Overhaul of Shadow system

Also fixed incorrect shadow with 3+ charas (Why it was like this?)
This commit is contained in:
korenkonder
2026-05-27 12:58:16 +03:00
parent bbe81c0710
commit 3f040b47d7
27 changed files with 1154 additions and 894 deletions
+16 -20
View File
@@ -22,9 +22,10 @@
#include "effect.hpp"
#include "object.hpp"
#include "pv_db.hpp"
#include "task.hpp"
#include "shadow.hpp"
#include "sound.hpp"
#include "stage.hpp"
#include "task.hpp"
namespace auth_3d_detail {
class TaskAuth3d : public app::Task {
@@ -2336,7 +2337,7 @@ namespace auth_3d_detail {
enum_or(flag, in_scene.trnsl_state);
disp_manager.set_obj_flags(flag);
disp_manager.set_shadow_group(SHADOW_GROUP_CHARA);
disp_manager.set_shadow_group(0);
mat4 mat = mat4_identity;
if (in_scene.M_assign_rob_id >= 0 && in_scene.M_assign_rob_id < ROB_ID_MAX) {
@@ -2348,21 +2349,17 @@ namespace auth_3d_detail {
? &rob_chr->rob_base.adjust.item_mat
: &rob_chr->rob_base.adjust.mat, &mat);
if (in_scene.M_assign_rob_id)
disp_manager.set_shadow_group(SHADOW_GROUP_STAGE);
disp_manager.set_shadow_group(1);
}
}
else if (flag & mdl::OBJ_SHADOW) {
disp_manager.set_shadow_group(SHADOW_GROUP_STAGE);
disp_manager.set_shadow_group(1);
const mat4& root_matrix = get_root_matrix();
Shadow* shad = shadow_ptr_get();
if (shad) {
vec3 pos;
mat4_get_translation(&root_matrix, &pos);
pos.y -= 0.2f;
shad->positions[SHADOW_GROUP_STAGE].push_back(pos);
}
vec3 pos;
mat4_get_translation(&root_matrix, &pos);
get_shadow()->set_dist_base(1, &pos);
}
if (mats.size())
@@ -2370,7 +2367,7 @@ namespace auth_3d_detail {
obj_uid, 0, 0, in_scene.trnsl, mats.data(), 0, 0, mat);
disp_manager.set_obj_flags();
disp_manager.set_shadow_group(SHADOW_GROUP_CHARA);
disp_manager.set_shadow_group(0);
for (Object*& i : child_object_list)
i->disp(in_scene, rctx);
@@ -3405,10 +3402,10 @@ namespace auth_3d_detail {
continue;
mdl::ObjFlags flag = mdl::OBJ_SSS;
SHADOW_GROUP shadow_group = SHADOW_GROUP_CHARA;
int32_t shadow_group = 0;
if (in_scene.M_shadow || i.shadow) {
enum_or(flag, mdl::OBJ_4 | mdl::OBJ_SHADOW);
shadow_group = SHADOW_GROUP_STAGE;
shadow_group = 1;
}
if (in_scene.trnsl < 1.0f)
enum_or(flag, in_scene.trnsl_state);
@@ -3416,17 +3413,16 @@ namespace auth_3d_detail {
disp_manager.set_obj_flags(flag);
disp_manager.set_shadow_group(shadow_group);
Shadow* shad = shadow_ptr_get();
Shadow* shad = get_shadow();
if (shad && (flag & mdl::OBJ_SHADOW)) {
disp_manager.set_shadow_group(SHADOW_GROUP_STAGE);
disp_manager.set_shadow_group(1);
mat4 mat;
mat4_mul(&i.motion_transform.matrix, &root_matrix, &mat);
vec3 pos;
mat4_get_translation(&mat, &pos);
pos.y -= 0.2f;
shad->positions[shadow_group].push_back(pos);
get_shadow()->set_dist_base(1, &pos);
}
if (i.mats.size())
@@ -3435,7 +3431,7 @@ namespace auth_3d_detail {
}
disp_manager.set_obj_flags();
disp_manager.set_shadow_group(SHADOW_GROUP_CHARA);
disp_manager.set_shadow_group(0);
}
// 0x1401CAE40
@@ -3613,7 +3609,7 @@ namespace auth_3d_detail {
? &rob_chr->rob_base.adjust.item_mat
: &rob_chr->rob_base.adjust.mat, &m);
mat4_mul(&matrix, &m, &matrix);
disp_manager.set_shadow_group(in_scene.M_assign_rob_id ? SHADOW_GROUP_STAGE : SHADOW_GROUP_CHARA);
disp_manager.set_shadow_group(in_scene.M_assign_rob_id ? 1 : 0);
}
}
+10 -10
View File
@@ -101,8 +101,8 @@ namespace mdl {
int32_t slices, int32_t stacks, float_t radius);
