Renamed some fields in Shadow

This commit is contained in:
korenkonder
2023-12-24 16:49:02 +03:00
parent 3776daddb8
commit a0a2b50367
5 changed files with 23 additions and 23 deletions
+10 -10
View File
@@ -324,7 +324,8 @@ namespace rndr {
draw_pass_shadow_begin_make_shadowmap(shad, v11[i], j);
disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i]));
if (disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) {
gl_state_set_color_mask(field_2F8 ? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
gl_state_set_color_mask(show_stage_shadow
? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i));
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
@@ -1117,7 +1118,7 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i
glClearDLL(GL_COLOR_BUFFER_BIT);
glScissorDLL(1, 1, tex->width - 2, tex->height - 2);
float_t range = shad->get_range();
float_t shadow_range = shad->get_shadow_range();
float_t offset;
vec3* interest;
vec3* view_point;
@@ -1136,7 +1137,8 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i
mat4_translate(offset, 0.0f, 0.0f, &temp);
mat4 proj;
mat4_ortho(-range, range, -range, range, shad->z_near, shad->z_far, &proj);
mat4_ortho(-shadow_range, shadow_range,
-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
mat4_mul(&proj, &temp, &rctx->proj_mat);
mat4_look_at(view_point, interest, &rctx->view_mat);
@@ -1620,7 +1622,7 @@ static void draw_pass_3d_shadow_set(Shadow* shad) {
draw_state->light = true;
uniform->arr[U_LIGHT_1] = shad->num_light > 1 ? 1 : 0;
float_t range = shad->get_range();
float_t shadow_range = shad->get_shadow_range();
for (int32_t i = 0; i < 2; i++) {
float_t offset;
vec3* interest;
@@ -1643,7 +1645,8 @@ static void draw_pass_3d_shadow_set(Shadow* shad) {
mat4_mul_translate(&temp, offset, 0.0f, 0.0f, &temp);
mat4 proj;
mat4_ortho(-range, range, -range, range, shad->z_near, shad->z_far, &proj);
mat4_ortho(-shadow_range, shadow_range,
-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
mat4_mul(&proj, &temp, &proj);
mat4 view;
@@ -1670,11 +1673,8 @@ static void draw_pass_3d_shadow_set(Shadow* shad) {
vec4 ambient;
if (data->get_type() == LIGHT_PARALLEL)
data->get_ambient(ambient);
else {
ambient.x = shad->ambient;
ambient.y = shad->ambient;
ambient.z = shad->ambient;
}
else
*(vec3*)&ambient.x = shad->shadow_ambient;
rctx->obj_scene.g_shadow_ambient = { ambient.x, ambient.y, ambient.z, 1.0f };
rctx->obj_scene.g_shadow_ambient1 = { 1.0f - ambient.x, 1.0f - ambient.y, 1.0f - ambient.z, 0.0f };