1791 lines
66 KiB
C++
1791 lines
66 KiB
C++
/*
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by korenkonder
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GitHub/GitLab: korenkonder
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*/
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#include "render_manager.hpp"
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#include "../KKdLib/mat.hpp"
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#include "Glitter/glitter.hpp"
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#include "light_param/fog.hpp"
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#include "light_param/light.hpp"
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#include "mdl/disp_manager.hpp"
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#include "rob/rob.hpp"
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#include "gl_state.hpp"
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#include "render.hpp"
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#include "render_context.hpp"
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#include "render_texture.hpp"
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#include "shader_glsl_ft.hpp"
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#include "sprite.hpp"
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#include "stage_param.hpp"
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#include "task_effect.hpp"
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#include "texture.hpp"
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#include <Helpers.h>
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static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, int32_t a3);
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static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int32_t a3);
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static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2,
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RenderTexture* a3, float_t sigma, float_t far_texel_offset, bool enable_lit_proj);
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static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, RenderTexture* src);
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static bool draw_pass_shadow_litproj();
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static bool draw_pass_shadow_litproj_set();
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static bool draw_pass_shadow_litproj_set_mat(bool set_mat);
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static void draw_pass_sss_contour(rndr::Render* rend);
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static void draw_pass_sss_filter(sss_data* sss);
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static int32_t draw_pass_3d_get_translucent_count();
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static void draw_pass_3d_shadow_reset();
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static void draw_pass_3d_shadow_set(Shadow* shad);
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extern void draw_pass_3d_translucent(bool opaque_enable,
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bool transparent_enable, bool translucent_enable, mdl::ObjType opaque,
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mdl::ObjType transparent, mdl::ObjType translucent);
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static int32_t draw_pass_3d_translucent_count_layers(int32_t* alpha_array,
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mdl::ObjType opaque, mdl::ObjType transparent, mdl::ObjType translucent);
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static void draw_pass_3d_translucent_has_objects(bool* arr, mdl::ObjType type);
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static void blur_filter_apply(RenderTexture* dst, RenderTexture* src,
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blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset);
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extern render_context* rctx;
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RenderTexture* litproj_shadow = (RenderTexture*)0x0000000141194DA0;
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RenderTexture* litproj_texture = (RenderTexture*)0x0000000141194E00;
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rndr::RenderManager* render_manager = (rndr::RenderManager*)0x00000001411AD320;
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namespace rndr {
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static const int32_t render_manager_render_texture_index_array[][3] = {
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{ 1, 1, 1 },
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{ 0, 0, 0 },
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{ 6, 6, 6 },
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{ 6, 6, 6 },
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{ 6, 6, 6 },
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{ 2, 2, 2 },
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{ 3, 3, 3 },
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{ 4, 4, 4 },
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{ 5, 5, 5 },
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{ 6, 6, 6 },
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{ 7, 7, 7 },
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};
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void RenderManager::add_pre_process(int32_t type, void(*func)(void*), void* data) {
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pre_process.push_back({ type, func, data });
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}
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void RenderManager::clear_pre_process(int32_t type) {
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for (std::list<draw_pre_process>::iterator i = pre_process.begin(); i != pre_process.end(); i++)
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if (i->type == type) {
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pre_process.erase(i);
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break;
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}
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}
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RenderTexture& RenderManager::get_render_texture(int32_t index) {
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return render_textures[render_manager_render_texture_index_array[index][tex_index[index]]];
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}
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void RenderManager::resize(int32_t width, int32_t height) {
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if (this->width == width && this->height == height)
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return;
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this->width = width;
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this->height = height;
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if (!multisample_framebuffer)
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glGenFramebuffers(1, &multisample_framebuffer);
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if (!multisample_renderbuffer)
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glGenRenderbuffers(1, &multisample_renderbuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, multisample_framebuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, multisample_renderbuffer);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8, GL_RGBA8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, multisample_renderbuffer);
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glDrawBufferDLL(GL_COLOR_ATTACHMENT0);
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glReadBufferDLL(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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void RenderManager::set_effect_texture(texture* value) {
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effect_texture = value;
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}
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void RenderManager::set_multisample(bool value) {
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multisample = value;
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}
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void RenderManager::set_npr_param(int32_t value) {
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npr_param = value;
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}
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void RenderManager::set_pass_sw(RenderPassID id, bool value) {
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pass_sw[id] = value;
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}
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void RenderManager::set_reflect(bool value) {
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reflect = value;
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}
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void RenderManager::set_reflect_blur(int32_t reflect_blur_num, blur_filter_mode reflect_blur_filter) {
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this->reflect_blur_num = reflect_blur_num;
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this->reflect_blur_filter = reflect_blur_filter;
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}
