Small corrections that shouldn't affect anything

This commit is contained in:
korenkonder
2026-06-02 12:25:00 +03:00
parent 2eddb9d451
commit 33cdfb7232
3 changed files with 47 additions and 46 deletions
+2 -2
View File
@@ -1375,7 +1375,7 @@ namespace rndr {
void Render::begin_render(p_gl_rend_state& p_gl_rend_st, bool composite_back) {
if (composite_back) {
composite_back_fbo.begin_render(p_gl_rend_st);
this->composite_back = 1;
this->composite_back = true;
}
else
fb_fbo[0].begin_render(p_gl_rend_st);
@@ -1384,7 +1384,7 @@ namespace rndr {
// 0x1404AE680
void Render::end_render(p_gl_rend_state& p_gl_rend_st) {
fb_fbo->end_render(p_gl_rend_st);
fb_fbo[0].end_render(p_gl_rend_st);
}
// 0x1404A93B0
+44 -43
View File
@@ -800,12 +800,12 @@ namespace rndr {
void RenderManager::pass_refract(render_data_context& rend_data_ctx) {
render_context* rctx = rctx_ptr;
rend_data_ctx.state.begin_event("pass_refract");
RenderTexture& refract_texture = get_render_texture(1);
RenderTexture& reflect_texture = get_render_texture(1);
if (rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_OPAQUE)
|| rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_TRANSPARENT)
|| rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_TRANSLUCENT)) {
refract_texture.begin_render(rend_data_ctx.state);
refract_texture.set_viewport(rend_data_ctx.state);
reflect_texture.begin_render(rend_data_ctx.state);
reflect_texture.set_viewport(rend_data_ctx.state);
rend_data_ctx.set_batch_scene_camera(cam);
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
@@ -830,16 +830,16 @@ namespace rndr {
rctx->draw_state->rend_data[rend_data_ctx.index].shader_index = -1;
shader::unbind(rend_data_ctx.state);
refract_texture.end_render(rend_data_ctx.state);
reflect_texture.end_render(rend_data_ctx.state);
}
else {
refract_texture.begin_render(rend_data_ctx.state);
reflect_texture.begin_render(rend_data_ctx.state);
vec4 clear_color;
rend_data_ctx.state.get_clear_color(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
rend_data_ctx.state.clear_color(0.0f, 0.0f, 0.0f, 0.0f);
rend_data_ctx.state.clear(GL_COLOR_BUFFER_BIT);
rend_data_ctx.state.clear_color(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
refract_texture.end_render(rend_data_ctx.state);
reflect_texture.end_render(rend_data_ctx.state);
}
rend_data_ctx.state.end_event();
}
@@ -906,8 +906,6 @@ namespace rndr {
if (!spr::getObjListCount(spr::SPR_TARGET_BACK))
return;
render_context* rctx = rctx_ptr;
rend_data_ctx.state.begin_event("pass_pre_sprite");
rndr::Render* rend = render;
rend->begin_render(rend_data_ctx.state, true);
@@ -919,7 +917,7 @@ namespace rndr {
rend_data_ctx.state.disable_cull_face();
spr::flush(rend_data_ctx, spr::SPR_TARGET_BACK, true,
rend->user_fbo.get_texture(),
rctx->camera->view_projection_aet_3d);
rctx_ptr->camera->view_projection_aet_3d);
rend_data_ctx.state.enable_cull_face();
rend_data_ctx.state.disable_blend();
rend_data_ctx.state.enable_depth_test();
@@ -1164,48 +1162,51 @@ namespace rndr {
void RenderManager::pass_sprite(render_data_context& rend_data_ctx) {
render_context* rctx = rctx_ptr;
if (!spr::getObjListCount(spr::SPR_TARGET_FRONT))
return;
rend_data_ctx.state.begin_event("pass_sprite");
