Files
korenkonder_AFTMods/src/DivaGL/render_manager.cpp
T

1794 lines
66 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "render_manager.hpp"
#include "../KKdLib/mat.hpp"
#include "Glitter/glitter.hpp"
#include "light_param/fog.hpp"
#include "light_param/light.hpp"
#include "mdl/disp_manager.hpp"
#include "rob/rob.hpp"
#include "effect.hpp"
#include "gl_state.hpp"
#include "render.hpp"
#include "render_context.hpp"
#include "render_texture.hpp"
#include "shader_ft.hpp"
#include "sprite.hpp"
#include "stage_param.hpp"
#include "texture.hpp"
#include <Helpers.h>
static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, int32_t a3);
static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int32_t a3);
static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2,
RenderTexture* a3, float_t sigma, float_t far_texel_offset, bool enable_lit_proj);
static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, RenderTexture* src);
static bool draw_pass_shadow_litproj();
static bool draw_pass_shadow_litproj_set();
static bool draw_pass_shadow_litproj_set_mat(bool set_mat);
static void draw_pass_sss_contour(rndr::Render* rend);
static void draw_pass_sss_filter(sss_data* sss);
static int32_t draw_pass_3d_get_translucent_count();
static void draw_pass_3d_shadow_reset();
static void draw_pass_3d_shadow_set(Shadow* shad);
extern void draw_pass_3d_translucent(bool opaque_enable,
bool transparent_enable, bool translucent_enable, mdl::ObjType opaque,
mdl::ObjType transparent, mdl::ObjType translucent);
static int32_t draw_pass_3d_translucent_count_layers(int32_t* alpha_array,
mdl::ObjType opaque, mdl::ObjType transparent, mdl::ObjType translucent);
static void draw_pass_3d_translucent_has_objects(bool* arr, mdl::ObjType type);
static void blur_filter_apply(RenderTexture* dst, RenderTexture* src,
blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset);
extern render_context* rctx;
RenderTexture* litproj_shadow = (RenderTexture*)0x0000000141194DA0;
RenderTexture* litproj_texture = (RenderTexture*)0x0000000141194E00;
rndr::RenderManager* render_manager = (rndr::RenderManager*)0x00000001411AD320;
namespace rndr {
static const int32_t render_manager_render_texture_index_array[][3] = {
{ 1, 1, 1 },
{ 0, 0, 0 },
{ 6, 6, 6 },
{ 6, 6, 6 },
{ 6, 6, 6 },
{ 2, 2, 2 },
{ 3, 3, 3 },
{ 4, 4, 4 },
{ 5, 5, 5 },
{ 6, 6, 6 },
{ 7, 7, 7 },
};
void RenderManager::add_pre_process(int32_t type, void(*func)(void*), void* data) {
pre_process.push_back({ type, func, data });
}
void RenderManager::clear_pre_process(int32_t type) {
for (auto i = pre_process.begin(); i != pre_process.end(); i++)
if (i->type == type) {
pre_process.erase(i);
break;
}
}
RenderTexture& RenderManager::get_render_texture(int32_t index) {
return render_textures[render_manager_render_texture_index_array[index][tex_index[index]]];
}
void RenderManager::resize(int32_t width, int32_t height) {
if (this->width == width && this->height == height)
return;
this->width = width;
this->height = height;
if (!multisample_framebuffer)
glGenFramebuffers(1, &multisample_framebuffer);
if (!multisample_renderbuffer)
glGenRenderbuffers(1, &multisample_renderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, multisample_framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, multisample_renderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8, GL_RGBA8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, multisample_renderbuffer);
glDrawBufferDLL(GL_COLOR_ATTACHMENT0);
glReadBufferDLL(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
void RenderManager::set_clear(bool value) {
clear = value;
}
void RenderManager::set_effect_texture(texture* value) {
effect_texture = value;
}
void RenderManager::set_multisample(bool value) {
multisample = value;
}
void RenderManager::set_npr_param(int32_t value) {
npr_param = value;
}
void RenderManager::set_pass_sw(RenderPassID id, bool value) {
pass_sw[id] = value;
}
void RenderManager::set_reflect(bool value) {
reflect = value;
}
void RenderManager::set_reflect_blur(int32_t reflect_blur_num, blur_filter_mode reflect_blur_filter) {
this->reflect_blur_num = reflect_blur_num;
this->reflect_blur_filter = reflect_blur_filter;
}
void RenderManager::set_reflect_resolution_mode(reflect_refract_resolution_mode mode) {
