new_draw = result.draws.emplace_back();
new_draw.ctrl_idx = ctrl_idx;
new_draw.effect_idx = effect_idx;
new_draw.frag_idx = fi;
new_draw.state = merc_state;
new_draw.vtx_offset = 1;
// just remember where it started. we might copy some vertices from a later draw in this
// fragment back to this draw, and at this point we don't know what the adc flags would be.
// (or their index, because we are deduplicated)
new_draw.vtx_nloop = frag.header.strip_len;
}
// loop over fresh shaders
for (size_t i = 0; i < frag.fp_header.shader_cnt; i++) {
const auto& shader = frag.shaders.at(i);
// update merc state from shader (will hold over to next fragment, if needed)
merc_state.merc_draw_mode.mode =
process_draw_mode(shader, result.has_envmap, use_alpha_blend);
if (!merc_state.merc_draw_mode.mode.get_tcc_enable()) {
ASSERT(false);
}
u32 new_tex = remap_texture(shader.original_tex, map);
// texture the texture page/texture index, and convert to a PC port texture ID
u32 tpage = new_tex >> 20;
u32 tidx = (new_tex >> 8) & 0b1111'1111'1111;
u32 tex_combo = (((u32)tpage) << 16) | tidx;
// remember the texture id
merc_state.merc_draw_mode.pc_combo_tex_id = tex_combo;
// add the draw
auto& new_draw = result.draws.emplace_back();
new_draw.ctrl_idx = ctrl_idx;
new_draw.effect_idx = effect_idx;
new_draw.frag_idx = fi;
new_draw.state = merc_state;
// write the shader to memory
merc_memories[memory_buffer_toggle].memory.at(shader.output_offset).kind =
MercOutputQuadword::Kind::SHADER_START;
for (int mi = 1; mi < 6; mi++) {
// fill 5qw of adgif data with invalid. make sure we don't read verts from here
merc_memories[memory_buffer_toggle].memory.at(shader.output_offset + mi).kind =
MercOutputQuadword::Kind::INVALID;
}
// write the giftag for primitives
auto& prim_packet = merc_memories[memory_buffer_toggle].memory.at(shader.output_offset + 6);
prim_packet.kind = MercOutputQuadword::Kind::PRIM_START;
prim_packet.nloop_count = shader.next_strip_nloop;
// update draw from hidden fields in adgif.
new_draw.vtx_offset = shader.output_offset + 7;
new_draw.vtx_nloop = shader.next_strip_nloop;
}
// copy from other places inside this output buffer
u32 srcdst_ptr = frag.header.srcdest_off;
for (u32 sci = 0; sci < frag.header.samecopy_cnt; sci++) {
auto& cpy = frag.unsigned_four_including_header[srcdst_ptr];
// lg::print("sci: {}\n", cpy.to_string_hex_byte());
u32 src = cpy[0];
auto& vert = merc_memories[memory_buffer_toggle].memory.at(src);
u32 dst = cpy[1];
auto& dvert = merc_memories[memory_buffer_toggle].memory.at(dst);
if (vert.kind == MercOutputQuadword::Kind::VTX_START) {
dvert = vert;
if (cpy[3]) {
// dvert.adc = true;
dvert.adc = !dvert.adc;
}
} else {
lg::warn("sc missing vert");
dvert.kind = MercOutputQuadword::Kind::INVALID;
}
srcdst_ptr++;
}
// "cross" copy from the other output buffer
for (u32 cci = 0; cci < frag.header.crosscopy_cnt; cci++) {
auto& cpy = frag.unsigned_four_including_header[srcdst_ptr];
// lg::print("cci: {}\n", cpy.to_string_hex_byte());
u32 src = cpy[0];
auto& vert = merc_memories[memory_buffer_toggle ^ 1].memory.at(src);
u32 dst = cpy[1];
auto& dvert = merc_memories[memory_buffer_toggle].memory.at(dst);
if (vert.kind == MercOutputQuadword::Kind::VTX_START) {
dvert = vert;
if (cpy[3]) {
// dvert.adc = true;
dvert.adc = !dvert.adc;
}
} else {
lg::warn("cc missing vert");
dvert.kind = MercOutputQuadword::Kind::INVALID;
}
srcdst_ptr++;
}
// now that we've copied all vertices, create index lists.
