jak-project/decompiler/level_extractor/extract_shrub.cpp
water111 5b04be2fa0
Add hfrag, clean up some background renderer stuff (#3509)
This adds hfrag, but with a few remaining issues:
- The textures aren't animated. Instead, it just uses one texture.
- The texture filtering isn't as good as at it could be.

I also cleaned up a few issues with the background renderers:
- Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
- Moved time-of-day color packing stuff to FR3 creation, rather than at
level load. This appears to reduce the frame time spikes when a level is
first drawn by about 5 or 6 ms in big levels.
- Cleaned up the x86 specific stuff used in time of day. Now there's
only one place where we have an `ifdef`, rather than spreading it all
over the rendering code.
2024-05-09 20:11:43 -04:00

615 lines
21 KiB
C++

#include "extract_shrub.h"
#include <array>
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "decompiler/ObjectFile/LinkedObjectFile.h"
#include "decompiler/level_extractor/extract_common.h"
namespace decompiler {
using namespace level_tools;
std::array<math::Vector4f, 4> extract_shrub_matrix(const u16* data) {
std::array<math::Vector4f, 4> result;
for (int i = 0; i < 4; i++) {
s32 x = data[12 + i];
x <<= 16;
x >>= 10;
result[3][i] = x;
}
for (int vec = 0; vec < 3; vec++) {
for (int i = 0; i < 4; i++) {
s32 x = data[vec * 4 + i];
x <<= 16;
x >>= 16;
result[vec][i] = (float)x / 4096.f;
}
}
return result;
}
struct ShrubVertex {
math::Vector<float, 3> xyz;
math::Vector<float, 2> st;
math::Vector<u8, 3> rgba_generic;
bool adc = false;
};
struct DrawSettings {
DrawMode mode;
u32 combo_tex;
};
struct ShrubDraw {
u32 start_vtx_idx = -1;
AdGifData adgif;
DrawSettings settings;
std::vector<ShrubVertex> vertices;
};
struct ShrubFrag {
std::vector<ShrubDraw> draws;
};
struct ShrubInstanceInfo {
u32 proto_idx;
u32 color_idx;
std::array<math::Vector4f, 4> mat;
math::Vector4f bsphere;
};
struct ShrubProtoInfo {
std::vector<ShrubFrag> frags;
std::vector<ShrubInstanceInfo> instances;
};
std::string debug_dump_proto_to_obj(const ShrubProtoInfo& proto) {
std::vector<math::Vector<float, 3>> verts;
std::vector<math::Vector<float, 2>> tcs;
std::vector<math::Vector<int, 3>> faces;
for (auto& frag : proto.frags) {
for (auto& strip : frag.draws) {
// add verts...
ASSERT(strip.vertices.size() >= 3);
int vert_idx = 0;
int vtx_idx_queue[3];
int q_idx = 0;
int startup = 0;
while (vert_idx < (int)strip.vertices.size()) {
verts.push_back(strip.vertices.at(vert_idx).xyz / 65536); // no idea
tcs.push_back(math::Vector<float, 2>{strip.vertices.at(vert_idx).st.x(),
strip.vertices.at(vert_idx).st.y()});
vtx_idx_queue[q_idx++] = verts.size();
// wrap the index
if (q_idx == 3) {
q_idx = 0;
}
// bump the startup
if (startup < 3) {
startup++;
}
if (startup >= 3 && strip.vertices.at(vert_idx).adc) {
faces.push_back(
math::Vector<int, 3>{vtx_idx_queue[0], vtx_idx_queue[1], vtx_idx_queue[2]});
}
vert_idx++;
}
}
}
std::string result;
for (auto& vert : verts) {
result += fmt::format("v {} {} {}\n", vert.x(), vert.y(), vert.z());
}
for (auto& tc : tcs) {
result += fmt::format("vt {} {}\n", tc.x(), tc.y());
}
for (auto& face : faces) {
result += fmt::format("f {}/{} {}/{} {}/{}\n", face.x(), face.x(), face.y(), face.y(), face.z(),
face.z());
}
return result;
}
namespace {
/*!
