Small thing (#799)

Co-authored-by: Louvenarde <louve@louve.systems>
Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
This commit is contained in:
Louve 2023-03-05 20:53:16 +01:00 committed by GitHub
parent be5bdcb9d7
commit 3843547676
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 50 additions and 32 deletions

@ -1 +1 @@
Subproject commit e4bac07fd3925bcf82e9ea3c45f51137fde20b8e
Subproject commit 62936d258669d6e5226325dc17a6b825d2f1c539

View File

@ -168,6 +168,11 @@ namespace Assets
Utils::Stream::ClearPointer(&nodes[i].plane);
}
}
else
{
AssertUnreachable;
Components::Logger::Error(Game::ERR_FATAL, "node {} of clipmap {} has no plane!", i, asset->name);
}
}
Utils::Stream::ClearPointer(&dest->nodes);
@ -217,9 +222,6 @@ namespace Assets
{
if (node[i].data.leaf.brushes)
{
assert(node[i].data.leaf.brushes >= asset->leafbrushes);
assert(node[i].data.leaf.brushes < asset->leafbrushes + sizeof(unsigned short) * asset->numLeafBrushes);
if (builder->hasPointer(node[i].data.leaf.brushes))
{
node[i].data.leaf.brushes = builder->getPointer(node[i].data.leaf.brushes);

View File

@ -16,6 +16,7 @@ namespace Components
Dvar::Var Renderer::r_drawAABBTrees;
Dvar::Var Renderer::r_playerDrawDebugDistance;
Dvar::Var Renderer::r_forceTechnique;
Dvar::Var Renderer::r_listSamplers;
float cyan[4] = { 0.0f, 0.5f, 0.5f, 1.0f };
float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
@ -178,32 +179,6 @@ namespace Components
return Utils::Hook::Call<int(int, float, float, const char*, Game::vec4_t*, int)>(0x005033E0)(a1, a2, a3, Utils::String::VA("%s (^3%s^7)", mat->info.name, mat->techniqueSet->name), color, a6);
}
void ListSamplers()
{
static auto* source = reinterpret_cast<Game::GfxCmdBufSourceState*>(0x6CAF080);
Game::Font_s* font = Game::R_RegisterFont("fonts/smallFont", 0);
auto height = Game::R_TextHeight(font);
auto scale = 1.0f;
float color[4] = {0.0f, 1.0f, 0.0f, 1.0f};
for (std::size_t i = 0; i < 27; ++i)
{
if (source->input.codeImages[i] == nullptr)
{
color[0] = 1.f;
}
else
{
color[0] = 0.f;
}
std::stringstream str;
str << std::format("{}/{:#X} => ", i, i) << (source->input.codeImages[i] == nullptr ? "---" : source->input.codeImages[i]->name) << " " << std::to_string(source->input.codeImageSamplerStates[i]);
Game::R_AddCmdDrawText(str.str().data(), std::numeric_limits<int>::max(), font, 15.0f, (height * scale + 1) * (i + 1) + 14.0f, scale, scale, 0.0f, color, Game::ITEM_TEXTSTYLE_NORMAL);
}
}
void Renderer::DebugDrawTriggers()
{
if (!r_drawTriggers.get<bool>()) return;
@ -529,6 +504,40 @@ namespace Components
}
}
void Renderer::ListSamplers()
{
if (!r_listSamplers.get<bool>())
{
return;
}
static auto* source = reinterpret_cast<Game::GfxCmdBufSourceState*>(0x6CAF080);
auto* font = Game::R_RegisterFont("fonts/smallFont", 0);
auto height = Game::R_TextHeight(font);
auto scale = 1.0f;
float color[] = {0.0f, 1.0f, 0.0f, 1.0f};
for (std::size_t i = 0; i < 27; ++i)
{
if (source->input.codeImages[i] == nullptr)
{
color[0] = 1.f;
}
else
{
color[0] = 0.f;
}
const auto* str = Utils::String::Format("{}/{:#X} => {} {}", i, i,
(source->input.codeImages[i] == nullptr ? "---" : source->input.codeImages[i]->name),
std::to_string(source->input.codeImageSamplerStates[i])
);
Game::R_AddCmdDrawText(str, std::numeric_limits<int>::max(), font, 15.0f, (height * scale + 1) * (i + 1) + 14.0f, scale, scale, 0.0f, color, Game::ITEM_TEXTSTYLE_NORMAL);
}
}
int Renderer::FixSunShadowPartitionSize(Game::GfxCamera* camera, Game::GfxSunShadowMapMetrics* mapMetrics, Game::GfxSunShadow* sunShadow, Game::GfxSunShadowClip* clip, float* partitionFraction)
{
auto result = Utils::Hook::Call<int(Game::GfxCamera*, Game::GfxSunShadowMapMetrics*, Game::GfxSunShadow*, Game::GfxSunShadowClip*, float*)>(0x5463B0)(camera, mapMetrics, sunShadow, clip, partitionFraction);
@ -557,9 +566,15 @@ namespace Components
DebugDrawSceneModelCollisions();
DebugDrawTriggers();
ForceTechnique();
ListSamplers();
}
}, Scheduler::Pipeline::RENDERER);
#if _DEBUG
// Disable ATI Radeon 4000 optimization that crashes Pixwin
Utils::Hook::Set(0x5066F8, D3DFMT_UNKNOWN);
#endif
// COD4 Map Fixes
// The day map porting is perfect we should be able to remove these
Utils::Hook(0x546A09, FixSunShadowPartitionSize, HOOK_CALL).install()->quick();
@ -613,6 +628,7 @@ namespace Components
Renderer::r_drawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_CHEAT, "Draw aabb trees");
Renderer::r_playerDrawDebugDistance = Game::Dvar_RegisterInt("r_drawDebugDistance", 1000, 0, 50000, Game::DVAR_ARCHIVE, "r_draw debug functions draw distance relative to the player");
Renderer::r_forceTechnique = Game::Dvar_RegisterInt("r_forceTechnique", 0, 0, 14, Game::DVAR_NONE, "Force a base technique on the renderer");
Renderer::r_listSamplers = Game::Dvar_RegisterBool("r_listSamplers", false, Game::DVAR_NONE, "List samplers & sampler states");
});
}