for (size_t i = first_draw_to_update; i < result.draws.size(); i++) {
auto& draw = result.draws[i];
draw.indices = index_list_from_packet(draw.vtx_offset, draw.vtx_nloop,
merc_memories[memory_buffer_toggle]);
}
memory_buffer_toggle ^= 1;
}
if (dump) {
auto file_path = file_util::get_file_path(
{"debug_out/merc", fmt::format("{}_{}.ply", debug_name, effect_idx)});
file_util::create_dir_if_needed_for_file(file_path);
file_util::write_text_file(file_path, debug_dump_to_ply(result.draws, result.vertices));
}
return result;
}
u8 convert_mat(int in) {
if (in >= 0) {
return in;
} else {
return 0;
}
}
tfrag3::MercVertex convert_vertex(const MercUnpackedVtx& vtx, float xyz_scale) {
tfrag3::MercVertex out;
out.pos[0] = vtx.pos[0] * xyz_scale;
out.pos[1] = vtx.pos[1] * xyz_scale;
out.pos[2] = vtx.pos[2] * xyz_scale;
out.pad0 = 0;
out.normal[0] = vtx.nrm[0];
out.normal[1] = vtx.nrm[1];
out.normal[2] = vtx.nrm[2];
out.pad1 = 0;
out.weights[0] = vtx.mat_weights[0];
out.weights[1] = vtx.mat_weights[1];
out.weights[2] = vtx.mat_weights[2];
out.pad2 = 0;
out.st[0] = vtx.st[0];
out.st[1] = vtx.st[1];
out.rgba[0] = vtx.rgba[0];
out.rgba[1] = vtx.rgba[1];
out.rgba[2] = vtx.rgba[2];
out.rgba[3] = vtx.rgba[3];
out.mats[0] = convert_mat(vtx.skel_mats[0]);
out.mats[1] = convert_mat(vtx.skel_mats[1]);
out.mats[2] = convert_mat(vtx.skel_mats[2]);
out.pad3 = 0;
return out;
}
struct VertexSourceInfo {
int combined_lump4;
int frag;
int flump4;
};
void create_modifiable_vertex_data(
const std::vector<bool>& vtx_mod_flag,
const std::vector<VertexSourceInfo>& vtx_srcs,
tfrag3::MercModelGroup& out,
size_t first_out_vertex,
size_t first_out_model,
const std::vector<std::vector<ConvertedMercEffect>>& all_effects) {
ASSERT(vtx_mod_flag.size() + first_out_vertex == out.vertices.size());
// we need to be able to modify some vertices at runtime.
// this can be detected vertex-by-vertex
// the plan is to find MercEffects that contain modifiable vertices, and provide an alternate way
// to draw them. In the case where no vertices should be modified, we can fall back to the normal
// merc drawing path.
// In this modifiable draw path, there will be a list of "fixed draws", which draw vertices that
// cannot be modified. This set is known at build-time.
// The "mod draws" will draw the modifiable vertices. These use the normal index buffer, but
// index into a per-effect modifiable vertex buffer.
// std::vector<tfrag3::MercDraw> fixed_draws, mod_draws;
// some stats
int num_tris = 0; // all triangles
int mod_tris = 0; // triangles in mod draws
// loop over models added from this art-group
for (size_t mi = first_out_model; mi < out.models.size(); mi++) {
auto& model = out.models.at(mi);
// loop over "effects" within this model. the pc format merges all fragments in an effect
// together.
for (size_t ei = 0; ei < model.effects.size(); ei++) {
auto& effect = model.effects[ei];
std::vector<std::vector<u32>> inds_per_mod_draw;
for (const auto& draw : effect.all_draws) {
num_tris += draw.num_triangles;
// first check to see what's in this draw
bool found_mod = false;
bool found_fixed = false;
for (int i = 0; i < (int)draw.index_count; i++) {
u32 idx = out.indices.at(draw.first_index + i);
if (idx == UINT32_MAX) {
continue;
}
ASSERT(idx >= first_out_vertex);
if (vtx_mod_flag.at(idx - first_out_vertex)) {
found_mod = true;
} else {
found_fixed = true;
}
}
if (!found_fixed && !found_mod) {
// nothing found at all, bad
ASSERT_NOT_REACHED();
} else if (found_fixed && !found_mod) {
// only fixed. can just copy the fixed draw
effect.mod.fix_draw.push_back(draw);
} else if (found_mod && !found_fixed) {
// only mod
effect.mod.mod_draw.push_back(draw);
auto& inds_out = inds_per_mod_draw.emplace_back();
for (u32 i = 0; i < draw.index_count; i++) {
inds_out.push_back(out.indices.at(draw.first_index + i));
}
mod_tris += draw.num_triangles;
} else {
// it's a mix...
