626 lines
25 KiB
C++
626 lines
25 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_context.hpp"
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#include "render_manager.hpp"
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#include "uniform.hpp"
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draw_state_struct& draw_state = *(draw_state_struct*)0x00000001411A32B0;
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sss_data& _sss_data = *(sss_data*)0x000000014CC924E0;
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render_context* rctx;
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void draw_state_stats::reset() {
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object_draw_count = 0;
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object_translucent_draw_count = 0;
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object_reflect_draw_count = 0;
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field_C = 0;
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field_10 = 0;
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draw_count = 0;
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draw_triangle_count = 0;
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field_1C = 0;
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}
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void sss_data::free() {
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if (init_data)
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for (RenderTexture& i : textures)
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i.Free();
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}
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void sss_data::init() {
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if (init_data)
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return;
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textures[0].Init(640, 360, 0, GL_RGBA16F, GL_ZERO /*GL_DEPTH_COMPONENT32F*/);
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textures[1].Init(320, 180, 0, GL_RGBA16F, GL_ZERO);
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textures[2].Init(320, 180, 0, GL_RGBA16F, GL_ZERO);
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textures[3].Init(320, 180, 0, GL_RGBA16F, GL_ZERO);
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param = { 0.0f, 0.0f, 0.0f, 1.0f };
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init_data = true;
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}
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void sss_data::set_texture(int32_t texture_index) {
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gl_state_active_bind_texture_2d(16, textures[texture_index].GetColorTex());
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gl_state_active_texture(0);
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}
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void draw_state_struct::set_fog_height(bool value) {
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fog_height = value;
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}
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void obj_shader_shader_data::set_shader_flags(int32_t* shader_flags) {
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g_shader_flags.x.m.alpha_mask = shader_flags[U_ALPHA_MASK];
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g_shader_flags.x.m.alpha_test = shader_flags[U_ALPHA_TEST];
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g_shader_flags.x.m.aniso = shader_flags[U_ANISO];
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g_shader_flags.x.m.aet_back = shader_flags[U_AET_BACK];
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g_shader_flags.x.m.texture_blend = shader_flags[U_TEXTURE_BLEND];
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g_shader_flags.x.m.unk = 0; //shader_flags[U_UNK_NEW_IN_MM_IDK_WHAT_TO_DO_WITH_IT];
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g_shader_flags.x.m.chara_color = shader_flags[U_CHARA_COLOR];
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g_shader_flags.x.m.clip_plane = shader_flags[U_CLIP_PLANE];
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g_shader_flags.x.m.u08 = shader_flags[U08];
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g_shader_flags.x.m.depth_peel = shader_flags[U_DEPTH_PEEL];
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g_shader_flags.x.m.depth = shader_flags[U_DEPTH];
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g_shader_flags.x.m.u0b = shader_flags[U0B];
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g_shader_flags.x.m.alpha_blend = shader_flags[U_ALPHA_BLEND];
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g_shader_flags.x.m.ripple_emit = shader_flags[U_RIPPLE_EMIT];
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g_shader_flags.x.m.esm_filter = shader_flags[U_ESM_FILTER];
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g_shader_flags.x.m.exposure = shader_flags[U_EXPOSURE];
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g_shader_flags.x.m.scene_fade = shader_flags[U_SCENE_FADE];
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g_shader_flags.x.m.fade = shader_flags[U_FADE];
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g_shader_flags.x.m.stage_ambient = shader_flags[U_STAGE_AMBIENT];
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g_shader_flags.x.m.flare = shader_flags[U_FLARE];
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g_shader_flags.y.m.fog_stage = shader_flags[U_FOG_STAGE];
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g_shader_flags.y.m.fog_chara = shader_flags[U_FOG_CHARA];
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g_shader_flags.y.m.u16 = shader_flags[U16];
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g_shader_flags.y.m.gauss = shader_flags[U_GAUSS];
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g_shader_flags.y.m.eyeball = shader_flags[U_EYEBALL];
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g_shader_flags.y.m.image_filter = shader_flags[U_IMAGE_FILTER];
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g_shader_flags.y.m.instance = shader_flags[U_INSTANCE];
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g_shader_flags.y.m.tone_curve = shader_flags[U_TONE_CURVE];
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g_shader_flags.y.m.light_proj = shader_flags[U_LIGHT_PROJ];
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g_shader_flags.y.m.magnify = shader_flags[U_MAGNIFY];
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g_shader_flags.y.m.membrane = shader_flags[U_MEMBRANE];
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g_shader_flags.y.m.mlaa = shader_flags[U_MLAA];
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g_shader_flags.y.m.mlaa_search = shader_flags[U_MLAA_SEARCH];
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g_shader_flags.y.m.morph_color = shader_flags[U_MORPH_COLOR];
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g_shader_flags.y.m.morph = shader_flags[U_MORPH];
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g_shader_flags.y.m.movie = shader_flags[U_MOVIE];
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g_shader_flags.y.m.u24 = shader_flags[U24];
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g_shader_flags.y.m.u25 = shader_flags[U25];
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g_shader_flags.y.m.npr_normal = shader_flags[U_NPR_NORMAL];
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g_shader_flags.z.m.npr = shader_flags[U_NPR];
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g_shader_flags.z.m.stage_shadow2 = shader_flags[U_STAGE_SHADOW2];
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g_shader_flags.z.m.reflect = shader_flags[U_REFLECT];
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g_shader_flags.z.m.reduce = shader_flags[U_REDUCE];