tex_index[0] = mode;
}
void RenderManager::set_reflect_type(stage_data_reflect_type type) {
reflect_type = type;
}
void RenderManager::set_refract(bool value) {
refract = value;
}
void RenderManager::set_refract_resolution_mode(reflect_refract_resolution_mode mode) {
tex_index[1] = mode;
}
void RenderManager::set_shadow_false() {
shadow = false;
}
void RenderManager::set_shadow_true() {
shadow = true;
}
void RenderManager::render_all() {
if (!rctx)
return;
static const vec4 color_clear = 0.0f;
gl_state_bind_framebuffer(0);
glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
static const int32_t ibl_texture_index[] = {
9, 10, 11, 12, 13
};
rctx->obj_scene.g_framebuffer_size = {
1.0f / (float_t)render->render_width[0],
1.0f / (float_t)render->render_height[0],
(float_t)render->render_width[0],
(float_t)render->render_height[0]
};
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LEQUAL);
gl_state_set_depth_mask(GL_TRUE);
gl_state_begin_event("rndpass_render_all_pass::Caller::execute_pre3d");
for (int32_t i = RND_PASSID_SHADOW; i <= RND_PASSID_CLEAR; i++)
RenderManager::render_single_pass((RenderPassID)i);
gl_state_end_event();
gl_state_begin_event("rndpass_render_all_pass::Caller::execute_3d");
for (int32_t i = RND_PASSID_PRE_SPRITE; i <= RND_PASSID_3D; i++)
RenderManager::render_single_pass((RenderPassID)i);
gl_state_end_event();
gl_state_begin_event("rndpass_render_all_pass::Caller::execute_2d");
for (int32_t i = RND_PASSID_SHOW_VECTOR; i <= RND_PASSID_12; i++)
RenderManager::render_single_pass((RenderPassID)i);
gl_state_end_event();
disp_manager->check_vertex_arrays();
gl_state_bind_vertex_array(0);
gl_state_disable_primitive_restart();
gl_state_bind_uniform_buffer_base(0, 0);
gl_state_bind_uniform_buffer_base(1, 0);
gl_state_bind_uniform_buffer_base(2, 0);
gl_state_bind_uniform_buffer_base(3, 0);
gl_state_bind_uniform_buffer_base(4, 0);
}
void RenderManager::render_single_pass(RenderPassID id) {
cpu_time[id] = 0.0;
gpu_time[id] = 0.0;
if (!pass_sw[id]) {
gl_state_get_error();
return;
}
render_pass_begin();
switch (id) {
case RND_PASSID_SHADOW:
pass_shadow();
break;
case RND_PASSID_SS_SSS:
pass_ss_sss();
break;
case RND_PASSID_REFLECT:
pass_reflect();
break;
case RND_PASSID_REFRACT:
pass_refract();
break;
case RND_PASSID_PRE_PROCESS:
pass_pre_process();
break;
case RND_PASSID_CLEAR:
pass_clear();
break;
case RND_PASSID_PRE_SPRITE:
pass_pre_sprite();
break;
case RND_PASSID_3D:
pass_3d();
break;
case RND_PASSID_SHOW_VECTOR:
pass_show_vector();
break;
case RND_PASSID_POST_PROCESS:
pass_post_process();
break;
case RND_PASSID_SPRITE:
pass_sprite();
break;
}
render_pass_end(id);
gl_state_get_error();
}
void RenderManager::render_pass_begin() {
if (sync_gpu)
glFinishDLL();
time.get_timestamp();
}
void RenderManager::render_pass_end(RenderPassID id) {
cpu_time[id] = time.calc_time();
if (sync_gpu) {
time_struct t;
glFinishDLL();
gpu_time[id] = t.calc_time();
}
else
gpu_time[id] = 0;
}
void RenderManager::pass_shadow() {
gl_state_begin_event("pass_shadow");
if (draw_pass_shadow_litproj_set()) {
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
disp_manager->draw(mdl::OBJ_TYPE_OPAQUE);
disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT);
disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT);
draw_state.shader_index = -1;
uniform->arr[U_DEPTH] = 0;
draw_pass_shadow_filter(&litproj_shadow[0], &litproj_shadow[1], 0, 1.5f, 0.01f, true);
if (draw_pass_shadow_litproj()) {
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);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
disp_manager->draw(mdl::OBJ_TYPE_OPAQUE);
disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT);
disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_state_enable_blend();
disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT);
gl_state_disable_blend();
draw_state.shader_index = -1;
gl_state_bind_framebuffer(0);
}
}
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
bool v3 = false;
int32_t v10[2];
for (int32_t i = 0; i < 2; i++) {
v10[i] = disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + i));
if (v10[i])
v3 = true;
}
Shadow* shad = shadow_ptr;
if (shadow && v3) {
int32_t v11[2];
v11[0] = shad->field_200[0];
v11[1] = shad->field_200[1];
shad->curr_render_textures[0] = &shad->render_textures[0];