ObjSubMeshArgs::ObjSubMeshArgs() : sub_mesh(), mesh(), material(), textures(), mat_count(), mats(),
vb(), vb_offset(), ib(), set_blend_color(), chara_color(), self_shadow(),
shadow(), morph_vb(), morph_vb_offset(), morph_weight(), texture_pattern_count(),
vb(), vb_offset(), ib(), set_blend_color(), chara_color(), receive_shadow(),
shadow_group(), morph_vb(), morph_vb_offset(), morph_weight(), texture_pattern_count(),
texture_transform_count(), instances_count(), instances_mat(), func(), func_data() {
}
@@ -345,12 +345,12 @@ namespace mdl {
args->chara_color = disp_manager->chara_color;
if (disp_manager->obj_flags & OBJ_4)
args->self_shadow = 1;
args->receive_shadow = RECEIVE_SHADOW_ENABLE;
else if (disp_manager->obj_flags & mdl::OBJ_8)
args->self_shadow = 2;
args->receive_shadow = RECEIVE_SHADOW_DISABLE;
else
args->self_shadow = 0;
args->shadow = disp_manager->shadow_group;
args->receive_shadow = RECEIVE_SHADOW_DEFAULT;
args->shadow_group = disp_manager->shadow_group;
args->texture_color_coefficients = disp_manager->texture_color_coefficients;
args->texture_color_coefficients.w = disp_manager->wet_param;
args->texture_color_offset = disp_manager->texture_color_offset;
@@ -2993,7 +2993,7 @@ namespace mdl {
return obj_flags;
}
SHADOW_GROUP DispManager::get_shadow_group() {
int32_t DispManager::get_shadow_group() {
return shadow_group;
}
@@ -3248,9 +3248,9 @@ namespace mdl {
morph.object = object;
}
void DispManager::set_shadow_group(SHADOW_GROUP value) {
if (value >= 0 || value == SHADOW_GROUP_MAX)
shadow_group = value;
void DispManager::set_shadow_group(int32_t group) {
if (group >= 0 && group <= 2)
shadow_group = group;
}
void DispManager::set_texture_color_coefficients(const vec4& value) {
+11 -6
View File
@@ -12,7 +12,6 @@
#include "../GL/element_array_buffer.hpp"
#include "../color.hpp"
#include "../object.hpp"
#include "../shadow.hpp"
#define MATERIAL_LIST_COUNT 24
#define TEXTURE_PATTERN_COUNT 24
@@ -180,6 +179,12 @@ namespace mdl {
OBJ_TYPE_REFLECT_MAX,
};
enum ReceiveShadow {
RECEIVE_SHADOW_DEFAULT = 0,
RECEIVE_SHADOW_ENABLE,
RECEIVE_SHADOW_DISABLE,
};
struct DispManager;
struct ObjSubMeshArgs;
@@ -197,8 +202,8 @@ namespace mdl {
bool chara_color;
vec4 blend_color;
vec4 emission;
int32_t self_shadow;
SHADOW_GROUP shadow;
ReceiveShadow receive_shadow;
int32_t shadow_group;
GLuint morph_vb;
uint32_t morph_vb_offset;
float_t morph_weight;
@@ -485,7 +490,7 @@ namespace mdl {
};
mdl::ObjFlags obj_flags;
SHADOW_GROUP shadow_group;
int32_t shadow_group;
int32_t field_8;
int32_t field_C;
mdl::ObjList obj[mdl::OBJ_TYPE_MAX];
@@ -577,7 +582,7 @@ namespace mdl {
int32_t get_obj_count(ObjTypeScreen type);
int32_t get_obj_count(ObjTypeReflect type);
ObjFlags get_obj_flags();
SHADOW_GROUP get_shadow_group();
int32_t get_shadow_group();
void get_texture_color_coeff(vec4& value);
void get_texture_color_offset(vec4& value);
void get_texture_pattern(int32_t& count, TexChange*& value);
@@ -600,7 +605,7 @@ namespace mdl {
void set_obj_flags(ObjFlags flags = (ObjFlags)0);
void set_material_list(int32_t count = 0, const material_list_struct* value = 0);
void set_morph(object_info object = {}, float_t weight = 0.0f);
void set_shadow_group(SHADOW_GROUP value = SHADOW_GROUP_CHARA);
void set_shadow_group(int32_t group = 0);
void set_texture_color_coefficients(const vec4& value);
void set_texture_color_offset(const vec4& value);