* adgif shader texture id's can be "remapped". I think it allows textures to be shared.
* So far we haven't seen this feature used, but we do have the texture map and we check it here.
*/
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) {
ASSERT_MSG(false, "OKAY! remapped!");
return t.new_texid | 20;
}
}
return original;
}
} // namespace
DrawSettings adgif_to_draw_mode(const AdGifData& ad,
const TextureDB& tdb,
const std::vector<level_tools::TextureRemap>& map,
int count,
bool alpha_tpage_flag) {
// initialize draw mode
DrawMode current_mode;
current_mode.set_at(true);
current_mode.set_alpha_test(DrawMode::AlphaTest::GEQUAL);
current_mode.set_aref(0x26);
current_mode.set_alpha_fail(GsTest::AlphaFail::KEEP);
current_mode.set_zt(true);
current_mode.set_depth_test(GsTest::ZTest::GEQUAL);
current_mode.set_depth_write_enable(true); // todo, is this actual true
current_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_SRC_SRC_SRC);
current_mode.enable_fog();
current_mode.set_ab(false);
if (alpha_tpage_flag) {
current_mode.set_alpha_test(DrawMode::AlphaTest::NEVER);
current_mode.set_aref(0);
current_mode.set_alpha_fail(GsTest::AlphaFail::FB_ONLY);
current_mode.set_ab(true);
}
// ADGIF 0
bool weird = (u8)ad.tex0_addr != (u32)GsRegisterAddress::TEX0_1;
if (weird) {
lg::info("---------------- WEIRD: 0x{:x}", ad.tex0_addr);
lg::info("i have {} verts", count);
} else {
if (ad.tex0_data == 0) {
current_mode.set_decal(false);
} else if (ad.tex0_data == 0x8'0000'0000) {
current_mode.set_decal(true);
} else {
ASSERT(false);
}
}
// tw/th
// ADGIF 1
ASSERT((u8)ad.tex1_addr == (u32)GsRegisterAddress::TEX1_1);
u32 original_tex = ad.tex1_addr;
u32 new_tex = remap_texture(original_tex, map);
// try remapping it
if (original_tex != new_tex) {
lg::info("map from 0x{:x} to 0x{:x}", original_tex, new_tex);
}
// 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;
// look up the texture to make sure it's valid
auto tex = tdb.textures.find(tex_combo);
ASSERT(tex != tdb.textures.end());
if (weird) {
lg::info("tex: {}", tex->second.name);
}
// ADGIF 2
ASSERT((u8)ad.mip_addr == (u32)GsRegisterAddress::MIPTBP1_1);
// ADGIF 3
ASSERT((u8)ad.clamp_addr == (u32)GsRegisterAddress::CLAMP_1);
{
bool clamp_s = ad.clamp_data & 0b001;
bool clamp_t = ad.clamp_data & 0b100;
current_mode.set_clamp_s_enable(clamp_s);
current_mode.set_clamp_t_enable(clamp_t);
}
u64 final_alpha;
// ADGIF 4
if ((u8)ad.alpha_addr == (u32)GsRegisterAddress::ALPHA_1) {
final_alpha = ad.alpha_data;
} else {
ASSERT(false);
// ASSERT((u8)ad.alpha_addr == (u32)GsRegisterAddress::MIPTBP2_1);
}
GsAlpha reg(final_alpha);
auto a = reg.a_mode();
auto b = reg.b_mode();
auto c = reg.c_mode();
auto d = reg.d_mode();
if (a == GsAlpha::BlendMode::SOURCE && b == GsAlpha::BlendMode::DEST &&
c == GsAlpha::BlendMode::SOURCE && d == GsAlpha::BlendMode::DEST) {
current_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