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void RenderManager::set_reflect_resolution_mode(reflect_refract_resolution_mode mode) {
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tex_index[0] = mode;
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}
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void RenderManager::set_reflect_type(stage_data_reflect_type type) {
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reflect_type = type;
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}
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void RenderManager::set_refract(bool value) {
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refract = value;
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}
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void RenderManager::set_refract_resolution_mode(reflect_refract_resolution_mode mode) {
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tex_index[1] = mode;
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}
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void RenderManager::set_shadow_false() {
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shadow = false;
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}
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void RenderManager::set_shadow_true() {
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shadow = true;
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}
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void RenderManager::render_all() {
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static const GLfloat color_clear[] = { 0.0f, 0.0f, 0.0f, 0.0f };
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gl_state_bind_framebuffer(0);
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glClearBufferfv(GL_COLOR, 0, color_clear);
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static const int32_t ibl_texture_index[] = {
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9, 10, 11, 12, 13
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};
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rctx->obj_scene.g_framebuffer_size = {
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1.0f / (float_t)render->render_width[0],
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1.0f / (float_t)render->render_height[0],
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(float_t)render->render_width[0],
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(float_t)render->render_height[0]
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};
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gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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gl_state_enable_depth_test();
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gl_state_set_depth_func(GL_LEQUAL);
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gl_state_set_depth_mask(GL_TRUE);
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gl_state_begin_event("rndpass_render_all_pass::Caller::execute_pre3d");
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for (int32_t i = RND_PASSID_SHADOW; i <= RND_PASSID_CLEAR; i++)
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RenderManager::render_single_pass((RenderPassID)i);
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gl_state_end_event();
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gl_state_begin_event("rndpass_render_all_pass::Caller::execute_3d");
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for (int32_t i = RND_PASSID_PRE_SPRITE; i <= RND_PASSID_3D; i++)
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RenderManager::render_single_pass((RenderPassID)i);
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gl_state_end_event();
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gl_state_begin_event("rndpass_render_all_pass::Caller::execute_2d");
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for (int32_t i = RND_PASSID_SHOW_VECTOR; i <= RND_PASSID_12; i++)
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RenderManager::render_single_pass((RenderPassID)i);
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gl_state_end_event();
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disp_manager->check_vertex_arrays();
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gl_state_bind_vertex_array(0);
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gl_state_disable_primitive_restart();
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gl_state_bind_uniform_buffer_base(0, 0);
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gl_state_bind_uniform_buffer_base(1, 0);
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gl_state_bind_uniform_buffer_base(2, 0);
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gl_state_bind_uniform_buffer_base(3, 0);
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gl_state_bind_uniform_buffer_base(4, 0);
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}
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void RenderManager::render_single_pass(RenderPassID id) {
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cpu_time[id] = 0.0;
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gpu_time[id] = 0.0;
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if (!pass_sw[id]) {
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gl_state_get_error();
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return;
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}
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render_pass_begin();
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switch (id) {
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case RND_PASSID_SHADOW:
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pass_shadow();
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break;
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case RND_PASSID_SS_SSS:
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pass_ss_sss();
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break;
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case RND_PASSID_REFLECT:
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pass_reflect();
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break;
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case RND_PASSID_REFRACT:
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pass_refract();
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break;
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case RND_PASSID_PRE_PROCESS:
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pass_pre_process();
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break;
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case RND_PASSID_CLEAR:
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pass_clear();
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break;
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case RND_PASSID_PRE_SPRITE:
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pass_pre_sprite();
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break;
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case RND_PASSID_3D:
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pass_3d();
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break;
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case RND_PASSID_SHOW_VECTOR:
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pass_show_vector();
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break;
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case RND_PASSID_POST_PROCESS:
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pass_post_process();
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break;
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case RND_PASSID_SPRITE:
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pass_sprite();
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break;
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}
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render_pass_end(id);
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gl_state_get_error();
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}
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void RenderManager::render_pass_begin() {
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if (sync_gpu)
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glFinishDLL();
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time.get_timestamp();
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}
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void RenderManager::render_pass_end(RenderPassID id) {
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cpu_time[id] = time.calc_time();
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if (sync_gpu) {
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time_struct t;
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glFinishDLL();
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gpu_time[id] = t.calc_time();
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}
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else
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gpu_time[id] = 0;
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}
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void RenderManager::pass_shadow() {
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gl_state_begin_event("pass_shadow");
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if (draw_pass_shadow_litproj_set()) {