shad->curr_render_textures[1] = &shad->render_textures[1];
shad->curr_render_textures[2] = &shad->render_textures[2];
for (int32_t i = 0, j = 0; i < 2; i++) {
if (!v10[i])
continue;
draw_pass_shadow_begin_make_shadowmap(shad, v11[i], j);
disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i]));
if (disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) {
gl_state_set_color_mask(show_stage_shadow
? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i));
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
draw_pass_shadow_end_make_shadowmap(shad, v11[i], j);
j++;
}
}
else {
shad->curr_render_textures[0] = &shad->render_textures[0];
shad->curr_render_textures[1] = &shad->render_textures[1];
shad->curr_render_textures[2] = &shad->render_textures[2];
for (int32_t i = 1; i < 3; i++) {
shad->curr_render_textures[i]->Bind();
glClearColorDLL(1.0f, 1.0f, 1.0f, 1.0f);
glClearDLL(GL_COLOR_BUFFER_BIT);
}
}
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_ss_sss() {
::sss_data* sss = sss_data_get();
if (!sss->init || !sss->enable)
return;
gl_state_begin_event("pass_ss_sss");
rndr::Render* rend = render;
//if (rend->render_width > 1280.0)
// sss->npr_contour = false;
//if (sss->npr_contour) {
rend->rend_texture[0].Bind();
rend->rend_texture[0].SetViewport();
//}
//else {
// sss->textures[0].Bind();
// glViewportDLL(0, 0, 640, 360);
//}
glClearColorDLL(sss->param.x, sss->param.y, sss->param.z, 0.0f);
glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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);
if (shadow)
draw_pass_3d_shadow_set(shadow_ptr);
else
draw_pass_3d_shadow_reset();
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
draw_state.shader_index = SHADER_FT_SSS_SKIN;
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_SSS);
gl_state_disable_depth_test();
draw_state.shader_index = -1;
draw_pass_3d_shadow_reset();
uniform->arr[U_NPR] = 0;
if (npr_param == 1) {
if (sss->enable && sss->npr_contour) {
uniform->arr[U_NPR] = 1;
draw_pass_sss_contour(rend);
}
else if (npr) {
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
rend->rend_texture[0].Bind();
rend->rend_texture[0].SetViewport();
glClearDLL(GL_DEPTH_BUFFER_BIT);
draw_state.shader_index = SHADER_FT_SSS_SKIN;
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
disp_manager->draw(mdl::OBJ_TYPE_SSS);
gl_state_disable_depth_test();
draw_state.shader_index = -1;
gl_state_bind_framebuffer(0);
uniform->arr[U_NPR] = 1;
draw_pass_sss_contour(rend);
}
}
if (!sss->npr_contour) {
sss->textures[0].Bind();
glViewportDLL(0, 0, 640, 360);
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, rend->rend_texture[0].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
}
draw_pass_sss_filter(sss);
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_reflect() {
gl_state_begin_event("pass_reflect");
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::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::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_pre_process() {
gl_state_begin_event("pass_pre_process");
for (draw_pre_process& i : pre_process)
if (i.func)
i.func(i.data);
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_clear() {
static 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::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 (effect_texture)
gl_state_active_bind_texture_2d(14, effect_texture->tex);
else
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d);
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;
}
gl_state_active_bind_texture_2d(16, sss_data_get()->textures[1].GetColorTex());
gl_state_active_texture(0);
gl_state_bind_sampler(14, rctx->render_samplers[0]);
gl_state_bind_sampler(15, rctx->render_samplers[0]);
gl_state_bind_sampler(16, rctx->render_samplers[0]);
uniform->arr[U12] = field_320 ? 1 : 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_SORT_BY_RADIUS, 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::glt_particle_manager->DispScenes(Glitter::DISP_OPAQUE);
Glitter::glt_particle_manager_x->DispScenes(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::glt_particle_manager->DispScenes(Glitter::DISP_ALPHA);
Glitter::glt_particle_manager_x->DispScenes(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_SORT_BY_RADIUS);