} else if (a == GsAlpha::BlendMode::SOURCE && b == GsAlpha::BlendMode::ZERO_OR_FIXED &&
c == GsAlpha::BlendMode::SOURCE && d == GsAlpha::BlendMode::DEST) {
current_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_SRC_DST);
} else if (a == GsAlpha::BlendMode::ZERO_OR_FIXED && b == GsAlpha::BlendMode::SOURCE &&
c == GsAlpha::BlendMode::SOURCE && d == GsAlpha::BlendMode::DEST) {
current_mode.set_alpha_blend(DrawMode::AlphaBlend::ZERO_SRC_SRC_DST);
} else if (a == GsAlpha::BlendMode::SOURCE && b == GsAlpha::BlendMode::DEST &&
c == GsAlpha::BlendMode::ZERO_OR_FIXED && d == GsAlpha::BlendMode::DEST) {
current_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_FIX_DST);
} else if (a == GsAlpha::BlendMode::SOURCE && b == GsAlpha::BlendMode::SOURCE &&
c == GsAlpha::BlendMode::SOURCE && d == GsAlpha::BlendMode::SOURCE) {
current_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_SRC_SRC_SRC);
} else if (a == GsAlpha::BlendMode::SOURCE && b == GsAlpha::BlendMode::ZERO_OR_FIXED &&
c == GsAlpha::BlendMode::DEST && d == GsAlpha::BlendMode::DEST) {
current_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_DST_DST);
} else {
// unsupported blend: a 0 b 2 c 2 d 1
// lg::error("unsupported blend: a {} b {} c {} d {}", (int)a, (int)b, (int)c, (int)d);
// ASSERT(false);
}
return {current_mode, tex_combo};
}
ShrubProtoInfo extract_proto(const shrub_types::PrototypeBucketShrub& proto,
const TextureDB& tdb,
const std::vector<level_tools::TextureRemap>& map,
GameVersion version) {
ShrubProtoInfo result;
for (int frag_idx = 0; frag_idx < proto.generic_geom.length; frag_idx++) {
auto& frag_out = result.frags.emplace_back();
auto& frag = proto.generic_geom.shrubs.at(frag_idx);
std::vector<AdGifData> adgif_data;
adgif_data.resize(frag.textures.size() / sizeof(AdGifData));
memcpy(adgif_data.data(), frag.textures.data(), frag.textures.size());
if (frag_idx == 0 && proto.name == "vil2-cattail.mb") {
lg::info("Skipping broken village2 thing");
continue;
}
for (size_t i = 0; i < adgif_data.size(); i++) {
auto& draw = frag_out.draws.emplace_back();
draw.adgif = adgif_data[i];
const auto& ag = adgif_data[i];
int count = (ag.tex1_addr >> 32) & 0xfff; // drop the eop flag
draw.start_vtx_idx = ((ag.tex0_addr >> 32) & 0xffff) / 3;
if (i > 0) {
auto& prev_draw = frag_out.draws[frag_out.draws.size() - 2];
ASSERT(prev_draw.start_vtx_idx + prev_draw.vertices.size() + 3 == draw.start_vtx_idx);
}
for (int vert_idx = 0; vert_idx < count; vert_idx++) {
auto& vert_out = draw.vertices.emplace_back();
s16 vert_data[3];
memcpy(vert_data, frag.vtx.data() + sizeof(u16) * 3 * (vert_idx + draw.start_vtx_idx),
3 * sizeof(u16));
vert_out.xyz = math::Vector3f(vert_data[0], vert_data[1], vert_data[2]);
s16 st_data[2];
memcpy(st_data, frag.stq.data() + sizeof(u16) * 2 * (vert_idx + draw.start_vtx_idx),
2 * sizeof(u16));
vert_out.st = math::Vector2f(st_data[0], st_data[1]);
vert_out.adc = (st_data[0] & 1) == 0; // adc in the low bit of texture coordinate