void set_texture_pattern(int32_t count = 0, const TexChange* value = 0);
+5 -5
View File
@@ -662,14 +662,14 @@ static void draw_object_material_set_default(render_data_context& rend_data_ctx,
draw_object_material_set_uniform(rend_data_ctx, material, false);
if (!rctx_ptr->draw_state->rend_data[rend_data_ctx.index].shadow)
rend_data_ctx.shader_flags.arr[U_STAGE_SHADOW] = 0;
else if (!args->self_shadow)
else if (args->receive_shadow == mdl::RECEIVE_SHADOW_DEFAULT)
rend_data_ctx.shader_flags.arr[U_STAGE_SHADOW] = args->sub_mesh->attrib.m.receive_shadow ? 1 : 0;
else if (args->self_shadow != 1)
rend_data_ctx.shader_flags.arr[U_STAGE_SHADOW] = 0;
else
else if (args->receive_shadow == mdl::RECEIVE_SHADOW_ENABLE)
rend_data_ctx.shader_flags.arr[U_STAGE_SHADOW] = 1;
else // mdl::RECEIVE_SHADOW_DISABLE
rend_data_ctx.shader_flags.arr[U_STAGE_SHADOW] = 0;
rend_data_ctx.shader_flags.arr[U_CHARA_SHADOW2] = args->shadow > SHADOW_GROUP_CHARA ? 1 : 0;
rend_data_ctx.shader_flags.arr[U_CHARA_SHADOW2] = args->shadow_group > 0 ? 1 : 0;
rend_data_ctx.shader_flags.arr[U_CHARA_SHADOW]
= rctx_ptr->draw_state->rend_data[rend_data_ctx.index].self_shadow ? 1 : 0;
-1
View File
@@ -16,7 +16,6 @@
#include "GL/buffer.hpp"
#include "config.hpp"
#include "file_handler.hpp"
#include "static_var.hpp"
#include "texture.hpp"
struct IndexBuffer;
+3 -2
View File
@@ -8,6 +8,7 @@
#include "gl_rend_state.hpp"
#include "gl_state.hpp"
#include "shader_ft.hpp"
#include "shadow.hpp"
#include "sound.hpp"
#include "sprite.hpp"
#include "task.hpp"
@@ -1388,7 +1389,7 @@ void render_context::disp() {
camera->update();
render_manager->cam.get(camera);
app::disp_task();
shadow_ptr_get()->ctrl();
render_manager->calc_shadow();
spr::SPR_TARGET target = spr::getTarget();
//spr::setTarget(spr::SPR_TARGET_CSBACK);
spr::setTarget(spr::SPR_TARGET_FRONT);
@@ -1446,7 +1447,7 @@ void render_context::init() {
RenderTexture& render_buffer = render.rend_texture[0];
RenderTexture& reflect_buffer = render_manager->get_render_texture(0);
RenderTexture& shadow_buffer = shadow_ptr_get()->render_textures[1];
RenderTexture& shadow_buffer = get_shadow()->get_rtex(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);
+78 -238
View File
@@ -21,25 +21,20 @@
#include "render_context.hpp"
#include "render_texture.hpp"
#include "shader_ft.hpp"
#include "shadow.hpp"
#include "sprite.hpp"
#include "static_var.hpp"
#include "texture.hpp"
extern render_context* rctx_ptr;
static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad,
render_data_context& rend_data_ctx, cam_data& cam, int32_t index, int32_t a3);
static void draw_pass_shadow_end_make_shadowmap(Shadow* shad,
render_data_context& rend_data_ctx, int32_t index, int32_t a3);
static void apply_esm_filter(render_data_context& rend_data_ctx,
void apply_esm_filter(render_data_context& rend_data_ctx,
RenderTexture* dst, RenderTexture* buf, RenderTexture* src,
float_t sigma, float_t far_texel_offset, bool enable_lit_proj);
static void apply_esm_min_filter(render_data_context& rend_data_ctx,
float_t sigma, float_t offset, bool enable_lit_proj);
void apply_esm_min_filter(render_data_context& rend_data_ctx,
RenderTexture* dst, RenderTexture* buf, RenderTexture* src);
static bool litproj_clear(render_data_context& rend_data_ctx, light_proj* litproj, cam_data& cam);