rndr::Render* rend = render;
rend_data_ctx.state.set_viewport(0, 0, width, height);
if (spr::getObjListCount(spr::SPR_TARGET_FRONT)) {
rend_data_ctx.state.set_viewport(0, 0, width, height);
if (Vulkan::use)
rctx->screen_buffer.begin_render(rend_data_ctx.state);
if (Vulkan::use)
rctx->screen_buffer.begin_render(rend_data_ctx.state);
#ifdef USE_OPENGL
else if (multisample && multisample_framebuffer) {
rend_data_ctx.state.bind_framebuffer(multisample_framebuffer);
rend_data_ctx.state.enable_multisample();
rend_data_ctx.state.clear_color(0.0f, 0.0f, 0.0f, 0.0f);
rend_data_ctx.state.clear(GL_COLOR_BUFFER_BIT);
}
else
rctx->screen_buffer.begin_render(rend_data_ctx.state);
else if (multisample && multisample_framebuffer) {
rend_data_ctx.state.bind_framebuffer(multisample_framebuffer);
rend_data_ctx.state.enable_multisample();
rend_data_ctx.state.clear_color(0.0f, 0.0f, 0.0f, 0.0f);
rend_data_ctx.state.clear(GL_COLOR_BUFFER_BIT);
}
else
rctx->screen_buffer.begin_render(rend_data_ctx.state);
#endif
rend_data_ctx.state.disable_depth_test();
rend_data_ctx.state.enable_blend();
rend_data_ctx.state.disable_cull_face();
spr::flush(rend_data_ctx, spr::SPR_TARGET_FRONT, true,
rctx->screen_overlay_buffer.get_texture(),
rctx->camera->view_projection_aet_2d);
rend_data_ctx.state.enable_cull_face();
rend_data_ctx.state.disable_blend();
rend_data_ctx.state.enable_depth_test();
rend_data_ctx.state.disable_depth_test();
rend_data_ctx.state.enable_blend();
rend_data_ctx.state.disable_cull_face();
spr::flush(rend_data_ctx, spr::SPR_TARGET_FRONT, true,
rctx->screen_overlay_buffer.get_texture(),
rctx->camera->view_projection_aet_2d);
rend_data_ctx.state.enable_cull_face();
rend_data_ctx.state.disable_blend();
rend_data_ctx.state.enable_depth_test();
if (Vulkan::use)
rctx->screen_buffer.end_render(rend_data_ctx.state);
#ifdef USE_OPENGL
if (!Vulkan::use && multisample && multisample_framebuffer) {
rend_data_ctx.state.bind_framebuffer(rctx->screen_buffer.get_fb());
rend_data_ctx.state.disable_multisample();
rend_data_ctx.state.bind_read_framebuffer(multisample_framebuffer);
rend_data_ctx.state.blit_framebuffer(0, 0, width, height,
0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
rend_data_ctx.state.bind_read_framebuffer(0);
}
if (multisample && multisample_framebuffer) {
rend_data_ctx.state.bind_framebuffer(rctx->screen_buffer.get_fb());
rend_data_ctx.state.disable_multisample();
rend_data_ctx.state.bind_read_framebuffer(multisample_framebuffer);
rend_data_ctx.state.blit_framebuffer(0, 0, width, height,
0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
rend_data_ctx.state.bind_read_framebuffer(0);
}
else
rctx->screen_buffer.end_render(rend_data_ctx.state);
#endif
gl_get_error_print();
rend_data_ctx.state.bind_framebuffer(0);
shader::unbind(rend_data_ctx.state);
gl_get_error_print();
}
rend_data_ctx.state.end_event();
}
+1 -1
View File
@@ -143,7 +143,7 @@ int32_t RenderTexture::create_texture(int32_t width, int32_t height, int32_t lev
return -1;
m_tex_count++;
depth = this->get_depth_texture_glid();
depth = get_depth_texture_glid();
stencil = depth_format == GL_DEPTH24_STENCIL8 || depth_format == GL_DEPTH32F_STENCIL8;
}
else {