std::vector<std::vector<u32>> strips;
strips.emplace_back();
for (u32 i = 0; i < draw.index_count; i++) {
u32 val = out.indices.at(draw.first_index + i);
if (val == UINT32_MAX) {
if (!strips.back().empty()) {
strips.emplace_back();
}
} else {
strips.back().push_back(val);
}
}
tfrag3::MercDraw mod = draw;
tfrag3::MercDraw fix = draw;
std::vector<u32> mod_ind, fix_ind;
for (auto& strip : strips) {
bool strip_has_mod = false;
for (auto ind : strip) {
if (vtx_mod_flag.at(ind - first_out_vertex)) {
strip_has_mod = true;
break;
}
}
if (strip_has_mod) {
mod_ind.insert(mod_ind.end(), strip.begin(), strip.end());
mod_ind.push_back(UINT32_MAX);
} else {
fix_ind.insert(fix_ind.end(), strip.begin(), strip.end());
fix_ind.push_back(UINT32_MAX);
}
}
mod.index_count = mod_ind.size();
inds_per_mod_draw.push_back(mod_ind);
fix.first_index = out.indices.size();
fix.index_count = fix_ind.size();
out.indices.insert(out.indices.end(), fix_ind.begin(), fix_ind.end());
effect.mod.mod_draw.push_back(mod);
effect.mod.fix_draw.push_back(fix);
}
} // for draw
// if there are no modifiable draws, we can't possible modify anything, so not worth
// storing the fixed draws
if (effect.mod.mod_draw.empty()) {
effect.mod.fix_draw.clear();
} else {
effect.has_mod_draw = true;
// need to set up the vertex buffer for the modifiable draws
// map of original vertex indices to mod buffer index
std::unordered_map<u32, u32> vtx_to_mod_vtx;
for (size_t mdi = 0; mdi < effect.mod.mod_draw.size(); mdi++) {
auto& draw = effect.mod.mod_draw[mdi];
auto& orig_inds = inds_per_mod_draw.at(mdi);
u32 new_first_index = out.indices.size();
for (auto vidx : orig_inds) {
if (vidx == UINT32_MAX) {
out.indices.push_back(UINT32_MAX);
continue; // strip restart
}
const auto& existing = vtx_to_mod_vtx.find(vidx);
if (existing == vtx_to_mod_vtx.end()) {
// add vertex to mod buffer
auto idx = effect.mod.vertices.size();
vtx_to_mod_vtx[vidx] = idx;
effect.mod.vertices.push_back(out.vertices.at(vidx));
auto src = vtx_srcs.at(vidx - first_out_vertex);
ASSERT(src.combined_lump4 < UINT16_MAX);
effect.mod.vertex_lump4_addr.push_back(src.combined_lump4);
u32 frag_idx = src.frag;
if (frag_idx >= effect.mod.fragment_mask.size()) {
effect.mod.fragment_mask.resize(frag_idx + 1);
}
effect.mod.fragment_mask[frag_idx] = true;
out.indices.push_back(idx);
} else {
out.indices.push_back(existing->second);
}
}
draw.first_index = new_first_index;
}
// splice out masked fragments, the renderer won't index them
const auto& frag_counts = all_effects.at(mi - first_out_model).at(ei).verts_per_frag;
std::unordered_map<u32, u32> old_to_new;
u32 old_idx = 0;
u32 new_idx = 0;
for (size_t fi = 0; fi < effect.mod.fragment_mask.size(); fi++) {
if (effect.mod.fragment_mask[fi]) {
for (u32 vi = 0; vi < frag_counts.at(fi); vi++) {
old_to_new[old_idx] = new_idx;
old_idx++;
new_idx++;
}
} else {
old_idx += frag_counts.at(fi);
}
}
effect.mod.expect_vidx_end = new_idx;
for (auto& v : effect.mod.vertex_lump4_addr) {
v = old_to_new.at(v);
}
}
}
}
}
/*!
* Top-level merc extraction
*/
void extract_merc(const ObjectFileData& ag_data,
const TextureDB& tex_db,
const DecompilerTypeSystem& dts,
const std::vector<level_tools::TextureRemap>& map,
tfrag3::Level& out,
bool dump_level,
GameVersion version) {
if (dump_level) {
file_util::create_dir_if_needed(file_util::get_file_path({"debug_out/merc"}));
}
// find all merc-ctrls in the object file
auto ctrl_locations = find_merc_ctrls(ag_data.linked_data);
// extract them. this does very basic unpacking of data, as done by the VIF/DMA on PS2.
std::vector<MercCtrl> ctrls;
for (auto location : ctrl_locations) {
auto ctrl = extract_merc_ctrl(ag_data.linked_data, dts, location);
ctrls.push_back(ctrl);
}
// extract draws. this does no regrouping yet.