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g_shader_flags.z.m.chara_shadow = shader_flags[U_CHARA_SHADOW];
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g_shader_flags.z.m.chara_shadow2 = shader_flags[U_CHARA_SHADOW2];
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g_shader_flags.z.m.u2d = shader_flags[U2D];
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g_shader_flags.z.m.u2e = shader_flags[U2E];
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g_shader_flags.z.m.show_vector = shader_flags[U_SHOW_VECTOR];
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g_shader_flags.z.m.skinning = shader_flags[U_SKINNING];
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g_shader_flags.z.m.snow_particle = shader_flags[U_SNOW_PARTICLE];
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g_shader_flags.z.m.specular_ibl = shader_flags[U_SPECULAR_IBL];
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g_shader_flags.z.m.combiner = shader_flags[U_COMBINER];
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g_shader_flags.z.m.tex_0_type = shader_flags[U_TEX_0_TYPE];
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g_shader_flags.z.m.tex_1_type = shader_flags[U_TEX_1_TYPE];
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g_shader_flags.z.m.sss_filter = shader_flags[U_SSS_FILTER];
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g_shader_flags.w.m.sss_chara = shader_flags[U_SSS_CHARA];
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g_shader_flags.w.m.star = shader_flags[U_STAR];
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g_shader_flags.w.m.texture_count = shader_flags[U_TEXTURE_COUNT];
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g_shader_flags.w.m.env_map = shader_flags[U_ENV_MAP];
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g_shader_flags.w.m.ripple = shader_flags[U_RIPPLE];
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g_shader_flags.w.m.translucency = shader_flags[U_TRANSLUCENCY];
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g_shader_flags.w.m.normal = shader_flags[U_NORMAL];
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g_shader_flags.w.m.transparency = shader_flags[U_TRANSPARENCY];
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g_shader_flags.w.m.water_reflect = shader_flags[U_WATER_REFLECT];
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g_shader_flags.w.m.u40 = shader_flags[U40];
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g_shader_flags.w.m.u41 = shader_flags[U41];
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g_shader_flags.w.m.stage_shadow = shader_flags[U_STAGE_SHADOW];
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g_shader_flags.w.m.specular = shader_flags[U_SPECULAR];
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g_shader_flags.w.m.tone_map = shader_flags[U_TONE_MAP];
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g_shader_flags.w.m.u45 = shader_flags[U45];
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g_shader_flags.w.m.dof = 0; //shader_flags[U_DOF]; // Added
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g_shader_flags.w.m.dof_stage = 0; //shader_flags[U_DOF_STAGE]; // Added
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}
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void obj_scene_shader_data::set_g_irradiance_r_transforms(const mat4& mat) {
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mat4 temp;
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mat4_transpose(&mat, &temp);
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g_irradiance_r_transforms[0] = temp.row0;
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g_irradiance_r_transforms[1] = temp.row1;
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g_irradiance_r_transforms[2] = temp.row2;
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g_irradiance_r_transforms[3] = temp.row3;
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}
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void obj_scene_shader_data::set_g_irradiance_g_transforms(const mat4& mat) {
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mat4 temp;
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mat4_transpose(&mat, &temp);
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g_irradiance_g_transforms[0] = temp.row0;
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g_irradiance_g_transforms[1] = temp.row1;
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g_irradiance_g_transforms[2] = temp.row2;
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g_irradiance_g_transforms[3] = temp.row3;
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}
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void obj_scene_shader_data::set_g_irradiance_b_transforms(const mat4& mat) {
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mat4 temp;
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mat4_transpose(&mat, &temp);
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g_irradiance_b_transforms[0] = temp.row0;
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g_irradiance_b_transforms[1] = temp.row1;
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g_irradiance_b_transforms[2] = temp.row2;
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g_irradiance_b_transforms[3] = temp.row3;
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}
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void obj_scene_shader_data::set_g_normal_tangent_transforms(const mat4& mat) {
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mat4 temp;
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mat4_transpose(&mat, &temp);
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g_normal_tangent_transforms[0] = temp.row0;
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g_normal_tangent_transforms[1] = temp.row1;
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g_normal_tangent_transforms[2] = temp.row2;
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}
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void obj_scene_shader_data::set_g_self_shadow_receivers(int32_t index, const mat4& mat) {
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size_t _index = index * 3LL;
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mat4 temp;
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mat4_transpose(&mat, &temp);
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g_self_shadow_receivers[_index + 0] = temp.row0;
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g_self_shadow_receivers[_index + 1] = temp.row1;
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g_self_shadow_receivers[_index + 2] = temp.row2;
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}
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void obj_scene_shader_data::set_g_light_projection(const mat4& mat) {
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mat4 temp;
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mat4_transpose(&mat, &temp);
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g_light_projection[0] = temp.row0;
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g_light_projection[1] = temp.row1;
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g_light_projection[2] = temp.row2;
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g_light_projection[3] = temp.row3;
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}
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void obj_scene_shader_data::set_projection_view(const mat4& view, const mat4& proj) {
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mat4 temp;
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mat4_transpose(&view, &temp);
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g_view[0] = temp.row0;
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g_view[1] = temp.row1;
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g_view[2] = temp.row2;