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::glt_particle_manager_x->DispScenes(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::glt_particle_manager->DispScenes(Glitter::DISP_NORMAL);
Glitter::glt_particle_manager_x->DispScenes(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 (Glitter::glt_particle_manager_x->CheckHasLocalEffect()) { // X
float_t fov = camera_data->fov;
camera_data->fov = 32.2673416137695f;
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::glt_particle_manager_x->DispScenes(Glitter::DISP_LOCAL);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
camera_data->fov = fov;
draw_pass_set_camera();
}
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::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_SORT_BY_RADIUS, 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_SORT_BY_RADIUS, 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() {
gl_state_begin_event("pass_sprite");
if (sprite_manager_get_reqlist_count(0)) {
rndr::Render* rend = render;
glViewportDLL(0, 0, rend->screen_width, rend->screen_height);
if (multisample && multisample_framebuffer) {
gl_state_bind_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->screen_width / (double_t)rctx->screen_height,
rctx->screen_width, rctx->screen_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) {
gl_state_bind_framebuffer(0);
gl_state_disable_multisample();
fbo_blit(multisample_framebuffer, rctx->screen_buffer.fbos[0],
0, 0, rctx->screen_width, rctx->screen_height,
0, 0, rctx->screen_width, rctx->screen_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
shader::unbind();
gl_state_get_error();
}
fbo_blit(rctx->screen_buffer.fbos[0], 0,
0, 0, rctx->screen_width, rctx->screen_height,
0, 0, rctx->screen_width, rctx->screen_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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(14, rt->GetDepthTex());
gl_state_active_bind_texture_2d(16, contour_rt->GetColorTex());
gl_state_active_bind_texture_2d(17, contour_rt->GetDepthTex());
gl_state_bind_sampler(14, rctx->render_samplers[1]);
gl_state_bind_sampler(16, rctx->render_samplers[1]);
gl_state_bind_sampler(17, 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_bind_sampler(14, rctx->render_samplers[0]);
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, &rctx->view_mat);
mat4_transpose(&camera_data->projection, &rctx->proj_mat);
mat4_transpose(&camera_data->view_projection, &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->separate)
glClearDLL(GL_COLOR_BUFFER_BIT);
glScissorDLL(1, 1, tex->width - 2, tex->height - 2);
float_t shadow_range = shad->get_shadow_range();
float_t offset;
vec3* interest;
vec3* view_point;
if (shad->separate) {
offset = index ? 0.5f : -0.5f;
interest = &shad->interest[index];
view_point = &shad->view_point[index];
}
else {
offset = 0.0f;
interest = &shad->interest_shared;
view_point = &shad->view_point_shared;
}
mat4 temp;
mat4_translate(offset, 0.0f, 0.0f, &temp);
mat4 proj;
mat4_ortho(-shadow_range, shadow_range,
-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
mat4_mul(&proj, &temp, &rctx->proj_mat);
mat4_look_at(view_point, interest, &rctx->view_mat);
draw_state.shader_index = SHADER_FT_SIL;
uniform->arr[U_DEPTH] = 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->num_light - 1) {
draw_pass_shadow_filter(&shad->render_textures[3],
&shad->render_textures[4], shad->curr_render_textures[0],
shad->field_2DC, shad->field_2E0 / (shad->field_208 * 2.0f), false);
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_sampler(0, rctx->render_samplers[0]);
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_sampler(0, rctx->render_samplers[0]);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
shader::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_sampler(0, rctx->render_samplers[0]);
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_sampler(0, rctx->render_samplers[0]);
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(true)) {
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 = 0.0f;
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[U_DEPTH] = 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_get()->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 step, int32_t size, double_t a3, int32_t iterations,