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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disp_manager->draw(mdl::OBJ_TYPE_OPAQUE);
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disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT);
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disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT);
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draw_state->shader_index = -1;
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uniform->arr[U0A] = 0;
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draw_pass_shadow_filter(&litproj_shadow[0], &litproj_shadow[1], 0, 1.5f, 0.01f, true);
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if (draw_pass_shadow_litproj()) {
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draw_pass_set_camera();
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for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
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light_set_data[i].data_set((light_set_id)i);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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disp_manager->draw(mdl::OBJ_TYPE_OPAQUE);
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disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT);
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disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
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gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_state_enable_blend();
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disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT);
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gl_state_disable_blend();
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draw_state->shader_index = -1;
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gl_state_bind_framebuffer(0);
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}
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}
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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bool v3 = false;
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int32_t v10[2];
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for (int32_t i = 0; i < 2; i++) {
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v10[i] = disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + i));
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if (v10[i])
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v3 = true;
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}
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Shadow* shad = shadow_ptr;
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if (shadow && v3) {
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int32_t v11[2];
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v11[0] = shad->field_200[0];
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v11[1] = shad->field_200[1];
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shad->curr_render_textures[0] = &shad->render_textures[0];
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shad->curr_render_textures[1] = &shad->render_textures[1];
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shad->curr_render_textures[2] = &shad->render_textures[2];
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for (int32_t i = 0, j = 0; i < 2; i++) {
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if (!v10[i])
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continue;
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draw_pass_shadow_begin_make_shadowmap(shad, v11[i], j);
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disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i]));
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if (disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) {
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gl_state_set_color_mask(field_2F8 ? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i));
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gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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draw_pass_shadow_end_make_shadowmap(shad, v11[i], j);
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j++;
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}
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}
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else {
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shad->curr_render_textures[0] = &shad->render_textures[0];
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shad->curr_render_textures[1] = &shad->render_textures[1];
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shad->curr_render_textures[2] = &shad->render_textures[2];
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for (int32_t i = 1; i < 3; i++) {
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shad->curr_render_textures[i]->Bind();
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glClearColorDLL(1.0f, 1.0f, 1.0f, 1.0f);
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glClearDLL(GL_COLOR_BUFFER_BIT);
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}
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}
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shader_glsl::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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void RenderManager::pass_ss_sss() {
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::sss_data* sss = sss_data_get();
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if (!sss->init || !sss->enable)
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return;
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gl_state_begin_event("pass_ss_sss");
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rndr::Render* rend = render;
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//if (rend->render_width > 1280.0)
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// sss->npr_contour = false;
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//if (sss->npr_contour) {
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rend->rend_texture[0].Bind();
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rend->rend_texture[0].SetViewport();
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//}
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//else {
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// sss->textures[0].Bind();
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// glViewportDLL(0, 0, 640, 360);
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//}
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glClearColorDLL(sss->param.x, sss->param.y, sss->param.z, 0.0f);
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glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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draw_pass_set_camera();
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for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
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light_set_data[i].data_set((light_set_id)i);
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if (shadow)
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draw_pass_3d_shadow_set(shadow_ptr);
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else
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draw_pass_3d_shadow_reset();
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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draw_state->shader_index = SHADER_FT_SSS_SKIN;
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gl_state_enable_depth_test();
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gl_state_set_depth_func(GL_LEQUAL);
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gl_state_set_depth_mask(GL_TRUE);
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disp_manager->draw(mdl::OBJ_TYPE_SSS);
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gl_state_disable_depth_test();
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draw_state->shader_index = -1;
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draw_pass_3d_shadow_reset();
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uniform->arr[U_NPR] = 0;
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if (npr_param == 1) {
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if (sss->enable && sss->npr_contour) {
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uniform->arr[U_NPR] = 1;
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draw_pass_sss_contour(rend);
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}
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else if (npr) {
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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rend->rend_texture[0].Bind();
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rend->rend_texture[0].SetViewport();
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glClearDLL(GL_DEPTH_BUFFER_BIT);
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draw_state->shader_index = SHADER_FT_SSS_SKIN;
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gl_state_enable_depth_test();
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gl_state_set_depth_mask(GL_TRUE);
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disp_manager->draw(mdl::OBJ_TYPE_SSS);
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gl_state_disable_depth_test();
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draw_state->shader_index = -1;