static int32_t draw_pass_3d_get_translucent_count(render_context* rctx);
static void draw_pass_3d_shadow_reset(render_data_context& rend_data_ctx, render_context* rctx);
static void draw_pass_3d_shadow_set(render_data_context& rend_data_ctx, Shadow* shad, render_context* rctx);
extern void draw_pass_3d_translucent(render_data_context& rend_data_ctx,
render_context* rctx, mdl::ObjType opaque,
mdl::ObjType transparent, mdl::ObjType translucent, cam_data& cam);
@@ -59,8 +54,8 @@ static void draw_pass_3d_translucent_has_objects(
static void draw_pass_reflect_full(render_data_context& rend_data_ctx, rndr::RenderManager* render_manager);
static void apply_blur_filter_sub(render_data_context& rend_data_ctx, RenderTexture* dst, RenderTexture* src,
blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset);
void apply_blur_filter_sub(render_data_context& rend_data_ctx, RenderTexture* dst, RenderTexture* src,
ImgfBoxSampl filter, const vec2 res_scale, const vec4 scale, const vec4 offset);
static void render_manager_free_render_textures();
static void render_manager_init_render_textures(int32_t multisample);
@@ -133,6 +128,34 @@ namespace rndr {
pre_process.push_back({ type, func, data });
}
// 0x140502390
void RenderManager::calc_shadow() {
shadow_ptr->reset_group();
if (shadow) {
shadow_ptr->set_view_mtx(&rctx_ptr->camera->view);
light_data& light_chara = rctx_ptr->light_set[LIGHT_SET_MAIN].lights[LIGHT_CHARA];
vec3 dir;
light_chara.get_position(dir);
dir = -dir;
float_t length = vec3::length(dir);
if (length < 0.000001f)
dir = { 0.0f, 1.0f, 0.0f };
else if (length != 0.0)
dir *= (1.0f / length);
shadow_ptr->set_light_dir(&dir);
for (int32_t i = 0; i < 2; i++)
if (rctx_ptr->disp_manager->get_obj_count((mdl::ObjType)((int32_t)mdl::OBJ_TYPE_SHADOW_CHARA + i)))
shadow_ptr->enable_group(i);
}
shadow_ptr->calc_shadowmap();
}
void RenderManager::clear_pre_process(int32_t type) {
for (auto i = pre_process.begin(); i != pre_process.end(); i++)
if (i->type == type) {
@@ -177,7 +200,7 @@ namespace rndr {
silhouette_high = false;
reflect_blur_num = 1;
reflect_blur_filter = BLUR_FILTER_4;
reflect_blur_filter = IMGF_BOX_SAMPL_4;
show_ref_map = false;
reflect_type = STAGE_DATA_REFLECT_DISABLE;
@@ -263,7 +286,7 @@ namespace rndr {
reflect = value;
}
void RenderManager::set_reflect_blur(int32_t reflect_blur_num, blur_filter_mode reflect_blur_filter) {
void RenderManager::set_reflect_blur(int32_t reflect_blur_num, ImgfBoxSampl reflect_blur_filter) {
this->reflect_blur_num = reflect_blur_num;
this->reflect_blur_filter = reflect_blur_filter;
}
@@ -482,35 +505,34 @@ namespace rndr {
Shadow* shad = shadow_ptr;
if (shadow && make_shadowmap) {
int32_t index[2];
shad->set_curr_render_textures(index);
int32_t group[2];
shad->begin_make_shadow_textures(group);
cam_data cam;
for (int32_t i = 0, j = 0; i < 2; i++) {
for (int32_t i = 0, index = 0; i < 2; i++) {
if (!obj_shadow_count[i])
continue;
draw_pass_shadow_begin_make_shadowmap(shad, rend_data_ctx, cam, index[i], j);
shad->begin_make_silhouette_map(rend_data_ctx, cam, group[i], index);
rend_data_ctx.set_batch_scene_camera(cam);
rctx->disp_manager->draw(rend_data_ctx, (mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + index[i]), cam);
rctx->disp_manager->draw(rend_data_ctx, (mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + group[i]), cam);
if (rctx->disp_manager->get_obj_count(
(mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + index[i])) > 0) {
(mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + group[i])) > 0) {
rend_data_ctx.state.set_color_mask(show_stage_shadow
? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
rctx->disp_manager->draw(rend_data_ctx,
(mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i), cam);
rend_data_ctx.state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
draw_pass_shadow_end_make_shadowmap(shad, rend_data_ctx, index[i], j);
j++;
shad->end_make_silhouette_map(rend_data_ctx, group[i], index);
index++;
}
}
else {
shad->set_curr_render_textures(0);
shad->clear_textures(rend_data_ctx.state);
shad->begin_make_shadow_textures(0);
shad->clear(rend_data_ctx.state);
}
shader::unbind(rend_data_ctx.state);
rend_data_ctx.state.bind_framebuffer(0);
shad->end_make_shadow_textures(rend_data_ctx.state);
rend_data_ctx.state.end_event();
}
@@ -539,9 +561,9 @@ namespace rndr {
rctx->light_set[i].data_set(rend_data_ctx, rctx->face, (light_set_id)i);
if (shadow)
draw_pass_3d_shadow_set(rend_data_ctx, shadow_ptr, rctx);
shadow_ptr->bind_shadow(rend_data_ctx, rctx);
else
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
cam_data reflect_cam = cam;
set_reflect_mat(rend_data_ctx, reflect_cam);
@@ -554,7 +576,7 @@ namespace rndr {
rctx->disp_manager->draw(rend_data_ctx, mdl::OBJ_TYPE_SSS, reflect_cam);
rend_data_ctx.state.disable_depth_test();
rctx->draw_state->rend_data[rend_data_ctx.index].shader_index = -1;
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
rend_data_ctx.shader_flags.arr[U_NPR] = 0;
if (npr_param == 1) {
@@ -592,9 +614,9 @@ namespace rndr {
rctx->light_set[i].data_set(rend_data_ctx, rctx->face, (light_set_id)i);
if (shadow)
draw_pass_3d_shadow_set(rend_data_ctx, shadow_ptr, rctx);
shadow_ptr->bind_shadow(rend_data_ctx, rctx);
else
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
rend_data_ctx.set_batch_scene_camera(cam);
@@ -605,7 +627,7 @@ namespace rndr {
rctx->disp_manager->draw(rend_data_ctx, mdl::OBJ_TYPE_SSS, cam);
rend_data_ctx.state.disable_depth_test();
rctx->draw_state->rend_data[rend_data_ctx.index].shader_index = -1;
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
rend_data_ctx.shader_flags.arr[U_NPR] = 0;
if (npr_param == 1) {
@@ -694,9 +716,9 @@ namespace rndr {
rctx->draw_state->rend_data[rend_data_ctx.index].shader_index = -1;
if (shadow)
draw_pass_3d_shadow_set(rend_data_ctx, shadow_ptr, rctx);
shadow_ptr->bind_shadow(rend_data_ctx, rctx);
else
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
if (effect_texture)
rend_data_ctx.state.active_bind_texture_2d(14, effect_texture->glid);
@@ -740,7 +762,7 @@ namespace rndr {
}
if (shadow)
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
reflect_draw = false;
}
else if (reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) {
@@ -924,9 +946,9 @@ namespace rndr {
rctx->fog[i].data_set(rend_data_ctx, (fog_id)i);
if (shadow)
draw_pass_3d_shadow_set(rend_data_ctx, shadow_ptr, rctx);
shadow_ptr->bind_shadow(rend_data_ctx, rctx);
else
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
if (effect_texture)
rend_data_ctx.state.active_bind_texture_2d(14, effect_texture->glid);
@@ -1103,7 +1125,7 @@ namespace rndr {
refl_tex->unbind_texture(rend_data_ctx.state);
if (shadow)
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
