diff --git a/src/DivaGL/render_manager.cpp b/src/DivaGL/render_manager.cpp index f3da68e..fd4ac4a 100644 --- a/src/DivaGL/render_manager.cpp +++ b/src/DivaGL/render_manager.cpp @@ -1114,7 +1114,7 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i glClearColorDLL(1.0, 1.0, 1.0, 1.0); if (!a3) glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - else if (shad->field_2F5) + else if (shad->separate) glClearDLL(GL_COLOR_BUFFER_BIT); glScissorDLL(1, 1, tex->width - 2, tex->height - 2); @@ -1122,7 +1122,7 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i float_t offset; vec3* interest; vec3* view_point; - if (shad->field_2F5) { + if (shad->separate) { offset = index ? 0.5f : -0.5f; interest = &shad->interest[index]; view_point = &shad->view_point[index]; @@ -1150,7 +1150,7 @@ static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int gl_state_disable_scissor_test(); draw_state->shader_index = -1; - if (a3 == shad->field_2EC - 1) { + if (a3 == shad->num_light - 1) { draw_pass_shadow_filter(&shad->render_textures[3], &shad->render_textures[4], shad->curr_render_textures[0], shad->field_2DC, shad->field_2E0 / (shad->field_208 * 2.0f), false); @@ -1602,7 +1602,7 @@ static void draw_pass_3d_shadow_reset() { } static void draw_pass_3d_shadow_set(Shadow* shad) { - if (shad->self_shadow && shad->field_2EC > 0) { + if (shad->self_shadow && shad->num_light > 0) { gl_state_active_bind_texture_2d(19, shad->render_textures[3].GetColorTex()); gl_state_active_bind_texture_2d(20, shad->render_textures[5].GetColorTex()); gl_state_active_texture(0); @@ -1617,16 +1617,16 @@ static void draw_pass_3d_shadow_set(Shadow* shad) { draw_state->self_shadow = false; } - if (shad->field_2EC > 0) { + if (shad->num_light > 0) { draw_state->light = true; - uniform->arr[U_LIGHT_1] = shad->field_2EC > 1 ? 1 : 0; + uniform->arr[U_LIGHT_1] = shad->num_light > 1 ? 1 : 0; float_t range = shad->get_range(); for (int32_t i = 0; i < 2; i++) { float_t offset; vec3* interest; vec3* view_point; - if (shad->field_2F5) { + if (shad->separate) { offset = i ? 0.5f : -0.5f; interest = &shad->interest[i]; @@ -1655,7 +1655,7 @@ static void draw_pass_3d_shadow_set(Shadow* shad) { int32_t j = 0; for (int32_t i = 0; i < 2; i++) - if (shad->field_2F0[i]) { + if (shad->light_enable[i]) { gl_state_active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->GetColorTex()); glTexParameterfDLL(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); j++; diff --git a/src/DivaGL/shadow.hpp b/src/DivaGL/shadow.hpp index 6a01b0b..1045cbf 100644 --- a/src/DivaGL/shadow.hpp +++ b/src/DivaGL/shadow.hpp @@ -51,11 +51,11 @@ struct Shadow { float_t field_2E0; float_t ambient; bool field_2E8; - int32_t field_2EC; - bool field_2F0[2]; + int32_t num_light; + bool light_enable[2]; bool self_shadow; bool blur_filter_enable[2]; - bool field_2F5; + bool separate; float_t get_range(); };