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gl_state_bind_framebuffer(0);
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uniform->arr[U_NPR] = 1;
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draw_pass_sss_contour(rend);
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}
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}
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if (!sss->npr_contour) {
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sss->textures[0].Bind();
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glViewportDLL(0, 0, 640, 360);
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filter_scene_shader_data filter_scene = {};
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filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f };
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filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
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rctx->filter_scene_ubo.WriteMemory(filter_scene);
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imgfilter_batch_shader_data imgfilter_batch = {};
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imgfilter_batch.g_color_scale = 1.0f;
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imgfilter_batch.g_color_offset = 0.0f;
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imgfilter_batch.g_texture_lod = 0.0f;
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rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
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uniform->arr[U_IMAGE_FILTER] = 5;
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shaders_ft.set(SHADER_FT_IMGFILT);
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rctx->filter_scene_ubo.Bind(0);
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rctx->imgfilter_batch_ubo.Bind(1);
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gl_state_active_bind_texture_2d(0, rend->rend_texture[0].GetColorTex());
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gl_state_bind_vertex_array(rctx->common_vao);
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shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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draw_pass_sss_filter(sss);
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shader_glsl::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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void RenderManager::pass_reflect() {
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gl_state_begin_event("pass_reflect");
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RenderTexture& refl_tex = render_manager->get_render_texture(0);
|
|
RenderTexture& refl_buf_tex = rctx->reflect_buffer;
|
|
refl_tex.Bind();
|
|
if (disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_OPAQUE)
|
|
|| disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_TRANSPARENT)
|
|
|| disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_TRANSLUCENT)
|
|
|| disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_CHARA_OPAQUE)
|
|
|| disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_CHARA_TRANSPARENT)
|
|
|| disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_CHARA_TRANSLUCENT)) {
|
|
refl_tex.SetViewport();
|
|
|
|
draw_pass_set_camera();
|
|
|
|
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
|
|
light_set_data[i].data_set((light_set_id)i);
|
|
for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++)
|
|
fog_data[i].data_set((fog_id)i);
|
|
|
|
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
|
|
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
draw_state->shader_index = SHADER_FT_S_REFL;
|
|
|
|
light_set* set = &light_set_data[LIGHT_SET_MAIN];
|
|
light_clip_plane clip_plane;
|
|
set->lights[LIGHT_SPOT].get_clip_plane(clip_plane);
|
|
uniform->arr[U_REFLECT] = 2;
|
|
uniform->arr[U_CLIP_PLANE] = clip_plane.data[1];
|
|
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_func(GL_LEQUAL);
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
disp_manager->draw(mdl::OBJ_TYPE_REFLECT_OPAQUE, 0, field_31D);
|
|
if (reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) {
|
|
gl_state_enable_blend();
|
|
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
gl_state_set_blend_equation(GL_FUNC_ADD);
|
|
disp_manager->draw(mdl::OBJ_TYPE_REFLECT_TRANSLUCENT);
|
|
gl_state_disable_blend();
|
|
}
|
|
|
|
if (reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) {
|
|
uniform->arr[U_REFLECT] = field_31E;
|
|
uniform->arr[U_CLIP_PLANE] = clip_plane.data[0];
|
|
disp_manager->draw(mdl::OBJ_TYPE_REFLECT_CHARA_OPAQUE);
|
|
}
|
|
gl_state_disable_depth_test();
|
|
uniform->arr[U_REFLECT] = 0;
|
|
draw_state->shader_index = -1;
|
|
|
|
refl_buf_tex.Bind();
|
|
for (int32_t i = reflect_blur_num, j = 0; i > 0; i--, j++) {
|
|
blur_filter_apply(&refl_buf_tex, &refl_tex,
|
|
reflect_blur_filter, 1.0f, 1.0f, 0.0f);
|
|
glCopyTexSubImage2DDLL(GL_TEXTURE_2D, 0, 0, 0, 0, 0, refl_tex.GetWidth(), refl_tex.GetHeight());
|
|
}
|
|
}
|
|
else {
|
|
vec4 clear_color;
|
|
glGetFloatvDLL(GL_COLOR_CLEAR_VALUE, (GLfloat*)&clear_color);
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
}
|
|
shader_glsl::unbind();
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_refract() {
|
|
gl_state_begin_event("pass_refract");
|
|
RenderTexture& refract_texture = render_manager->get_render_texture(1);
|
|
refract_texture.Bind();
|
|
if (disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_OPAQUE)
|
|
|| disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_TRANSPARENT)
|
|
|| disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_TRANSLUCENT)) {
|
|
texture* refr_tex = refract_texture.color_texture;
|
|
glViewportDLL(0, 0, refr_tex->width, refr_tex->height);
|
|
|
|
draw_pass_set_camera();
|
|
|
|
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
|
|
light_set_data[i].data_set((light_set_id)i);
|
|
for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++)
|
|
fog_data[i].data_set((fog_id)i);
|
|
|
|
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
|
|
|
|
vec4 clear_color;
|
|
glGetFloatvDLL(GL_COLOR_CLEAR_VALUE, (GLfloat*)&clear_color);
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
|
|
draw_state->shader_index = SHADER_FT_S_REFR;
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_func(GL_LEQUAL);
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
disp_manager->draw(mdl::OBJ_TYPE_REFRACT_OPAQUE);
|
|
disp_manager->draw(mdl::OBJ_TYPE_REFRACT_TRANSPARENT);
|
|
disp_manager->draw(mdl::OBJ_TYPE_REFRACT_TRANSLUCENT);
|
|
gl_state_disable_depth_test();
|
|
draw_state->shader_index = -1;
|
|
}
|
|
else {
|
|
vec4 clear_color;
|
|
glGetFloatvDLL(GL_COLOR_CLEAR_VALUE, (GLfloat*)&clear_color);
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
}
|
|
shader_glsl::unbind();
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_pre_process() {
|
|
return;
|
|
gl_state_begin_event("pass_pre_process");
|
|
for (draw_pre_process& i : pre_process)
|
|
if (i.func)
|
|
i.func(i.data);
|
|
shader_glsl::unbind();
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_clear() {
|
|
void(FASTCALL * clear_color_set_gl)() = (void(FASTCALL*)())0x00000001405022A0;
|
|
|
|
gl_state_begin_event("pass_clear");
|
|
if (clear) {
|
|
rctx->screen_buffer.Bind();
|
|
clear_color_set_gl();
|
|
//glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
|
|
rndr::Render* rend = render;
|
|
if (!sss_data_get()->enable || !sss_data_get()->npr_contour) {
|
|
rend->bind_render_texture();
|
|
if (sprite_manager_get_reqlist_count(2)) {
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepthf(1.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
else {
|
|
clear_color_set_gl();
|
|
glClearDepthf(1.0f);
|
|
if (clear)
|
|
glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
else
|
|
glClearDLL(GL_DEPTH_BUFFER_BIT);
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
}
|
|
else {
|
|
if (sprite_manager_get_reqlist_count(2)) {
|
|
rend->bind_render_texture();
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
else if (clear) {
|
|
rend->bind_render_texture();
|
|
clear_color_set_gl();
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
}
|
|
|
|
gl_state_get_error();
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_pre_sprite() {
|
|
if (!sprite_manager_get_reqlist_count(2))
|
|
return;
|
|
|
|
gl_state_begin_event("pass_pre_sprite");
|
|
rndr::Render* rend = render;
|
|
rend->bind_render_texture(true);
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
sprite_manager_set_view_projection(true);
|
|
gl_state_set_depth_mask(GL_FALSE);
|
|
gl_state_disable_depth_test();
|
|
gl_state_enable_blend();
|
|
gl_state_disable_cull_face();
|
|
sprite_manager_draw(2, true,
|
|
rend->temp_buffer.color_texture);
|
|
gl_state_enable_cull_face();
|
|
gl_state_disable_blend();
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
shader_glsl::unbind();
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_get_error();
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_3d() {
|
|
render->bind_render_texture();
|
|
draw_pass_set_camera();
|
|
if (!sss_data_get()->enable || !sss_data_get()->npr_contour
|
|
|| draw_pass_3d_get_translucent_count())
|
|
glClearDLL(GL_DEPTH_BUFFER_BIT);
|
|
|
|
gl_state_set_depth_func(GL_LEQUAL);
|
|
|
|
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
|
|
light_set_data[i].data_set((light_set_id)i);
|
|
for (int32_t i = FOG_DEPTH; i < FOG_MAX; i++)
|
|
fog_data[i].data_set((fog_id)i);
|
|
|
|
if (shadow)
|
|
draw_pass_3d_shadow_set(shadow_ptr);
|
|
else
|
|
draw_pass_3d_shadow_reset();
|
|
|
|