pass_sprite_surf(rend_data_ctx);
shader::unbind(rend_data_ctx.state);
render->end_render(rend_data_ctx.state);
@@ -1309,9 +1331,9 @@ void render_manager_init_data(int32_t ssaa, int32_t hd_res, int32_t ss_alpha_mas
render_manager_init_render_textures(1);
render_manager.render->init_post_process_buffers();
shadow_ptr_init();
render_manager.shadow_ptr = shadow_ptr_get();
render_manager.shadow_ptr->init();
init_shadow();
render_manager.shadow_ptr = get_shadow();
render_manager.shadow_ptr->create();
rctx_ptr->sss_data->init();
gl_get_error_print();
@@ -1322,90 +1344,14 @@ void render_manager_free_data() {
render_manager_free_render_textures();
render_manager.render->free();
shadow_ptr_free();
finish_shadow();
rctx_ptr->sss_data->free();
}
static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad,
render_data_context& rend_data_ctx, cam_data& cam, int32_t index, int32_t a3) {
render_context* rctx = rctx_ptr;
shad->curr_render_textures[0]->begin_render(rend_data_ctx.state);
texture* tex = shad->curr_render_textures[0]->get_texture();
rend_data_ctx.state.set_viewport(1, 1, tex->width - 2, tex->width - 2);
rend_data_ctx.state.enable_depth_test();
rend_data_ctx.state.clear_color(1.0f, 1.0f, 1.0f, 1.0f);
if (!a3)
rend_data_ctx.state.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else if (shad->separate)
rend_data_ctx.state.clear(GL_COLOR_BUFFER_BIT);
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;
}
const float_t scale = (float_t)(tex->width / 2) / (float_t)((tex->width - 2) / 2);
shad->calc_proj_view_mat(cam, *view_point, *interest, shadow_range, offset, scale);
rctx->draw_state->rend_data[rend_data_ctx.index].shader_index = SHADER_FT_SIL;
rend_data_ctx.shader_flags.arr[U_DEPTH] = 0;
}
static void draw_pass_shadow_end_make_shadowmap(Shadow* shad,
render_data_context& rend_data_ctx, int32_t index, int32_t a3) {
render_context* rctx = rctx_ptr;
rend_data_ctx.state.disable_depth_test();
rctx->draw_state->rend_data[rend_data_ctx.index].shader_index = -1;
if (a3 == shad->num_shadow - 1) {
apply_esm_filter(rend_data_ctx, &shad->render_textures[3],
&shad->render_textures[4], shad->curr_render_textures[0],
shad->field_2DC, shad->field_2E0 / (shad->z_half_range * 2.0f), false);
apply_esm_min_filter(rend_data_ctx, &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_ptr->shadow_buffer;
image_filter_scale(rend_data_ctx, rend_tex,
shad->curr_render_textures[0]->get_texture());
if (shad->blur_filter_enable[index]) {
for (int32_t i = shad->near_blur, j = 0; i > 0; i--, j++) {
apply_blur_filter_sub(rend_data_ctx, &rend_buf_tex, rend_tex,
shad->blur_filter, 1.0f, 1.0f, 0.0f);
image_filter_scale(rend_data_ctx, rend_tex, rend_buf_tex.get_texture());
}
}
else {
rend_buf_tex.begin_render(rend_data_ctx.state);
rend_data_ctx.state.clear_color(1.0f, 1.0f, 1.0f, 1.0f);
rend_data_ctx.state.clear(GL_COLOR_BUFFER_BIT);
}
rend_buf_tex.end_render(rend_data_ctx.state);
if (GLAD_GL_VERSION_4_5)
rend_data_ctx.state.generate_texture_mipmap(rend_tex->get_texture_glid());
else {
rend_data_ctx.state.bind_texture_2d(rend_tex->get_texture_glid());
rend_data_ctx.state.generate_mipmap(GL_TEXTURE_2D);
rend_data_ctx.state.bind_texture_2d(0);
}
}
static void apply_esm_filter(render_data_context& rend_data_ctx,
// 0x1403B6560
void apply_esm_filter(render_data_context& rend_data_ctx,
RenderTexture* dst, RenderTexture* buf, RenderTexture* src,