memcpy(vert_out.rgba_generic.data(), frag.col.data() + 3 * (vert_idx + draw.start_vtx_idx),
3);
ASSERT(3 * (vert_idx + draw.start_vtx_idx) + 3 <= frag.col.size());
}
bool alpha_tpage_flag = false;
if (version > GameVersion::Jak1) {
alpha_tpage_flag = proto.flags & 0x4; // tpage-alpha
}
draw.settings = adgif_to_draw_mode(ag, tdb, map, count, alpha_tpage_flag);
}
ASSERT(frag.vtx_cnt * 3 * sizeof(u16) <= frag.vtx.size());
}
/*
file_util::write_text_file(
file_util::get_file_path({fmt::format("debug_out/shrub/{}.obj", proto.name)}),
debug_dump_proto_to_obj(result));
*/
return result;
}
void extract_instance(const shrub_types::InstanceShrubbery& inst,
std::vector<ShrubProtoInfo>& protos) {
ShrubInstanceInfo result;
result.proto_idx = inst.bucket_index;
for (int i = 0; i < 4; i++) {
result.bsphere[i] = inst.bsphere.data[i];
}
// from ee asm
result.mat = extract_shrub_matrix(inst.origin.data);
result.mat[3][0] += result.bsphere[0];
result.mat[3][1] += result.bsphere[1];
result.mat[3][2] += result.bsphere[2];
// result.wind_index = instance.wind_index;
result.mat[0][3] = 0.f;
result.color_idx = inst.color_indices / 4;
protos.at(result.proto_idx).instances.push_back(result);
}
/*!
* Transform a point in a prototype to the actual point location in the game world.
*/
math::Vector<float, 3> transform_shrub(const std::array<math::Vector4f, 4> mat,
const math::Vector3f& pt) {
auto temp = mat[0] * pt.x() + mat[1] * pt.y() + mat[2] * pt.z() + mat[3];
math::Vector3f result;
result.x() = temp.x();
result.y() = temp.y();
result.z() = temp.z();
return result;
}
/*!
* Dump the entire tie tree to an obj. Used to debug the transform_tie function. If we get this
* right, it should fit in with .obj's produced from the tfrag debug.
*/
std::string dump_full_to_obj(const std::vector<ShrubProtoInfo>& protos) {
std::vector<math::Vector<float, 3>> verts;
std::vector<math::Vector<int, 3>> faces;
for (auto& proto : protos) {
for (auto& inst : proto.instances) {
auto& mat = inst.mat;
for (auto& frag : proto.frags) {
for (auto& strip : frag.draws) {
// add verts...
ASSERT(strip.vertices.size() >= 3);
int vert_idx = 0;
int vtx_idx_queue[3];
int q_idx = 0;
int startup = 0;
while (vert_idx < (int)strip.vertices.size()) {
verts.push_back(transform_shrub(mat, strip.vertices.at(vert_idx).xyz) /
65536); // no idea
vtx_idx_queue[q_idx++] = verts.size();
// wrap the index
if (q_idx == 3) {
q_idx = 0;
}
// bump the startup
if (startup < 3) {
startup++;
}
if (startup >= 3 && strip.vertices.at(vert_idx).adc) {
faces.push_back(
math::Vector<int, 3>{vtx_idx_queue[0], vtx_idx_queue[1], vtx_idx_queue[2]});
}
vert_idx++;
}
}
}
}
}
std::string result;
for (auto& vert : verts) {
result += fmt::format("v {} {} {}\n", vert.x(), vert.y(), vert.z());
}
for (auto& face : faces) {
result += fmt::format("f {}/{} {}/{} {}/{}\n", face.x(), face.x(), face.y(), face.y(), face.z(),
face.z());