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
|
|
|
|
if (pass_sw[RND_PASSID_REFLECT] && reflect) {
|
|
RenderTexture& refl_tex = get_render_texture(0);
|
|
gl_state_active_bind_texture_2d(15, refl_tex.GetColorTex());
|
|
uniform->arr[U_WATER_REFLECT] = 1;
|
|
}
|
|
else {
|
|
gl_state_active_bind_texture_2d(15, rctx->empty_texture_2d);
|
|
uniform->arr[U_WATER_REFLECT] = 0;
|
|
}
|
|
|
|
uniform->arr[U12] = field_320 ? 1 : 0;
|
|
|
|
if (effect_texture)
|
|
gl_state_active_bind_texture_2d(14, effect_texture->tex);
|
|
else
|
|
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d);
|
|
|
|
gl_state_active_bind_texture_2d(16, sss_data_get()->textures[1].GetColorTex());
|
|
gl_state_active_texture(0);
|
|
|
|
if (alpha_z_sort) {
|
|
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
|
|
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_NO_SHADOW, 2);
|
|
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1, 1);
|
|
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2, 1);
|
|
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_3, 1);
|
|
//disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2_LOCAL, 1);
|
|
}
|
|
|
|
if (opaque_z_sort)
|
|
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_OPAQUE, 0);
|
|
|
|
if (draw_pass_3d[DRAW_PASS_3D_OPAQUE]) {
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
disp_manager->draw(mdl::OBJ_TYPE_OPAQUE);
|
|
gl_state_disable_depth_test();
|
|
}
|
|
|
|
Glitter::GltParticleManager__DispScenes(Glitter::glt_particle_manager, Glitter::DISP_OPAQUE);
|
|
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
if (draw_pass_3d[DRAW_PASS_3D_TRANSPARENT])
|
|
disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT);
|
|
if (render_manager->field_120)
|
|
disp_manager->draw(mdl::OBJ_TYPE_TYPE_7);
|
|
|
|
render->calc_exposure_chara_data();
|
|
|
|
if (npr_param == 1)
|
|
pass_3d_contour();
|
|
|
|
render->draw_lens_flare();
|
|
star_catalog_draw();
|
|
|
|
draw_pass_3d_translucent(
|
|
draw_pass_3d[DRAW_PASS_3D_OPAQUE],
|
|
draw_pass_3d[DRAW_PASS_3D_TRANSPARENT],
|
|
draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT],
|
|
mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_3,
|
|
mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_3,
|
|
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_3);
|
|
|
|
snow_particle_draw();
|
|
rain_particle_draw();
|
|
leaf_particle_draw();
|
|
particle_draw();
|
|
gl_state_disable_depth_test();
|
|
|
|
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
|
|
Glitter::GltParticleManager__DispScenes(Glitter::glt_particle_manager, Glitter::DISP_ALPHA);
|
|
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
/*if (npr_param == 1) {
|
|
gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
}*/
|
|
|
|
gl_state_enable_depth_test();
|
|
|
|
if (draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT]) {
|
|
gl_state_enable_blend();
|
|
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
gl_state_set_depth_mask(GL_FALSE);
|
|
disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT_NO_SHADOW);
|
|
disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT);
|
|
gl_state_disable_blend();
|
|
}
|
|
|
|
//gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); // X
|
|
//Glitter::GltParticleManager__DispScenes(Glitter::glt_particle_manager, Glitter::DISP_TYPE_2);
|
|
//gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
draw_pass_3d_translucent(
|
|
draw_pass_3d[DRAW_PASS_3D_OPAQUE],
|
|
draw_pass_3d[DRAW_PASS_3D_TRANSPARENT],
|
|
draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT],
|
|
mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_2,
|
|
mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2,
|
|
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2);
|
|
gl_state_disable_depth_test();
|
|
|
|
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
|
|
Glitter::GltParticleManager__DispScenes(Glitter::glt_particle_manager, Glitter::DISP_NORMAL);
|
|
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
draw_pass_3d_translucent(
|
|
draw_pass_3d[DRAW_PASS_3D_OPAQUE],
|
|
draw_pass_3d[DRAW_PASS_3D_TRANSPARENT],
|
|
draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT],
|
|
mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_1,
|
|
mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_1,
|
|
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1);
|
|
|
|
#if defined(CRE_DEV)
|
|
if (Glitter::glt_particle_manager->CheckHasLocalEffect()) { // X
|
|
camera* cam = camera_data;
|
|
double_t fov = cam->get_fov();
|
|
cam->set_fov(32.2673416137695);
|
|
draw_pass_set_camera();
|
|
|
|
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
|
|
|
|
disp_manager->draw(mdl::OBJ_TYPE_OPAQUE_LOCAL);
|
|
disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT_LOCAL);
|
|
gl_state_enable_blend();
|
|
disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT_LOCAL);
|
|
gl_state_disable_blend();
|
|
|
|
draw_pass_3d_translucent(
|
|
draw_pass_3d[DRAW_PASS_3D_OPAQUE],
|
|
draw_pass_3d[DRAW_PASS_3D_TRANSPARENT],
|
|
draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT],
|
|
mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_2_LOCAL,
|
|
mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2_LOCAL,
|
|
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2_LOCAL);
|
|
|
|
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
|
|
Glitter::GltParticleManager__DispScenes(Glitter::glt_particle_manager, Glitter::DISP_LOCAL);
|
|
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
cam->set_fov(fov);
|
|
draw_pass_set_camera();
|
|
}
|
|
#endif
|
|
|
|
gl_state_active_bind_texture_2d(14, 0);
|
|
gl_state_active_bind_texture_2d(15, 0);
|
|
|
|
gl_state_disable_depth_test();
|
|
|
|
if (shadow)
|
|
draw_pass_3d_shadow_reset();
|
|
pass_sprite_surf();
|
|
shader_glsl::unbind();
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
|
|
void RenderManager::pass_show_vector() {
|
|
return;
|
|
/*if (!show_vector_flags)
|
|
return;
|
|
|
|
gl_state_begin_event("pass_show_vector");
|
|
|
|
render->bind_render_texture();
|
|
draw_pass_set_camera();
|
|
|
|
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
|
|
|
|
if (alpha_z_sort) {
|
|
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
|
|
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_NO_SHADOW, 2);
|
|
}
|
|
|
|
if (opaque_z_sort)
|
|
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_OPAQUE, 0);
|
|
|
|
//shaders_ft.env_vert_set(20, show_vector_length, show_vector_z_offset, 0.0f, 0.0f);
|
|
for (int32_t i = 1; i < 4; i++) {
|
|
if (!(show_vector_flags & (1 << (i - 1))))
|
|
continue;
|
|
|
|
if (draw_pass_3d[DRAW_PASS_3D_OPAQUE])
|
|
draw_task_draw_objects_by_type_show_vector(mdl::OBJ_TYPE_OPAQUE, i);
|
|
if (draw_pass_3d[DRAW_PASS_3D_TRANSPARENT])
|
|
draw_task_draw_objects_by_type_show_vector(mdl::OBJ_TYPE_TRANSPARENT, i);
|
|
if (draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT]) {
|
|
draw_task_draw_objects_by_type_show_vector(mdl::OBJ_TYPE_TRANSLUCENT_NO_SHADOW, i);
|
|
draw_task_draw_objects_by_type_show_vector(mdl::OBJ_TYPE_TRANSLUCENT, i);
|
|
}
|
|
}
|
|
shader::unbind();
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_end_event();*/
|
|
}
|
|
|
|
void RenderManager::pass_post_process() {
|
|
gl_state_begin_event("pass_post_process");
|
|
render->apply_post_process();
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_sprite() {
|
|
if (!sprite_manager_get_reqlist_count(0))
|
|
return;
|
|
|
|
gl_state_begin_event("pass_sprite");
|
|
rndr::Render* rend = render;
|
|
glViewportDLL(0, 0, rctx->sprite_width, rctx->sprite_height);
|
|
|
|
if (multisample && multisample_framebuffer) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, multisample_framebuffer);
|
|
gl_state_enable_multisample();
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
else
|
|
rctx->screen_buffer.Bind();
|
|
|
|
sprite_manager_set_view_projection(false);
|
|
gl_state_disable_depth_test();
|
|
gl_state_enable_blend();
|
|
gl_state_disable_cull_face();
|
|
sprite_manager_set_res((double_t)rctx->sprite_width / (double_t)rctx->sprite_height,
|
|
rctx->sprite_width, rctx->sprite_height);
|
|
sprite_manager_draw(0, true,
|
|
rend->temp_buffer.color_texture);
|
|
gl_state_enable_cull_face();
|
|
gl_state_disable_blend();
|
|
gl_state_enable_depth_test();
|
|
|
|
if (multisample && multisample_framebuffer) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
gl_state_disable_multisample();
|
|
gl_state_bind_read_framebuffer(multisample_framebuffer);
|
|
glBlitFramebuffer(0, 0, width, height,
|
|
0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
gl_state_bind_read_framebuffer(0);
|
|
}
|
|
gl_state_get_error();
|
|
|
|
fbo_blit(rctx->screen_buffer.fbos[0], 0,
|
|
0, 0, rctx->sprite_width, rctx->sprite_height,
|
|
rctx->screen_x_offset, rctx->screen_y_offset,
|
|
rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
shader_glsl::unbind();
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_3d_contour() {
|
|
RenderTexture* rt = &render->rend_texture[0];
|
|
RenderTexture* contour_rt = render->sss_contour_texture;
|
|
|
|
gl_state_enable_blend();
|
|
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
gl_state_set_blend_equation(GL_FUNC_ADD);
|
|
gl_state_disable_depth_test();
|
|
|
|
quad_shader_data quad_data = {};
|
|
quad_data.g_texcoord_modifier = { 0.5f, 0.5f, 0.5f, 0.5f };
|
|
rctx->quad_ubo.WriteMemory(quad_data);
|
|
|
|
contour_params_shader_data contour_params_data = {};
|
|
contour_params_data.g_near_far = rctx->g_near_far;
|
|
rctx->contour_params_ubo.WriteMemory(contour_params_data);
|
|
|
|
shaders_ft.set(SHADER_FT_CONTOUR_NPR);