View File

@ -41,6 +41,7 @@ namespace Components
static void DebugDrawRunners();
static void DebugDrawAABBTrees();
static void ForceTechnique();
static void ListSamplers();
static int FixSunShadowPartitionSize(Game::GfxCamera* camera, Game::GfxSunShadowMapMetrics* mapMetrics, Game::GfxSunShadow* sunShadow, Game::GfxSunShadowClip* clip, float* partitionFraction);
@ -58,5 +59,6 @@ namespace Components
static Dvar::Var r_drawAABBTrees;
static Dvar::Var r_playerDrawDebugDistance;
static Dvar::Var r_forceTechnique;
static Dvar::Var r_listSamplers;
};
}

View File

@ -372,7 +372,6 @@ namespace Components
Logger::Error(Game::ERR_FATAL, "Missing required asset '{}' ({}). Export failed!", name, Game::DB_GetXAssetTypeName(type));
}
Logger::Debug("Saving require ({}): {}", Game::DB_GetXAssetTypeName(type), Game::DB_GetXAssetNameHandlers[type](&header));
// we alias the next 4 (aligned) bytes of the stream b/c DB_InsertPointer gives us a nice pointer to use as the alias
// otherwise it would be a fuckfest trying to figure out where the alias is in the stream
@ -508,7 +507,6 @@ namespace Components
this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
this->buffer.align(Utils::Stream::ALIGN_4);
Logger::Debug("Saving ({}): {}", Game::DB_GetXAssetTypeName(asset.type), Game::DB_GetXAssetNameHandlers[asset.type](&asset.header));
this->store(asset.header);
AssetHandler::ZoneSave(asset, this);