/* by korenkonder GitHub/GitLab: korenkonder */ #include "render_context.hpp" #include "render_manager.hpp" void draw_state_stats::reset() { object_draw_count = 0; object_translucent_draw_count = 0; object_reflect_draw_count = 0; field_C = 0; field_10 = 0; draw_count = 0; draw_triangle_count = 0; field_1C = 0; } draw_state_struct* draw_state = (draw_state_struct*)0x00000001411A32B0; render_context* rctx; sss_data* (FASTCALL* sss_data_get)() = (sss_data * (FASTCALL*)())0x0000000140641B70; void draw_state_struct::set_fog_height(bool value) { fog_height = value; } void obj_scene_shader_data::set_g_irradiance_r_transforms(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_irradiance_r_transforms[0] = temp.row0; g_irradiance_r_transforms[1] = temp.row1; g_irradiance_r_transforms[2] = temp.row2; g_irradiance_r_transforms[3] = temp.row3; } void obj_scene_shader_data::set_g_irradiance_g_transforms(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_irradiance_g_transforms[0] = temp.row0; g_irradiance_g_transforms[1] = temp.row1; g_irradiance_g_transforms[2] = temp.row2; g_irradiance_g_transforms[3] = temp.row3; } void obj_scene_shader_data::set_g_irradiance_b_transforms(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_irradiance_b_transforms[0] = temp.row0; g_irradiance_b_transforms[1] = temp.row1; g_irradiance_b_transforms[2] = temp.row2; g_irradiance_b_transforms[3] = temp.row3; } void obj_scene_shader_data::set_g_normal_tangent_transforms(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_normal_tangent_transforms[0] = temp.row0; g_normal_tangent_transforms[1] = temp.row1; g_normal_tangent_transforms[2] = temp.row2; } void obj_scene_shader_data::set_g_self_shadow_receivers(int32_t index, const mat4& mat) { size_t _index = index * 3LL; mat4 temp; mat4_transpose(&mat, &temp); g_self_shadow_receivers[_index + 0] = temp.row0; g_self_shadow_receivers[_index + 1] = temp.row1; g_self_shadow_receivers[_index + 2] = temp.row2; } void obj_scene_shader_data::set_g_light_projection(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_light_projection[0] = temp.row0; g_light_projection[1] = temp.row1; g_light_projection[2] = temp.row2; g_light_projection[3] = temp.row3; } void obj_scene_shader_data::set_projection_view(const mat4& view, const mat4& proj) { mat4 temp; mat4_transpose(&view, &temp); g_view[0] = temp.row0; g_view[1] = temp.row1; g_view[2] = temp.row2; mat4_invert(&view, &temp); mat4_transpose(&temp, &temp); g_view_inverse[0] = temp.row0; g_view_inverse[1] = temp.row1; g_view_inverse[2] = temp.row2; mat4_mul(&view, &proj, &temp); mat4_transpose(&temp, &temp); g_projection_view[0] = temp.row0; g_projection_view[1] = temp.row1; g_projection_view[2] = temp.row2; g_projection_view[3] = temp.row3; } void obj_batch_shader_data::set_g_joint(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_joint[0] = temp.row0; g_joint[1] = temp.row1; g_joint[2] = temp.row2; mat4_invert(&mat, &temp); mat4_transpose(&temp, &temp); g_joint_inverse[0] = temp.row0; g_joint_inverse[1] = temp.row1; g_joint_inverse[2] = temp.row2; } void obj_batch_shader_data::set_g_texcoord_transforms(int32_t index, const mat4& mat) { size_t _index = index * 2LL; mat4 temp; mat4_transpose(&mat, &temp); g_texcoord_transforms[_index + 0] = temp.row0; g_texcoord_transforms[_index + 1] = temp.row1; } void obj_batch_shader_data::set_transforms(const mat4& model, const mat4& view, const mat4& proj) { mat4 temp; mat4_transpose(&model, &temp); g_worlds[0] = temp.row0; g_worlds[1] = temp.row1; g_worlds[2] = temp.row2; mat4_invert(&model, &temp); g_worlds_invtrans[0] = temp.row0; g_worlds_invtrans[1] = temp.row1; g_worlds_invtrans[2] = temp.row2; mat4 mv; mat4_mul(&model, &view, &mv); mat4_transpose(&mv, &temp); g_worldview[0] = temp.row0; g_worldview[1] = temp.row1; g_worldview[2] = temp.row2; mat4_invert(&mv, &temp); mat4_transpose(&temp, &temp); g_worldview_inverse[0] = temp.row0; g_worldview_inverse[1] = temp.row1; g_worldview_inverse[2] = temp.row2; mat4_mul(&mv, &proj, &temp); mat4_transpose(&temp, &temp); g_transforms[0] = temp.row0; g_transforms[1] = temp.row1; g_transforms[2] = temp.row2; g_transforms[3] = temp.row3; } render_context::render_context() : box_vao(), lens_ghost_vao(), common_vao(), reflect_buffer(), render_buffer(), screen_buffer(), shadow_buffer(), empty_texture_2d(), empty_texture_cube_map(), samplers(), render_samplers(), sprite_samplers(), screen_width(), screen_height() { static const float_t box_texcoords[] = { 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f, 