|
|
gl_state_active_bind_texture_2d(16, contour_rt->GetColorTex());
|
|
gl_state_bind_sampler(16, rctx->render_samplers[1]);
|
|
gl_state_active_bind_texture_2d(17, contour_rt->GetDepthTex());
|
|
gl_state_bind_sampler(17, rctx->render_samplers[1]);
|
|
gl_state_active_bind_texture_2d(14, rt->GetDepthTex());
|
|
gl_state_bind_sampler(14, rctx->render_samplers[1]);
|
|
rctx->quad_ubo.Bind(0);
|
|
rctx->contour_params_ubo.Bind(2);
|
|
gl_state_bind_vertex_array(rctx->common_vao);
|
|
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
if (effect_texture)
|
|
gl_state_active_bind_texture_2d(14, effect_texture->tex);
|
|
else
|
|
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d);
|
|
gl_state_enable_depth_test();
|
|
gl_state_disable_blend();
|
|
}
|
|
|
|
void RenderManager::pass_sprite_surf() {
|
|
if (!sprite_manager_get_reqlist_count(1))
|
|
return;
|
|
|
|
rndr::Render* rend = render;
|
|
|
|
sprite_manager_set_view_projection(false);
|
|
gl_state_set_depth_mask(GL_FALSE);
|
|
gl_state_disable_depth_test();
|
|
gl_state_disable_depth_test();
|
|
gl_state_enable_blend();
|
|
gl_state_disable_cull_face();
|
|
sprite_manager_draw(1, true,
|
|
rend->temp_buffer.color_texture);
|
|
}
|
|
}
|
|
|
|
void image_filter_scale(GLuint dst, GLuint src, const vec4 scale) {
|
|
if (!dst || !src)
|
|
return;
|
|
|
|
texture_param tex_params[2];
|
|
texture_params_get(dst, &tex_params[0], src, &tex_params[1]);
|
|
|
|
filter_scene_shader_data filter_scene = {};
|
|
filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f };
|
|
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
|
|
rctx->filter_scene_ubo.WriteMemory(filter_scene);
|
|
|
|
imgfilter_batch_shader_data imgfilter_batch = {};
|
|
imgfilter_batch.g_color_scale = 1.0f;
|
|
imgfilter_batch.g_color_offset = 0.0f;
|
|
imgfilter_batch.g_texture_lod = 0.0f;
|
|
rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
|
|
|
|
uniform->arr[U_IMAGE_FILTER] = 5;
|
|
shaders_ft.set(SHADER_FT_IMGFILT);
|
|
rctx->filter_scene_ubo.Bind(0);
|
|
rctx->imgfilter_batch_ubo.Bind(1);
|
|
gl_state_active_bind_texture_2d(0, src);
|
|
gl_state_bind_vertex_array(rctx->common_vao);
|
|
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
texture_params_restore(&tex_params[0], &tex_params[1]);
|
|
}
|
|
|
|
void draw_pass_set_camera() {
|
|
camera_struct::update_data();
|
|
mat4_transpose(&camera_data->view_matrix, &rctx->view_mat);
|
|
mat4_transpose(&camera_data->projection_matrix, &rctx->proj_mat);
|
|
mat4_transpose(&camera_data->view_projection_matrix, &rctx->vp_mat);
|
|
rctx->obj_scene.set_projection_view(rctx->view_mat, rctx->proj_mat);
|
|
camera_data->get_view_point(rctx->obj_scene.g_view_position);
|
|
rctx->obj_scene.g_view_position.w = 0.0f;
|
|
|
|
float_t max_distance = camera_data->max_distance;
|
|
float_t min_distance = camera_data->min_distance;
|
|
rctx->g_near_far = {
|
|
(float_t)(max_distance / (max_distance - min_distance)),
|
|
(float_t)(-(max_distance * min_distance) / (max_distance - min_distance)),
|
|
0.0f, 0.0f
|
|
};
|
|
}
|
|
|
|
HOOK(void, FASTCALL, render_manager_init_render_textures, 0x0000000140502560, int32_t multisample) {
|
|
rndr::RenderManager& render_manager = *::render_manager;
|
|
|
|
if (multisample) {
|
|
glGenFramebuffers(1, &render_manager.multisample_framebuffer);
|
|
glGenRenderbuffers(1, &render_manager.multisample_renderbuffer);
|
|
|
|
gl_state_bind_framebuffer(render_manager.multisample_framebuffer);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, render_manager.multisample_renderbuffer);
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8,
|
|
GL_RGBA8, render_manager.width, render_manager.height);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
GL_RENDERBUFFER, render_manager.multisample_renderbuffer);
|
|
glDrawBufferDLL(GL_COLOR_ATTACHMENT0);
|
|
glDrawBufferDLL(GL_COLOR_ATTACHMENT0);
|
|
gl_state_bind_framebuffer(0);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
|
|
if (glGetErrorDLL()) {
|
|
glDeleteRenderbuffers(1, &render_manager.multisample_renderbuffer);
|
|
render_manager.multisample_renderbuffer = 0;
|
|
glDeleteFramebuffers(1, &render_manager.multisample_framebuffer);
|
|
render_manager.multisample_framebuffer = 0;
|
|
}
|
|
}
|
|
|
|
struct RenderTextureData {
|
|
GLenum type;
|
|
int32_t width;
|
|
int32_t height;
|
|
int32_t max_level;
|
|
GLenum color_format;
|
|
GLenum depth_format;
|
|
};
|
|
|
|
const RenderTextureData* render_manager_render_texture_data_array
|
|
= (const RenderTextureData*)0x0000000140A24420;
|
|
|
|
for (int32_t i = 0; i < 9; i++) {
|
|
const RenderTextureData* tex_data = &render_manager_render_texture_data_array[i];
|
|
if (tex_data->type != GL_TEXTURE_2D)
|
|
continue;
|
|
|
|
RenderTexture& rt = render_manager.render_textures[i];
|
|
rt.Init(tex_data->width, tex_data->height, tex_data->max_level,
|
|
tex_data->color_format, tex_data->depth_format);
|
|
rt.Bind();
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
|
|
HOOK(void, FASTCALL, render_manager_free_render_textures, 0x00000001405027A0) {
|
|
rndr::RenderManager& render_manager = *::render_manager;
|
|
|
|
if (render_manager.multisample_renderbuffer) {
|
|
glDeleteRenderbuffers(1, &render_manager.multisample_renderbuffer);
|
|
render_manager.multisample_renderbuffer = 0;
|
|
}
|
|
|
|
if (render_manager.multisample_framebuffer) {
|
|
glDeleteFramebuffers(1, &render_manager.multisample_framebuffer);
|
|
render_manager.multisample_framebuffer = 0;
|
|
}
|
|
|
|
for (RenderTexture& i : render_manager.render_textures)
|
|
i.Free();
|
|
}
|
|
|
|
void render_manager_patch() {
|
|
INSTALL_HOOK(render_manager_init_render_textures);
|
|
INSTALL_HOOK(render_manager_free_render_textures);
|
|
}
|
|
|
|
static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, int32_t a3) {
|
|
shad->curr_render_textures[0]->Bind();
|
|
shad->curr_render_textures[0]->SetViewport();
|
|
texture* tex = shad->curr_render_textures[0]->color_texture;
|
|
glScissorDLL(0, 0, tex->width, tex->height);
|
|
gl_state_enable_depth_test();
|
|
gl_state_enable_scissor_test();
|
|
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)
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
glScissorDLL(1, 1, tex->width - 2, tex->height - 2);
|
|
|
|
float_t offset = 0.0f;
|
|
float_t range = shad->view_region * shad->range;
|
|
vec3* interest;
|
|
vec3* view_point;
|
|
if (shad->field_2F5) {
|
|
offset = -0.5f;
|
|
if (index)
|
|
offset = 0.5f;
|
|
|
|
interest = &shad->interest[index];
|
|
view_point = &shad->view_point[index];
|
|
}
|
|
else {
|
|
interest = &shad->interest_shared;
|
|
view_point = &shad->view_point_shared;
|
|
}
|
|
|
|
mat4 temp;
|
|
mat4_translate(offset, 0.0f, 0.0f, &temp);
|
|
|
|
mat4 proj;
|
|
mat4_ortho(-range, range, -range, range, shad->z_near, shad->z_far, &proj);
|
|
mat4_mul(&proj, &temp, &rctx->proj_mat);
|
|
mat4_look_at(view_point, interest, &rctx->view_mat);
|
|
|
|
draw_state->shader_index = SHADER_FT_SIL;
|
|
uniform->arr[U0A] = 0;
|
|
}
|
|
|
|
static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int32_t a3) {
|
|
gl_state_disable_depth_test();
|
|
gl_state_disable_scissor_test();
|
|
|
|
draw_state->shader_index = -1;
|
|
if (a3 == shad->field_2EC - 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);
|
|
draw_pass_shadow_esm_filter(&shad->render_textures[5],
|
|
&shad->render_textures[6], &shad->render_textures[3]);
|
|
}
|
|
|
|
RenderTexture* rend_tex = shad->curr_render_textures[1 + index];
|
|
RenderTexture& rend_buf_tex = rctx->shadow_buffer;
|
|
rend_tex->Bind();
|
|
|
|
image_filter_scale(rend_tex->GetColorTex(),
|
|
shad->curr_render_textures[0]->GetColorTex(), 1.0f);
|
|
|
|
rend_buf_tex.Bind();
|
|
if (shad->blur_filter_enable[index]) {
|
|
for (int32_t i = shad->near_blur, j = 0; i > 0; i--, j++) {
|
|
blur_filter_apply(&rend_buf_tex, rend_tex,
|
|
shad->blur_filter, 1.0f, 1.0f, 0.0f);
|
|
glCopyTexSubImage2DDLL(GL_TEXTURE_2D, 0, 0, 0, 0, 0, rend_buf_tex.GetWidth(), rend_buf_tex.GetHeight());
|
|
}
|
|
}
|
|
else {
|
|
glClearColorDLL(1.0f, 1.0f, 1.0f, 1.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_bind_texture_2d(rend_tex->GetColorTex());
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
gl_state_bind_texture_2d(0);
|
|
}
|
|
|
|
static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2,
|
|
RenderTexture* a3, float_t sigma, float_t far_texel_offset, bool enable_lit_proj) {
|
|
GLuint v7 = a1->GetColorTex();
|
|
GLuint v9 = a2->GetColorTex();
|
|
GLuint v11 = v7;
|
|
if (a3)
|
|
v11 = a3->GetDepthTex();
|
|
|
|
if (!v7 || !v9 || !v11)
|
|
return;
|
|
|
|
texture_param tex_params[2];
|
|
texture_params_get(v7, &tex_params[0], v9, &tex_params[1]);
|
|
if (tex_params[0].width != tex_params[1].width
|
|
|| tex_params[0].height != tex_params[1].height)
|
|
return;
|
|
|
|
filter_scene_shader_data filter_scene = {};
|
|
filter_scene.g_transform = 0.0f;
|
|
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
|
|
rctx->filter_scene_ubo.WriteMemory(filter_scene);
|
|
|
|
esm_filter_batch_shader_data esm_filter_batch = {};
|
|
esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset };
|
|
double_t v6 = 1.0 / (sqrt(M_PI * 2.0) * sigma);
|
|
double_t v8 = -1.0 / (2.0 * sigma * sigma);
|
|
for (int32_t i = 0; i < 8; i++)
|
|
((float_t*)esm_filter_batch.g_gauss)[i] = (float_t)(exp((double_t)((ssize_t)i * i) * v8) * v6);
|
|
|
|
uniform->arr[U_LIGHT_PROJ] = enable_lit_proj ? 1 : 0;
|
|
shaders_ft.set(SHADER_FT_ESMGAUSS);
|
|
rctx->filter_scene_ubo.Bind(0);
|
|
rctx->esm_filter_batch_ubo.Bind(1);
|
|
|
|
a2->Bind();
|
|
esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset };
|
|
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
|
|
|
|
gl_state_active_bind_texture_2d(0, v11);
|
|
if (a3) {
|
|
GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
|
|
}
|
|
else {
|
|
GLint swizzle[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
|
|
}
|
|
gl_state_bind_vertex_array(rctx->common_vao);
|
|
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
a1->Bind();
|
|
|
|
esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)tex_params[0].height, far_texel_offset, far_texel_offset };
|
|
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
|
|
|
|
gl_state_active_bind_texture_2d(0, v9);
|
|
gl_state_bind_vertex_array(rctx->common_vao);
|
|
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
shader_glsl::unbind();
|
|
|
|
texture_params_restore(&tex_params[0], &tex_params[1], 0);
|
|
}
|
|
|
|
static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, RenderTexture* src) {
|
|
GLuint dst_tex = dst->GetColorTex();
|
|
GLuint buf_tex = buf->GetColorTex();
|
|
GLuint src_tex = src->GetColorTex();
|
|
if (!dst_tex || !buf_tex || !src_tex)
|
|
return;
|
|
|
|
filter_scene_shader_data filter_scene = {};
|
|
filter_scene.g_transform = 0.0f;
|
|
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
|
|
rctx->filter_scene_ubo.WriteMemory(filter_scene);
|
|
|
|
esm_filter_batch_shader_data esm_filter_batch = {};
|
|
esm_filter_batch.g_gauss[0] = 0.0f;
|
|
esm_filter_batch.g_gauss[1] = 0.0f;
|
|
|
|
rctx->filter_scene_ubo.Bind(0);
|
|
rctx->esm_filter_batch_ubo.Bind(1);
|
|
|
|
texture_param tex_params[3];
|
|
texture_params_get(dst_tex, &tex_params[0], src_tex, &tex_params[1], buf_tex, &tex_params[2]);
|
|
|
|
buf->Bind();
|
|
esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[1].width,
|
|
1.0f / (float_t)tex_params[1].height, 0.0f, 0.0f };
|
|
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
|
|
|
|
uniform->arr[U_ESM_FILTER] = 0;
|
|
shaders_ft.set(SHADER_FT_ESMFILT);
|
|
gl_state_active_bind_texture_2d(0, src_tex);
|
|
gl_state_bind_vertex_array(rctx->common_vao);
|
|
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
dst->Bind();
|
|
esm_filter_batch.g_params = { 0.75f / (float_t)tex_params[2].width,
|
|
0.75f / (float_t)tex_params[2].height, 0.0f, 0.0f };
|
|
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
|
|
|
|
uniform->arr[U_ESM_FILTER] = 1;
|
|
shaders_ft.set(SHADER_FT_ESMFILT);
|
|
gl_state_active_bind_texture_2d(0, buf_tex);
|
|
gl_state_bind_vertex_array(rctx->common_vao);
|
|
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
texture_params_restore(&tex_params[0], &tex_params[1], &tex_params[2]);
|
|
}
|
|
|
|
static bool draw_pass_shadow_litproj() {
|
|
if (!stage_param_data_litproj_current)
|
|
return false;
|
|
|
|
texture* tex = texture_handler_get_texture(stage_param_data_litproj_current->tex_id);
|
|
if (!tex)
|
|
return false;
|
|
|
|
litproj_texture->Bind();
|
|
litproj_texture->SetViewport();
|
|
gl_state_enable_depth_test();
|
|
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepthf(1.0f);
|
|
glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
if (!draw_pass_shadow_litproj_set_mat(false)) {
|
|
gl_state_bind_framebuffer(0);
|
|
return false;
|
|
}
|
|
|
|
draw_state->shader_index = SHADER_FT_LITPROJ;
|
|
gl_state_active_bind_texture_2d(17, tex->tex);
|
|
gl_state_bind_sampler(17, rctx->render_samplers[2]);
|
|
gl_state_active_bind_texture_2d(18, litproj_shadow[0].GetColorTex());
|
|
gl_state_bind_sampler(18, rctx->render_samplers[2]);
|
|
gl_state_active_texture(0);
|
|
return true;
|
|
}
|
|
|
|
static bool draw_pass_shadow_litproj_set() {
|
|
if (!stage_param_data_litproj_current)
|
|
return 0;
|
|
|
|
static const vec4 color_clear = 1.0f;
|
|
static const GLfloat depth_clear = 1.0f;
|
|
|
|
litproj_shadow[0].Bind();
|
|
glViewportDLL(0, 0, 2048, 512);
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
|
|
glClearBufferfv(GL_DEPTH, 0, &depth_clear);
|
|
|
|
if (draw_pass_shadow_litproj_set_mat(false)) {
|
|
draw_state->shader_index = SHADER_FT_SIL;
|
|
uniform->arr[U0A] = 1;
|
|
return true;
|
|
}
|
|
else {
|
|
litproj_texture->Bind();
|
|
litproj_texture->SetViewport();
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
|
|
glClearBufferfv(GL_DEPTH, 0, &depth_clear);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool draw_pass_shadow_litproj_set_mat(bool set_mat) {
|
|
light_set* set = &light_set_data[LIGHT_SET_MAIN];
|
|
light_data* data = &set->lights[LIGHT_PROJECTION];
|
|
if (data->get_type() != LIGHT_SPOT)
|
|
return false;
|
|
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
data->get_position(position);
|
|
data->get_spot_direction(spot_direction);
|
|
|
|
if (vec3::length_squared(spot_direction) <= 0.000001f)
|
|
return false;
|
|
|
|
float_t spot_cutoff = data->get_spot_cutoff();
|
|
float_t fov = atanf(tanf(spot_cutoff * DEG_TO_RAD_FLOAT) * 0.25f) * 2.0f;
|
|
|
|
vec3 interest = position + spot_direction;
|
|
if (set_mat) {
|
|
mat4 temp;
|
|
mat4_translate(0.5f, 0.5f, 0.5f, &temp);
|
|
mat4_scale_rot(&temp, 0.5f, 0.5f, 0.5f, &temp);
|
|
|
|
mat4 proj;
|
|
mat4_persp(fov, 4.0f, 0.1f, 10.0f, &proj);
|
|
mat4_mul(&proj, &temp, &proj);
|
|
|
|
mat4 view;
|
|
vec3 up = { 0.0f, 1.0f, 0.0f };
|
|
mat4_look_at(&position, &interest, &up, &view);
|
|
|
|
mat4 mat;
|
|
mat4_mul(&view, &proj, &mat);
|
|
rctx->obj_scene.set_g_light_projection(mat);
|
|
}
|
|
else {
|
|
mat4_persp(fov, 4.0f, 0.1f, 10.0f, &rctx->proj_mat);
|
|
|
|
vec3 up = { 0.0f, 1.0f, 0.0f };
|
|
mat4_look_at(&position, &interest, &up, &rctx->view_mat);
|
|
rctx->obj_scene.set_projection_view(rctx->view_mat, rctx->proj_mat);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void draw_pass_sss_contour(rndr::Render* rend) {
|
|
rend->sss_contour_texture->Bind();
|
|
rend->sss_contour_texture->SetViewport();
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_func(GL_ALWAYS);
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
glViewportDLL(0, 0, rend->render_width[0], rend->render_height[0]);
|
|
gl_state_active_bind_texture_2d(0, rend->rend_texture[0].GetColorTex());
|
|
gl_state_bind_sampler(0, rctx->render_samplers[1]);
|
|
gl_state_active_bind_texture_2d(1, rend->rend_texture[0].GetDepthTex());
|
|
gl_state_bind_sampler(1, rctx->render_samplers[1]);
|
|
gl_state_active_texture(0);
|
|
|
|
float_t v3 = 1.0f / tanf(camera_data->fov * 0.5f * DEG_TO_RAD_FLOAT);
|
|
|
|
vec3 direction = camera_data->interest - camera_data->view_point;
|
|
float_t length = vec3::length(direction);
|
|
float_t v7 = direction.y;
|
|
if (length != 0.0f)
|
|
v7 /= length;
|
|
|
|
float_t v9 = fabsf(v7) - 0.1f;
|
|
if (v9 < 0.0f)
|
|
v9 = 0.0f;
|
|
|
|
contour_coef_shader_data shader_data = {};
|
|
shader_data.g_contour = { v9 * 0.004f + 0.0027f, 0.003f, v3 * 0.35f, 0.0008f };
|
|
shader_data.g_near_far = rctx->g_near_far;
|
|
rctx->contour_coef_ubo.WriteMemory(shader_data);
|
|
|
|
shaders_ft.set(SHADER_FT_CONTOUR);
|
|
rctx->contour_coef_ubo.Bind(2);
|
|
render->draw_quad(
|
|
rend->render_post_width[0], rend->render_post_height[0],
|
|
rend->render_post_width_scale, rend->render_post_height_scale,
|
|
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
static void draw_pass_sss_filter_calc_coef(double_t a1, size_t a2, double_t a3, size_t a4,
|
|
const double_t* a5, const double_t* a6, const double_t* a7, const double_t* a8, vec4 params[64]) {
|
|
if (a2 > 8)
|
|
return;
|
|
|
|
for (size_t i = a4; i; i--) {
|
|
float_t* v20 = (float_t*)params;
|
|
double_t v56[3];
|
|
v56[0] = *a6;
|
|
v56[1] = *a7;
|
|
v56[2] = *a8;
|
|
|
|
for (size_t j = 0; j < 3; j++) {
|
|
double_t v22 = 0.0;
|
|
double_t v23 = 0.0;
|
|
double_t v54[8];
|
|
double_t v24 = 1.0 / (a3 * v56[j]);
|
|
v24 *= v24;
|
|
for (size_t k = 0; k < a2; k++) {
|
|
double_t v25 = exp(-0.5 * (v23 * v23) * v24);
|
|
v54[k] = v25;
|
|
v23 += a1;
|
|
v22 += v25;
|
|
}
|
|
|
|
double_t v27 = 1.0 / v22;
|
|
for (size_t k = 0; k < a2; k++)
|
|
v54[k] *= v27;
|
|
|
|
float_t* v35 = v20;
|
|
for (size_t k = 0; k < a2; k++) {
|
|
double_t v37 = v54[k] * *a5;
|
|
for (size_t v36 = 0; v36 < a2; v36++) {
|
|
*v35 += (float_t)(v37 * v54[v36]);
|
|
v35 += 4;
|
|
}
|
|
}
|
|
v20++;
|
|
}
|
|
a5++;
|
|
a6++;
|
|
a7++;
|
|
a8++;
|
|
}
|
|
}
|
|
|
|
static void draw_pass_sss_filter(sss_data* sss) {
|
|
const int32_t sss_count = 6;
|
|
vec3 interest = camera_data->interest;
|
|
vec3 view_point = camera_data->view_point;
|
|
|
|
vec3 chara_position[2];
|
|
chara_position[0] = 0.0f;
|
|
chara_position[1] = 0.0f;
|
|
float_t chara_distance[2];
|
|
size_t rob_chara_smth = get_rob_chara_smth();
|
|
for (int32_t i = 0; i < 2; i++) {
|
|
chara_position[i] = interest;
|
|
chara_distance[i] = 999999.0f;
|
|
size_t rob_bone_data = rob_chara_array_get_bone_data(rob_chara_smth, i);
|
|
if (rob_chara_pv_data_array_check_chara_id(rob_chara_smth, i)
|
|
&& rob_chara_array_check_visibility(rob_chara_smth, i)) {
|
|
mat4* mat = rob_chara_bone_data_get_mats_mat(rob_bone_data, 0);
|
|
if (mat) {
|
|
mat4_get_translation(mat, &chara_position[i]);
|
|
chara_distance[i] = vec3::distance(view_point, chara_position[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
vec3 closest_chara_position;
|
|
if (chara_distance[0] > chara_distance[1]) {
|
|
closest_chara_position = chara_position[1];
|
|
chara_position[0] = chara_position[1];
|
|
}
|
|
else
|
|
closest_chara_position = chara_position[0];
|
|
|
|
float_t length = vec3::distance(interest, closest_chara_position);
|
|
if (length > 1.25f)
|
|
interest = chara_position[0];
|
|
|
|
float_t v29 = vec3::distance(view_point, interest);
|
|
