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vanilla merge (defmethod + sky fix) #45

Merged
merged 191 commits into from
Nov 4, 2023
Merged

vanilla merge (defmethod + sky fix) #45

merged 191 commits into from
Nov 4, 2023

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ManDude and others added 30 commits July 14, 2023 18:01
This saved about 1.6 ms per frame in the city for me (~1.3 saved from
not doing sky twice, 0.3 saved in format lookup tables).

The big texture animator is about 1.0 ms.

![image](https://github.com/open-goal/jak-project/assets/48171810/c7bc7743-308c-4425-ad14-118e2d483fad)
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
…827)

I havn't tested it yet, but I can almost guarantee that atleast `goalc`
will not work in the slightest!

But the project is atleast fully compiling. My hope is to start
translating some AVX to NEON next / get `goalc` working...eventually.
Added framework to do texture animations entirely in C++. Currently only
works on relatively simple ones, and doesn't handle updating all
parameters - only the speeds.

Connected texture animations to merc and tfrag for skull gems, dark
bomb, and scrolling conveyors.

Cleaned up Tfragment/Tfrag3, which used to be two classes. This was one
of the first C++ renderers, so it had a weird design.
Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
This fixes the crash reported in
open-goal/jak-project#2833

There was a memory bug here for a long time where our array of `VagCmd`
in `iso_queue.cpp` was too small. This caused GetVagCommand to return
bogus pointers, and sound code would write over other parts of memory.
- Add security wall animation
- Add waterfall animations
- Add lava animations
- Update layer values from the game to fix the security wall
- Remove leftover debug in `level.gc` that would break level-specific
animations on the second time you visited the level
- Optionally load animated slot textures to the pool so generic can use
them (fixes skull gems in UI)
The progress menu loads its icon textures from a .STR file that we were
previously ignoring.

This change:
- updates the decompiler so it can process a .STR file containing a
texture
- adds a feature to force an entire page to always be loaded in the PC
renderer by putting all textures in the GAME.FR3 file.
- regenerates the texture offset map file for jak 2 with these new
textures

For now, I've just put the icon textures in GAME.FR3. The downside is
that these will always stay on the GPU, using up VRAM even when they
aren't needed. But the entire GAME.FR3 file is under 3 MB so I think
it's ok.


![image](https://github.com/open-goal/jak-project/assets/48171810/39f075b5-7cc5-4168-872a-33026342afab)
Fixes skull gems using a low resolution texture.

Fixes issue where jak in cutscenes is dark after watching oracle-level-1
(and likely other bugs with texture animations getting stuck)

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
… to left-alt and make it customizable (#2848)
There was a single static path buffer being shared between multiple file
i/o threads. So sometimes you would end up using the wrong path for the
file, and getting size/data for the wrong file.

I think the original reason to have this buffer was just me being lazy
when we changed how project paths works a long time ago. It was a bad
idea in the first place.
This should fix a crash and animation bug in snowy. The way to trigger
the bug:
- go on ice
- move forward slowly
- stop moving forward. Reach zero speed when the frame number isn't
between 30 and 35 of the ice walking animation
- Due to this bug, the animation gets stuck at frame 60
- Take damage (due to normal lurker or ice lurker)
- Sidekick eye animation crashes because a frame number is NaN.
The yakow texture is actually missing from the real game too. 

This adds a special case in the extractor to replace it with a
similar-ish fur texture:

![image](https://github.com/open-goal/jak-project/assets/48171810/db429e70-e5c5-4302-824a-238e94cf3d69)
![image](https://github.com/open-goal/jak-project/assets/48171810/ae4d40bf-b061-45af-ba20-c546fc935f11)

Should probably wait until the release just in case. But I'm 99% sure
this line was just a mistake in the original implementation.
When drawing the spinning palace, there's a terrible hack that lets some
stuff be drawn with different camera matrices.

The ocean is drawn with camera-other (which spins), but was being culled
with camera (doesn't spin). This changes ocean to use the right camera
matrix.

Note that the ocean is special when it comes to camera-other - it always
uses camera-other if there is one. Other uses are set per-level and
should already be handled correctly.
not sure how this passed tests....
This changes how `BlitDisplays.cpp` works so it looks at the current
render buffer, rather than the back buffer.

This approach is a bit faster because we avoid copying the back buffer
on every single frame.
It also removes the black frames when the transition starts/stops.

The remaining issues are:
- there's still a single frame of weirdness with the sprite glow
renderer.
- when changing resolutions, it doesn't work super well.
In jak 2, there's an option to disable envmap. It's used on krew
holograms, hiphog trophies, and baron bosses in palace/tomb.
The way we got/stored background matrices is a bit weird and full of
leftovers from the first attempts at porting renderers. This doesn't
work well with the Jak 2 "other camera" system where some stuff is
rendered with a different camera matrix.

This cleans most of it up. The exception is that the collide mesh
renderer and the additional sprite culling I added still need to peek at
some cached camera matrices.

This fixes the problem where etie uses the wrong matrices for "other
camera" levels. Now the "hole covers" go in the holes in the background
of the throne room.

![image](https://github.com/open-goal/jak-project/assets/48171810/73a88f7b-05d4-4e9c-bb34-5b45efffcb69)
Hat-Kid and others added 29 commits October 15, 2023 16:36
…s (#3088)

This fix is for the following error when building with llvm on windows

```
[build] llvm-rc: Error in VERSIONINFO statement (ID 1): 
[proc] The command: "C:\Program Files\CMake\bin\cmake.exe" --build C:/.../git/jak-project-test/out/build/Release --parallel 8 exited with code: 1
[build] Non-ASCII 8-bit codepoint (´┐¢) can't be interpreted in the current codepage
[build] ninja: build stopped: subcommand failed.
```

It's caused by llvm-rc not handling non 8-bit characters.
The same issue is discussed in the curl project here
curl/curl#7765

This commit copies the fix from curl, replacing '©' with '(C)'.
Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
Co-authored-by: water <awaterford111445@gmail.com>
Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
@Zedb0T Zedb0T merged commit 5f64cdd into main Nov 4, 2023
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