3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f, 3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f, 3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f, 3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f, 3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f, 3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f, 3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f, }; glGenVertexArrays(1, &box_vao); gl_state_bind_vertex_array(box_vao); box_vbo.Create(sizeof(box_texcoords), box_texcoords); box_vbo.Bind(); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 4)); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 8)); glEnableVertexAttribArray(3); glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 12)); glGenVertexArrays(1, &lens_ghost_vao); gl_state_bind_vertex_array(lens_ghost_vao); lens_ghost_vbo.Create(sizeof(float_t) * 5 * (6 * 16)); lens_ghost_vbo.Bind(); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float_t) * 5, (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float_t) * 5, (void*)(sizeof(float_t) * 2)); gl_state_bind_array_buffer(0); gl_state_bind_vertex_array(0); glGenVertexArrays(1, &common_vao); camera_blur_ubo.Create(sizeof(camera_blur_shader_data)); contour_coef_ubo.Create(sizeof(contour_coef_shader_data)); contour_params_ubo.Create(sizeof(contour_params_shader_data)); filter_scene_ubo.Create(sizeof(filter_scene_shader_data)); esm_filter_batch_ubo.Create(sizeof(esm_filter_batch_shader_data)); imgfilter_batch_ubo.Create(sizeof(imgfilter_batch_shader_data)); exposure_measure_ubo.Create(sizeof(exposure_measure_shader_data)); gaussian_coef_ubo.Create(sizeof(gaussian_coef_shader_data)); glass_eye_batch_ubo.Create(sizeof(glass_eye_batch_shader_data)); glitter_batch_ubo.Create(sizeof(glitter_batch_shader_data)); quad_ubo.Create(sizeof(quad_shader_data)); sprite_scene_ubo.Create(sizeof(sprite_scene_shader_data)); sss_filter_gaussian_coef_ubo.Create(sizeof(sss_filter_gaussian_coef_shader_data)); sun_quad_ubo.Create(sizeof(sun_quad_shader_data)); tone_map_ubo.Create(sizeof(tone_map_shader_data)); obj_scene = {}; obj_batch = {}; obj_skinning = {}; obj_scene_ubo.Create(sizeof(obj_scene_shader_data)); obj_batch_ubo.Create(sizeof(obj_batch_shader_data)); obj_skinning_ubo.Create(sizeof(obj_skinning_shader_data)); static const uint8_t empty_texture_data[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const GLenum target_cube_map_array[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z }; glGenTextures(1, &empty_texture_2d); gl_state_bind_texture_2d(empty_texture_2d); texture_set_params(GL_TEXTURE_2D, 0, false); glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, 8, empty_texture_data); gl_state_bind_texture_2d(0); glGenTextures(1, &empty_texture_cube_map); gl_state_bind_texture_cube_map(empty_texture_cube_map); texture_set_params(GL_TEXTURE_CUBE_MAP, 0, false); for (int32_t side = 0; side < 6; side++) glCompressedTexImage2D(target_cube_map_array[side], 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, 8, empty_texture_data); gl_state_bind_texture_cube_map(0); static const vec4 border_color = 0.0f; glGenSamplers(18, samplers); for (int32_t i = 0; i < 18; i++) { GLuint sampler = samplers[i]; glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, i % 2 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); GLuint wrap_s; switch (i / 2 % 3) { case 0: wrap_s = GL_CLAMP_TO_EDGE; break; case 1: wrap_s = GL_REPEAT; break; case 2: wrap_s = GL_MIRRORED_REPEAT; break; } glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, wrap_s); GLenum wrap_t; switch (i / 6 % 3) { case 0: wrap_t = GL_CLAMP_TO_EDGE; break; case 1: wrap_t = GL_REPEAT; break; case 2: wrap_t = GL_MIRRORED_REPEAT; break; } glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, wrap_t); } GLuint sampler; glGenSamplers(4, render_samplers); sampler = render_samplers[0]; glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); sampler = render_samplers[1]; glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); sampler = render_samplers[2]; glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); sampler = render_samplers[3]; glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); glGenSamplers(3, sprite_samplers); sampler = sprite_samplers[0]; glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); sampler = sprite_samplers[1]; glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT); glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); sampler = sprite_samplers[2]; glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); } render_context::~render_context() { glDeleteSamplers(3, sprite_samplers); glDeleteSamplers(4, render_samplers); glDeleteSamplers(18, samplers); glDeleteTextures(1, &empty_texture_cube_map); glDeleteTextures(1, &empty_texture_2d); obj_skinning_ubo.Destroy(); obj_batch_ubo.Destroy(); obj_scene_ubo.Destroy(); tone_map_ubo.Destroy(); transparency_batch_ubo.Destroy(); sun_quad_ubo.Destroy(); sss_filter_gaussian_coef_ubo.Destroy(); sprite_scene_ubo.Destroy(); quad_ubo.Destroy(); glitter_batch_ubo.Destroy(); glass_eye_batch_ubo.Destroy(); gaussian_coef_ubo.Destroy(); exposure_measure_ubo.Destroy(); imgfilter_batch_ubo.Destroy(); esm_filter_batch_ubo.Destroy(); filter_scene_ubo.Destroy(); contour_params_ubo.Destroy(); contour_coef_ubo.Destroy(); camera_blur_ubo.Destroy(); if (common_vao) { glDeleteVertexArrays(1, &common_vao); common_vao = 0; } if (lens_ghost_vao) { glDeleteVertexArrays(1, &lens_ghost_vao); lens_ghost_vao = 0; } lens_ghost_vbo.Destroy(); if (box_vao) { glDeleteVertexArrays(1, &box_vao); box_vao = 0; } box_vbo.Destroy(); } void render_context::ctrl(bool change_res) { RECT rect; extern size_t diva_handle; GetClientRect((HWND)diva_handle, &rect); int32_t width = rect.right - rect.left; int32_t height = rect.bottom - rect.top; if (!width || !height || screen_width == width && screen_height == height) return; /*static const double_t aspect = 16.0 / 9.0; double_t res_width = (double_t)width; double_t res_height = (double_t)height; double_t view_aspect = res_width / res_height; if (view_aspect < aspect) res_height = round(res_width / aspect); else if (view_aspect > aspect) res_width = round(res_height * aspect);*/ /*int32_t render_width = (int32_t)res_width; int32_t render_height = (int32_t)res_height;*/ int32_t screen_width = width; int32_t screen_height = height; //bool render_res_change = render->inner_width != render_width || render->inner_height != render_height; bool screen_res_change = this->screen_width != screen_width || this->screen_height != screen_height; this->screen_width = screen_width; this->screen_height = screen_height; /*if (render_res_change) render.resize(render_width, render_height);*/ if (!change_res || /*!render_res_change && */!screen_res_change) return; if (screen_res_change) render_manager->resize(screen_width, screen_height); /*if (render_res_change) litproj_texture->Init(render_width, render_height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);*/ /*sprite_manager_set_res((double_t)screen_width / (double_t)screen_height, screen_width, screen_height);*/ /*if (render_res_change) { auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) { dst.Init(src.GetWidth(), src.GetHeight(), 0, src.color_texture->internal_format, src.depth_texture ? src.depth_texture->internal_format : GL_ZERO); }; RenderTexture& render_buffer = render->rend_texture[0]; RenderTexture& reflect_buffer = render_manager->get_render_texture(1); RenderTexture& shadow_buffer = shadow_ptr_get()->render_textures[1]; init_copy_buffer(reflect_buffer, this->reflect_buffer); init_copy_buffer(render_buffer, this->render_buffer); init_copy_buffer(shadow_buffer, this->shadow_buffer); }*/ if (screen_res_change) screen_buffer.Init(screen_width, screen_height, 0, GL_RGBA8, 0); } void render_context::free() { shadow_buffer.Free(); screen_buffer.Free(); render_buffer.Free(); reflect_buffer.Free(); } void render_context::init() { ctrl(false); auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) { dst.Init(src.GetWidth(), src.GetHeight(), 0, src.color_texture->internal_format, src.depth_texture ? src.depth_texture->internal_format : GL_ZERO); }; RenderTexture& render_buffer = render->rend_texture[0]; RenderTexture& reflect_buffer = render_manager->get_render_texture(1); RenderTexture& shadow_buffer = shadow_ptr_get()->render_textures[1]; init_copy_buffer(reflect_buffer, this->reflect_buffer); init_copy_buffer(render_buffer, this->render_buffer); init_copy_buffer(shadow_buffer, this->shadow_buffer); screen_buffer.Init(screen_width, screen_height, 0, GL_RGBA8, 0); } void fbo_blit(GLuint src_fbo, GLuint dst_fbo, GLint src_x, GLint src_y, GLint src_width, GLint src_height, GLint dst_x, GLint dst_y, GLint dst_width, GLint dst_height, GLbitfield mask, GLenum filter) { gl_state_bind_read_framebuffer(src_fbo); gl_state_bind_draw_framebuffer(dst_fbo); glBlitFramebuffer(src_x, src_y, src_x + src_width, src_y + src_height, dst_x, dst_y, dst_x + dst_width, dst_y + dst_height, mask, filter); }