}
return result;
}
void make_draws(tfrag3::Level& lev,
tfrag3::ShrubTree& tree_out,
const std::vector<ShrubProtoInfo>& protos,
const TextureDB& tdb) {
std::vector<std::vector<u32>> indices_regrouped_by_draw;
std::unordered_map<u32, std::vector<u32>> static_draws_by_tex;
size_t global_vert_counter = 0;
for (u32 proto_idx = 0; proto_idx < protos.size(); proto_idx++) {
auto& proto = protos[proto_idx];
// packed_vert_indices[frag][draw] = {start, end}
std::vector<std::vector<std::pair<int, int>>> packed_vert_indices;
for (size_t frag_idx = 0; frag_idx < proto.frags.size(); frag_idx++) {
auto& frag_inds = packed_vert_indices.emplace_back();
auto& frag = proto.frags[frag_idx];
for (auto& draw : frag.draws) {
int start = tree_out.packed_vertices.vertices.size();
for (auto& vert : draw.vertices) {
tree_out.packed_vertices.vertices.push_back(
{vert.xyz.x(),
vert.xyz.y(),
vert.xyz.z(),
vert.st.x(),
vert.st.y(),
{vert.rgba_generic[0], vert.rgba_generic[1], vert.rgba_generic[2]}});
}
int end = tree_out.packed_vertices.vertices.size();
frag_inds.emplace_back(start, end);
}
}
for (auto& inst : proto.instances) {
u32 matrix_idx = tree_out.packed_vertices.matrices.size();
tree_out.packed_vertices.matrices.push_back(inst.mat);
for (size_t frag_idx = 0; frag_idx < proto.frags.size(); frag_idx++) {
auto& frag = proto.frags[frag_idx]; // shared info for all instances of this frag
for (size_t draw_idx = 0; draw_idx < frag.draws.size(); draw_idx++) {
auto& draw = frag.draws[draw_idx];
// what texture are we using?
u32 combo_tex = draw.settings.combo_tex;
// try looking it up in the existing textures that we have in the C++ renderer data.
// (this is shared with tfrag)
u32 idx_in_lev_data = UINT32_MAX;
for (u32 i = 0; i < lev.textures.size(); i++) {
if (lev.textures[i].combo_id == combo_tex) {
idx_in_lev_data = i;
break;
}
}
if (idx_in_lev_data == UINT32_MAX) {
// didn't find it, have to add a new one texture.
auto tex_it = tdb.textures.find(combo_tex);
if (tex_it == tdb.textures.end()) {
bool ok_to_miss = false; // for TIE, there's no missing textures.
if (ok_to_miss) {
// we're missing a texture, just use the first one.
tex_it = tdb.textures.begin();
} else {
ASSERT_MSG(
false,
fmt::format(
"texture {} wasn't found. make sure it is loaded somehow. You may need to "
"include ART.DGO or GAME.DGO in addition to the level DGOs for shared "
"textures. tpage is {} id is {} (0x{:x})",
combo_tex, combo_tex >> 16, combo_tex & 0xffff, combo_tex & 0xffff));
}
}
// add a new texture to the level data
idx_in_lev_data = lev.textures.size();
lev.textures.emplace_back();
auto& new_tex = lev.textures.back();
new_tex.combo_id = combo_tex;
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 = tdb.tpage_names.at(tex_it->second.page);
new_tex.data = tex_it->second.rgba_bytes;
}
DrawMode mode = draw.settings.mode;
// okay, we now have a texture and draw mode, let's see if we can add to an existing...