const double_t* a5, const double_t* a6, const double_t* a7, const double_t* a8, vec4 a9[64]) {
if (size > 8)
return;
for (int32_t i = 0; i < iterations; i++) {
const double_t v18 = a5[i];
double_t v56[3];
v56[0] = a6[i];
v56[1] = a7[i];
v56[2] = a8[i];
for (int32_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]);
for (int32_t k = 0; k < size; k++) {
double_t v25 = exp(-0.5 * (v24 * v23) * (v24 * v23));
v54[k] = v25;
v23 += step;
v22 += v25;
}
double_t v27 = 1.0 / v22;
for (int32_t k = 0; k < size; k++)
v54[k] *= v27;
float_t* v35 = (float_t*)a9 + j;
for (int32_t k = 0; k < size; k++)
for (size_t l = 0; l < size; l++) {
*v35 = (float_t)(v54[k] * v18 * v54[l] + *v35);
v35 += 4;
}
}
}
}
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)) {
const mat4* mat = rob_chara_bone_data_get_mats_mat(rob_bone_data, 0);
if (mat) {
mat4 temp;
mat4_transpose(mat, &temp);
mat4_get_translation(&temp, &chara_position[i]);
chara_distance[i] = vec3::distance(view_point, chara_position[i]);
}
}
}
vec3 closest_chara_position = chara_distance[0] <= chara_distance[1]
? chara_position[0] : chara_position[1];
float_t length = vec3::distance(interest, closest_chara_position);
if (length > 1.25f)
interest = chara_position[0];
float_t v29 = max_def(vec3::distance(view_point, interest), 0.25f);
float_t v31 = max_def(tanf(camera_data->fov * 0.5f * DEG_TO_RAD_FLOAT) * 5.0f, 0.25f);
float_t v33 = 0.6f;
float_t v34 = (float_t)(1.0 / clamp_def(v31 * v29, 0.25f, 100.0f));
if (v34 < 0.145f)
v33 = max_def(v34 - 0.02f, 0.0f) * 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_get();
uniform->arr[U_REDUCE] = 0;
shaders_ft.set(SHADER_FT_REDUCE);
gl_state_bind_texture_2d(rend->rend_texture[0].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[1]);
render_get()->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());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
render_get()->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());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
rctx->sss_filter_gaussian_coef_ubo.Bind(1);
render_get()->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->num_light > 0) {
gl_state_active_bind_texture_2d(19, shad->render_textures[3].GetColorTex());
gl_state_active_bind_texture_2d(20, shad->render_textures[5].GetColorTex());
gl_state_active_texture(0);
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;
}
gl_state_bind_sampler(19, rctx->render_samplers[0]);
gl_state_bind_sampler(20, rctx->render_samplers[0]);
if (shad->num_light > 0) {
draw_state.light = true;
uniform->arr[U_LIGHT_1] = shad->num_light > 1 ? 1 : 0;
float_t shadow_range = shad->get_shadow_range();
for (int32_t i = 0; i < 2; i++) {
float_t offset;
vec3* interest;
vec3* view_point;
if (shad->separate) {
offset = i ? 0.5f : -0.5f;
interest = &shad->interest[i];
view_point = &shad->view_point[i];
}
else {
offset = 0.0f;
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, offset, 0.0f, 0.0f, &temp);
mat4 proj;
mat4_ortho(-shadow_range, shadow_range,
-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
mat4_mul(&proj, &temp, &proj);
mat4 view;
mat4_look_at(view_point, interest, &view);
mat4_mul(&view, &proj, &view);
rctx->obj_scene.set_g_self_shadow_receivers(i, view);
}
int32_t j = 0;
for (int32_t i = 0; i < 2; i++)
if (shad->light_enable[i]) {
gl_state_active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->GetColorTex());
glTexParameterfDLL(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
j++;
}
for (; j < 2; j++)
gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d);
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
*(vec3*)&ambient.x = shad->shadow_ambient;
rctx->obj_scene.g_shadow_ambient = { ambient.x, ambient.y, ambient.z, 1.0f };
rctx->obj_scene.g_shadow_ambient1 = { 1.0f - ambient.x, 1.0f - ambient.y, 1.0f - ambient.z, 0.0f };
}
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;
}
gl_state_bind_sampler(6, rctx->render_samplers[0]);
gl_state_bind_sampler(7, rctx->render_samplers[0]);
}
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_get();
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);
for (mdl::ObjData*& i : disp_manager->get_obj_list(type))
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());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, (GLint)(filter * 4LL), 4);
}