std::vector<std::vector<ConvertedMercEffect>> all_effects;
for (size_t ci = 0; ci < ctrls.size(); ci++) {
auto& effects_in_ctrl = all_effects.emplace_back();
for (size_t ei = 0; ei < ctrls[ci].effects.size(); ei++) {
effects_in_ctrl.push_back(convert_merc_effect(ctrls[ci].effects[ei], ctrls[ci].header, map,
ctrls[ci].name, ci, ei, dump_level, tex_db, out,
version));
}
}
size_t first_out_vertex = out.merc_data.vertices.size();
// convert to PC format
// first pass, before merging indices
u32 first_model = out.merc_data.models.size();
std::vector<bool> vertex_modify_flags;
std::vector<VertexSourceInfo> vertex_srcs;
std::vector<std::vector<std::vector<std::vector<u32>>>> indices_temp; // ctrl, effect, draw, vtx
for (size_t ci = 0; ci < ctrls.size(); ci++) {
indices_temp.emplace_back();
auto& pc_ctrl = out.merc_data.models.emplace_back();
auto& ctrl = ctrls[ci];
pc_ctrl.name = ctrl.name;
pc_ctrl.max_draws = 0;
pc_ctrl.max_bones = 0;
pc_ctrl.st_vif_add = ctrl.header.st_vif_add;
pc_ctrl.st_magic = u32_as_float(ctrl.header.st_magic);
pc_ctrl.xyz_scale = ctrl.header.xyz_scale;
for (size_t ei = 0; ei < ctrls[ci].effects.size(); ei++) {
indices_temp[ci].emplace_back();
auto& pc_effect = pc_ctrl.effects.emplace_back();
auto& effect = all_effects[ci][ei];
pc_effect.has_envmap = effect.has_envmap;
pc_effect.envmap_texture = effect.envmap_texture;
pc_effect.envmap_mode = effect.envmap_mode;
u32 first_vertex = out.merc_data.vertices.size();
for (auto& vtx : effect.vertices) {
auto cvtx = convert_vertex(vtx, ctrl.header.xyz_scale);
vertex_modify_flags.push_back(vtx.can_be_modified);
vertex_srcs.push_back({vtx.idx_in_combined_lump4, vtx.frag, vtx.flump4});
out.merc_data.vertices.push_back(cvtx);
for (int i = 0; i < 3; i++) {
pc_ctrl.max_bones = std::max(pc_ctrl.max_bones, (u32)cvtx.mats[i]);
}
}
// can do two types of de-duplication: toggling back and forth shaders and matrices
std::map<u64, u64> draw_mode_dedup;
for (auto& draw : effect.draws) {
indices_temp[ci][ei].emplace_back();
// find draw to add to, or create a new one
const auto& existing = draw_mode_dedup.find(draw.state.merc_draw_mode.as_u64());
tfrag3::MercDraw* pc_draw = nullptr;
u64 pc_draw_idx = -1;
if (existing == draw_mode_dedup.end()) {
pc_draw_idx = pc_effect.all_draws.size();
draw_mode_dedup[draw.state.merc_draw_mode.as_u64()] = pc_draw_idx;
pc_draw = &pc_effect.all_draws.emplace_back();
pc_draw->mode = draw.state.merc_draw_mode.mode;
pc_draw->tree_tex_id = find_or_add_texture_to_level(
out, tex_db, ctrl.name, draw.state.merc_draw_mode.pc_combo_tex_id, ctrl.header,
&pc_draw->eye_id, version);
} else {
pc_draw_idx = existing->second;
pc_draw = &pc_effect.all_draws.at(pc_draw_idx);
}
for (auto idx : draw.indices) {
if (idx == UINT32_MAX) {
indices_temp[ci][ei][pc_draw_idx].push_back(idx);
} else {
indices_temp[ci][ei][pc_draw_idx].push_back(idx + first_vertex);
}
}
}
}
}
// merge indices
for (size_t ci = 0; ci < ctrls.size(); ci++) {
auto& pc_ctrl = out.merc_data.models.at(ci + first_model);
for (size_t ei = 0; ei < ctrls[ci].effects.size(); ei++) {
auto& pc_effect = pc_ctrl.effects.at(ei);
for (size_t di = 0; di < pc_effect.all_draws.size(); di++) {
auto& pc_draw = pc_effect.all_draws.at(di);
auto& inds = indices_temp[ci][ei][di];
pc_draw.num_triangles = clean_up_vertex_indices(inds);
pc_draw.first_index = out.merc_data.indices.size();
pc_draw.index_count = inds.size();
out.merc_data.indices.insert(out.merc_data.indices.end(), inds.begin(), inds.end());
}
}
}
create_modifiable_vertex_data(vertex_modify_flags, vertex_srcs, out.merc_data, first_out_vertex,
first_model, all_effects);
// compute max draws
for (u32 mi = first_model; mi < out.merc_data.models.size(); mi++) {
auto& model = out.merc_data.models[mi];
model.max_draws = 0;
for (auto& e : model.effects) {
model.max_draws += e.all_draws.size();
if (e.has_mod_draw) {
model.max_draws += e.mod.mod_draw.size() + e.mod.fix_draw.size();
}
}
}
}
} // namespace decompiler