auto existing_draws_in_tex = static_draws_by_tex.find(idx_in_lev_data);
tfrag3::ShrubDraw* draw_to_add_to = nullptr;
std::vector<u32>* verts_to_add_to = nullptr;
if (existing_draws_in_tex != static_draws_by_tex.end()) {
for (auto idx : existing_draws_in_tex->second) {
auto& candidate_draw_out = tree_out.static_draws.at(idx);
if (candidate_draw_out.mode == mode && (!tree_out.has_per_proto_visibility_toggle ||
candidate_draw_out.proto_idx == proto_idx)) {
draw_to_add_to = &tree_out.static_draws[idx];
verts_to_add_to = &indices_regrouped_by_draw[idx];
}
}
}
if (!draw_to_add_to) {
// nope, need to create a new draw
tree_out.static_draws.emplace_back();
static_draws_by_tex[idx_in_lev_data].push_back(tree_out.static_draws.size() - 1);
draw_to_add_to = &tree_out.static_draws.back();
draw_to_add_to->mode = mode;
draw_to_add_to->tree_tex_id = idx_in_lev_data;
if (tree_out.has_per_proto_visibility_toggle) {
draw_to_add_to->proto_idx = proto_idx;
}
verts_to_add_to = &indices_regrouped_by_draw.emplace_back();
}
// now we have a draw, time to add vertices
// draw_to_add_to->num_triangles += draw.vertices.size() - 2;
tfrag3::PackedShrubVertices::InstanceGroup grp;
grp.matrix_idx = matrix_idx;
grp.color_index = inst.color_idx;
grp.start_vert = packed_vert_indices.at(frag_idx).at(draw_idx).first;
grp.end_vert = packed_vert_indices.at(frag_idx).at(draw_idx).second;
tree_out.packed_vertices.instance_groups.push_back(grp);
for (size_t vidx = 0; vidx < draw.vertices.size(); vidx++) {
if (draw.vertices[vidx].adc) {
verts_to_add_to->push_back(vidx + global_vert_counter);
draw_to_add_to->num_triangles++;
} else {
verts_to_add_to->push_back(UINT32_MAX);
verts_to_add_to->push_back(vidx + global_vert_counter - 1);
verts_to_add_to->push_back(vidx + global_vert_counter);
}
}
verts_to_add_to->push_back(UINT32_MAX);
global_vert_counter += draw.vertices.size();
}
}
}
}
for (size_t didx = 0; didx < tree_out.static_draws.size(); didx++) {
auto& draw = tree_out.static_draws[didx];
auto& inds = indices_regrouped_by_draw[didx];
draw.num_triangles = clean_up_vertex_indices(inds);
draw.num_indices = inds.size();
draw.first_index_index = tree_out.indices.size();
tree_out.indices.insert(tree_out.indices.end(), inds.begin(), inds.end());
}
tree_out.packed_vertices.total_vertex_count = global_vert_counter;
}
void extract_shrub(const shrub_types::DrawableTreeInstanceShrub* tree,
const std::string& debug_name,
const std::vector<level_tools::TextureRemap>& map,
const TextureDB& tex_db,
const std::vector<std::pair<int, int>>& /*expected_missing_textures*/,
tfrag3::Level& out,
bool dump_level,
GameVersion version) {
auto& tree_out = out.shrub_trees.emplace_back();
if (version > GameVersion::Jak1) {
tree_out.has_per_proto_visibility_toggle = true;
}
auto& protos = tree->info.prototype_inline_array_shrub;
std::vector<ShrubProtoInfo> proto_info;
for (auto& proto : protos.data) {
proto_info.push_back(extract_proto(proto, tex_db, map, version));
tree_out.proto_names.push_back(proto.name);
}
for (auto& arr : tree->discovered_arrays) {
auto as_shrubs = dynamic_cast<shrub_types::DrawableInlineArrayInstanceShrub*>(arr.get());
if (as_shrubs) {
for (auto& inst : as_shrubs->instances) {
extract_instance(inst, proto_info);
}
}
}
// time of day colors
tree_out.time_of_day_colors = pack_colors(tree->time_of_day);
make_draws(out, tree_out, proto_info, tex_db);
if (dump_level) {
auto path = file_util::get_file_path({fmt::format("debug_out/shrub_all/{}.obj", debug_name)});
file_util::create_dir_if_needed_for_file(path);
file_util::write_text_file(path, dump_full_to_obj(proto_info));
}
}
} // namespace decompiler