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mat4_invert(&view, &temp);
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mat4_transpose(&temp, &temp);
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g_view_inverse[0] = temp.row0;
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g_view_inverse[1] = temp.row1;
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g_view_inverse[2] = temp.row2;
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mat4_mul(&view, &proj, &temp);
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mat4_transpose(&temp, &temp);
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g_projection_view[0] = temp.row0;
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g_projection_view[1] = temp.row1;
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g_projection_view[2] = temp.row2;
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g_projection_view[3] = temp.row3;
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}
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void obj_batch_shader_data::set_g_joint(const mat4& mat) {
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mat4 temp;
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mat4_transpose(&mat, &temp);
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g_joint[0] = temp.row0;
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g_joint[1] = temp.row1;
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g_joint[2] = temp.row2;
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mat4_invert(&mat, &temp);
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mat4_transpose(&temp, &temp);
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g_joint_inverse[0] = temp.row0;
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g_joint_inverse[1] = temp.row1;
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g_joint_inverse[2] = temp.row2;
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}
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void obj_batch_shader_data::set_g_texcoord_transforms(int32_t index, const mat4& mat) {
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size_t _index = index * 2LL;
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mat4 temp;
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mat4_transpose(&mat, &temp);
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g_texcoord_transforms[_index + 0] = temp.row0;
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g_texcoord_transforms[_index + 1] = temp.row1;
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}
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void obj_batch_shader_data::set_transforms(const mat4& model, const mat4& view, const mat4& proj) {
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mat4 temp;
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mat4_transpose(&model, &temp);
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g_worlds[0] = temp.row0;
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g_worlds[1] = temp.row1;
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g_worlds[2] = temp.row2;
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mat4_invert(&model, &temp);
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g_worlds_invtrans[0] = temp.row0;
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g_worlds_invtrans[1] = temp.row1;
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g_worlds_invtrans[2] = temp.row2;
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mat4 mv;
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mat4_mul(&model, &view, &mv);
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mat4_transpose(&mv, &temp);
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g_worldview[0] = temp.row0;
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g_worldview[1] = temp.row1;
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g_worldview[2] = temp.row2;
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mat4_invert(&mv, &temp);
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mat4_transpose(&temp, &temp);
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g_worldview_inverse[0] = temp.row0;
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g_worldview_inverse[1] = temp.row1;
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g_worldview_inverse[2] = temp.row2;
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mat4_mul(&mv, &proj, &temp);
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mat4_transpose(&temp, &temp);
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g_transforms[0] = temp.row0;
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g_transforms[1] = temp.row1;
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g_transforms[2] = temp.row2;
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g_transforms[3] = temp.row3;
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}
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render_context::render_context() : box_vao(), lens_ghost_vao(), common_vao(), reflect_buffer(),
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render_buffer(), screen_buffer(), shadow_buffer(), empty_texture_2d(), empty_texture_cube_map(),
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samplers(), render_samplers(), sprite_samplers(), screen_width(), screen_height() {
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static const float_t box_texcoords[] = {
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1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f,
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3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f,
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3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f,
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3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f,
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3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f,
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3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f,
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3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f,
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3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f,
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};
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glGenVertexArrays(1, &box_vao);
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gl_state_bind_vertex_array(box_vao);
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box_vbo.Create(sizeof(box_texcoords), box_texcoords);
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box_vbo.Bind();
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 4));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 8));
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 12));
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glGenVertexArrays(1, &lens_ghost_vao);
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gl_state_bind_vertex_array(lens_ghost_vao);
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lens_ghost_vbo.Create(sizeof(float_t) * 5 * (6 * 16));
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lens_ghost_vbo.Bind();
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float_t) * 5, (void*)0);
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glEnableVertexAttribArray(1);
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|
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_shader = {};
|
|
obj_scene = {};
|
|
obj_batch = {};
|
|
obj_skinning = {};
|
|
obj_shader_ubo.Create(sizeof(obj_shader_shader_data));
|
|
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();
|
|
obj_shader_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_get()->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);
|
|
}
|
|
|
|
sss_data* sss_data_get() {
|
|
return &_sss_data;
|
|
}
|
|
|
|
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);
|
|
}
|