if (v29 < 0.25f)
|
|
v29 = 0.25f;
|
|
float_t v31 = tanf(camera_data->fov * 0.5f * DEG_TO_RAD_FLOAT) * 5.0f;
|
|
if (v31 < 0.25f)
|
|
v31 = 0.25f;
|
|
float_t v32 = v31 * v29;
|
|
float_t v33 = 0.6f;
|
|
float_t v34 = 1.0f / clamp_def(v32, 0.25f, 100.0f);
|
|
if (v34 < 0.145f) {
|
|
float_t v36 = v34 - 0.02f;
|
|
if (v34 < 0.0f)
|
|
v36 = 0.0f;
|
|
v33 = (v36 * 8.0f) * 0.6f;
|
|
}
|
|
rctx->obj_batch.g_sss_param = { v33, 0.0f, 0.0f, 0.0f };
|
|
|
|
gl_state_active_texture(0);
|
|
if (sss->npr_contour) {
|
|
sss->textures[0].Bind();
|
|
glViewportDLL(0, 0, 640, 360);
|
|
rndr::Render* rend = render;
|
|
uniform->arr[U_REDUCE] = 0;
|
|
shaders_ft.set(SHADER_FT_REDUCE);
|
|
gl_state_bind_texture_2d(rend->rend_texture[0].GetColorTex());
|
|
render->draw_quad(640, 360, 1.0f, 1.0f,
|
|
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
|
|
}
|
|
sss->textures[2].Bind();
|
|
glViewportDLL(0, 0, 320, 180);
|
|
uniform->arr[U_SSS_FILTER] = 0;
|
|
shaders_ft.set(SHADER_FT_SSS_FILT);
|
|
gl_state_bind_texture_2d(sss->textures[0].GetColorTex());
|
|
render->draw_quad(640, 360, 1.0f, 1.0f,
|
|
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
|
|
|
|
sss_filter_gaussian_coef_shader_data shader_data = {};
|
|
shader_data.g_param = { (float_t)(sss_count - 1), 0.0f, 1.0f, 1.0f };
|
|
|
|
const double_t a5[] = { 0.4, 0.3, 0.3 };
|
|
const double_t a6[] = { 1.0, 2.0, 5.0 };
|
|
const double_t a7[] = { 0.2, 0.4, 1.2 };
|
|
const double_t a8[] = { 0.3, 0.7, 2.0 };
|
|
draw_pass_sss_filter_calc_coef(1.0, sss_count, v34, 3, a5, a6, a7, a8, shader_data.g_coef);
|
|
|
|
rctx->sss_filter_gaussian_coef_ubo.WriteMemory(shader_data);
|
|
sss->textures[1].Bind();
|
|
glViewportDLL(0, 0, 320, 180);
|
|
uniform->arr[U_SSS_FILTER] = 3;
|
|
shaders_ft.set(SHADER_FT_SSS_FILT);
|
|
gl_state_bind_texture_2d(sss->textures[2].GetColorTex());
|
|
rctx->sss_filter_gaussian_coef_ubo.Bind(1);
|
|
render->draw_quad(320, 180, 1.0f, 1.0f,
|
|
0.0f, 0.0f, 1.0f, 1.0f, 0.96f, 1.0f, 0.0f);
|
|
gl_state_bind_texture_2d(0);
|
|
}
|
|
|
|
static int32_t draw_pass_3d_get_translucent_count() {
|
|
int32_t count = 0;
|
|
count += disp_manager->get_obj_count(mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_1);
|
|
count += disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_1);
|
|
count += disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1);
|
|
count += disp_manager->get_obj_count(mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_2);
|
|
count += disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2);
|
|
count += disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2);
|
|
count += disp_manager->get_obj_count(mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_3);
|
|
count += disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_3);
|
|
count += disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_3);
|
|
//count += disp_manager->get_obj_count(mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_2_LOCAL);
|
|
//count += disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2_LOCAL);
|
|
//count += disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2_LOCAL);
|
|
return count;
|
|
}
|
|
|
|
static void draw_pass_3d_shadow_reset() {
|
|
gl_state_active_bind_texture_2d(6, 0);
|
|
gl_state_active_bind_texture_2d(7, 0);
|
|
rctx->obj_scene.set_g_self_shadow_receivers(0, mat4_identity);
|
|
rctx->obj_scene.set_g_self_shadow_receivers(1, mat4_identity);
|
|
draw_state->self_shadow = false;
|
|
draw_state->light = false;
|
|
}
|
|
|
|
static void draw_pass_3d_shadow_set(Shadow* shad) {
|
|
if (shad->self_shadow && shad->field_2EC > 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);
|
|
float_t esm_param = (shad->field_2D8 * shad->field_208 * 2.0f) * 1.442695f;
|
|
rctx->obj_scene.g_esm_param = { esm_param, 0.0f, 0.0f, 0.0f };
|
|
draw_state->self_shadow = true;
|
|
}
|
|
else {
|
|
gl_state_active_bind_texture_2d(19, rctx->empty_texture_2d);
|
|
gl_state_active_bind_texture_2d(20, rctx->empty_texture_2d);
|
|
gl_state_active_texture(0);
|
|
draw_state->self_shadow = false;
|
|
}
|
|
|
|
if (shad->field_2EC > 0) {
|
|
draw_state->light = true;
|
|
uniform->arr[U_LIGHT_1] = shad->field_2EC > 1 ? 1 : 0;
|
|
|
|
float_t range = shad->view_region * shad->range;
|
|
for (int32_t i = 0; i < 2; i++) {
|
|
float_t v6 = 0.0f;
|
|
vec3* interest;
|
|
vec3* view_point;
|
|
if (shad->field_2F5) {
|
|
v6 = i ? 0.5f : -0.5f;
|
|
|
|
interest = &shad->interest[i];
|
|
view_point = &shad->view_point[i];
|
|
}
|
|
else {
|
|
interest = &shad->interest_shared;
|
|
view_point = &shad->view_point_shared;
|
|
}
|
|
|
|
mat4 temp;
|
|
mat4_translate(0.5f, 0.5f, 0.5f, &temp);
|
|
mat4_scale_rot(&temp, 0.5f, 0.5f, 0.5f, &temp);
|
|
mat4_mul_translate(&temp, v6, 0.0f, 0.0f, &temp);
|
|
|
|
mat4 proj;
|
|
mat4_ortho(-range, range, -range, range, shad->z_near, shad->z_far, &proj);
|
|
mat4_mul(&proj, &temp, &proj);
|
|
|
|
mat4 view;
|
|
mat4_look_at(view_point, interest, &view);
|
|
mat4_mul(&view, &proj, &view);
|
|
rctx->obj_scene.set_g_self_shadow_receivers(i, view);
|
|
}
|
|
|
|
for (int32_t i = 0, j = 0; i < 2; i++) {
|
|
if (!shad->field_2F0[i]) {
|
|
gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d);
|
|
continue;
|
|
}
|
|
|
|
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++;
|
|
}
|
|
gl_state_active_texture(0);
|
|
|
|
light_set* set = &light_set_data[LIGHT_SET_MAIN];
|
|
light_data* data = &set->lights[LIGHT_SHADOW];
|
|
|
|
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;
|
|
}
|
|
|
|
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 };
|
|
}
|
|
else {
|
|
draw_state->light = false;
|
|
|
|
for (int32_t i = 0; i < 2; i++)
|
|
gl_state_active_bind_texture_2d(6 + i, shad->curr_render_textures[1 + i]->GetColorTex());
|
|
gl_state_active_texture(0);
|
|
|
|
rctx->obj_scene.g_shadow_ambient = 1.0f;
|
|
rctx->obj_scene.g_shadow_ambient1 = 0.0f;
|
|
}
|
|
}
|
|
|
|
static void draw_pass_3d_translucent(bool opaque_enable,
|
|
bool transparent_enable, bool translucent_enable, mdl::ObjType opaque,
|
|
mdl::ObjType transparent, mdl::ObjType translucent) {
|
|
if (disp_manager->get_obj_count(opaque) < 1
|
|
&& disp_manager->get_obj_count(transparent) < 1
|
|
&& disp_manager->get_obj_count(translucent) < 1)
|
|
return;
|
|
|
|
rndr::Render* rend = render;
|
|
|
|
int32_t alpha_array[256];
|
|
int32_t count = draw_pass_3d_translucent_count_layers(
|
|
alpha_array, opaque, transparent, translucent);
|
|
for (int32_t i = 0; i < count; i++) {
|
|
int32_t alpha = alpha_array[i];
|
|
rend->transparency_copy();
|
|
if (opaque_enable && disp_manager->get_obj_count(opaque))
|
|
disp_manager->draw_translucent(opaque, alpha);
|
|
if (transparent_enable && disp_manager->get_obj_count(transparent))
|
|
disp_manager->draw_translucent(transparent, alpha);
|
|
if (translucent_enable && disp_manager->get_obj_count(translucent)) {
|
|
gl_state_enable_blend();
|
|
disp_manager->draw_translucent(translucent, alpha);
|
|
gl_state_disable_blend();
|
|
}
|
|
rend->transparency_combine((float_t)alpha * (float_t)(1.0 / 255.0));
|
|
}
|
|
}
|
|
|
|
static int32_t draw_pass_3d_translucent_count_layers(int32_t* alpha_array,
|
|
mdl::ObjType opaque, mdl::ObjType transparent, mdl::ObjType translucent) {
|
|
bool arr[256] = { 0 };
|
|
|
|
draw_pass_3d_translucent_has_objects(arr, opaque);
|
|
draw_pass_3d_translucent_has_objects(arr, transparent);
|
|
draw_pass_3d_translucent_has_objects(arr, translucent);
|
|
|
|
int32_t count = 0;
|
|
for (int32_t i = 0xFF; i >= 1; i--)
|
|
if (arr[i]) {
|
|
count++;
|
|
*alpha_array++ = i;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
static void draw_pass_3d_translucent_has_objects(bool* arr, mdl::ObjType type) {
|
|
disp_manager->calc_obj_radius(&rctx->view_mat, type);
|
|
prj::list<mdl::ObjData*>& vec = disp_manager->obj[type];
|
|
for (mdl::ObjData*& i : vec)
|
|
switch (i->kind) {
|
|
case mdl::OBJ_KIND_NORMAL: {
|
|
int32_t alpha = (int32_t)(i->args.sub_mesh.blend_color.w * 255.0f);
|
|
alpha = clamp_def(alpha, 0, 255);
|
|
arr[alpha] = true;
|
|
} break;
|
|
case mdl::OBJ_KIND_TRANSLUCENT: {
|
|
for (int32_t j = 0; j < i->args.translucent.count; j++) {
|
|
int32_t alpha = (int32_t)(i->args.translucent.sub_mesh[j]->blend_color.w * 255.0f);
|
|
alpha = clamp_def(alpha, 0, 255);
|
|
arr[alpha] = true;
|
|
}
|
|
} break;
|
|
}
|
|
}
|
|
|
|
static void blur_filter_apply(RenderTexture* dst, RenderTexture* src,
|
|
blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset) {
|
|
if (!dst || !src)
|
|
return;
|
|
|
|
filter_scene_shader_data filter_scene = {};
|
|
float_t w = res_scale.x / (float_t)src->GetWidth();
|
|
float_t h = res_scale.y / (float_t)src->GetHeight();
|
|
filter_scene.g_transform = { w, h, 0.0f, 0.0f };
|
|
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
|
|
rctx->filter_scene_ubo.WriteMemory(filter_scene);
|
|
|
|
imgfilter_batch_shader_data imgfilter_batch = {};
|
|
if (filter == BLUR_FILTER_32)
|
|
imgfilter_batch.g_color_scale = scale * (float_t)(1.0 / 8.0);
|
|
else
|
|
imgfilter_batch.g_color_scale = scale * (float_t)(1.0 / 4.0);
|
|
imgfilter_batch.g_color_offset = offset;
|
|
imgfilter_batch.g_texture_lod = 0.0f;
|
|
rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
|
|
|
|
uniform->arr[U_IMAGE_FILTER] = filter == BLUR_FILTER_32 ? 1 : 0;
|
|
gl_state_bind_vertex_array(rctx->box_vao);
|
|
shaders_ft.set(SHADER_FT_IMGFILT);
|
|
rctx->filter_scene_ubo.Bind(0);
|
|
rctx->imgfilter_batch_ubo.Bind(1);
|
|
gl_state_active_bind_texture_2d(0, src->GetColorTex());
|
|
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, (GLint)(filter * 4LL), 4);
|
|
}
|