float_t sigma, float_t far_texel_offset, bool enable_lit_proj) {
float_t sigma, float_t offset, bool enable_lit_proj) {
texture* dst_tex = dst->get_texture();
texture* buf_tex = buf->get_texture();
texture* src_tex = dst->get_texture();
@@ -1437,7 +1383,7 @@ static void apply_esm_filter(render_data_context& rend_data_ctx,
rend_data_ctx.state.set_viewport(0, 0, dst_tex->width, dst_tex->height);
buf->begin_render(rend_data_ctx.state);
esm_filter_batch.g_params = { 1.0f / (float_t)dst_tex->width, 0.0f, far_texel_offset, far_texel_offset };
esm_filter_batch.g_params = { 1.0f / (float_t)dst_tex->width, 0.0f, offset, offset };
rend_data_ctx.state.write_uniform_buffer(rctx->esm_filter_batch_ubo, esm_filter_batch);
rend_data_ctx.state.active_bind_texture_2d(0, src_tex->glid);
@@ -1446,7 +1392,7 @@ static void apply_esm_filter(render_data_context& rend_data_ctx,
rend_data_ctx.state.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
dst->begin_render(rend_data_ctx.state);
esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)dst_tex->height, far_texel_offset, far_texel_offset };
esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)dst_tex->height, offset, offset };
rend_data_ctx.state.write_uniform_buffer(rctx->esm_filter_batch_ubo, esm_filter_batch);
rend_data_ctx.state.active_bind_texture_2d(0, buf_tex->glid);
@@ -1457,7 +1403,8 @@ static void apply_esm_filter(render_data_context& rend_data_ctx,
rend_data_ctx.state.end_event();
}
static void apply_esm_min_filter(render_data_context& rend_data_ctx,
// 0x1403B6950
void apply_esm_min_filter(render_data_context& rend_data_ctx,
RenderTexture* dst, RenderTexture* buf, RenderTexture* src) {
texture* dst_tex = dst->get_texture();
texture* buf_tex = buf->get_texture();
@@ -1558,114 +1505,6 @@ static int32_t draw_pass_3d_get_translucent_count(render_context* rctx) {
return count;
}
static void draw_pass_3d_shadow_reset(render_data_context& rend_data_ctx, render_context* rctx) {
rend_data_ctx.state.active_bind_texture_2d(6, rctx->empty_texture_2d->glid);
rend_data_ctx.state.active_bind_texture_2d(7, rctx->empty_texture_2d->glid);
rend_data_ctx.set_self_shadow(false);
rend_data_ctx.set_shadow(false);
}
static void draw_pass_3d_shadow_set(render_data_context& rend_data_ctx, Shadow* shad, render_context* rctx) {
float_t esm_param;
if (shad->self_shadow && shad->num_shadow > 0) {
rend_data_ctx.state.active_bind_texture_2d(19, shad->render_textures[3].get_texture_glid());
rend_data_ctx.state.active_bind_texture_2d(20, shad->render_textures[5].get_texture_glid());
rend_data_ctx.state.active_texture(0);
esm_param = (shad->field_2D8 * shad->z_half_range * 2.0f) * 1.442695f;
rend_data_ctx.set_self_shadow(true);
}
else {
rend_data_ctx.state.active_bind_texture_2d(19, rctx->empty_texture_2d->glid);
rend_data_ctx.state.active_bind_texture_2d(20, rctx->empty_texture_2d->glid);
rend_data_ctx.state.active_texture(0);
esm_param = 0.0f;
rend_data_ctx.set_self_shadow(false);
}
rend_data_ctx.state.bind_sampler(19, rctx->render_samplers[0]);
rend_data_ctx.state.bind_sampler(20, rctx->render_samplers[0]);
mat4 mats[2];
mats[0] = mat4_identity;
mats[1] = mat4_identity;
vec4 shadow_ambient;
vec4 shadow_ambient1;
if (shad->num_shadow > 0) {
rctx->draw_state->rend_data[rend_data_ctx.index].shadow = true;
rend_data_ctx.shader_flags.arr[U_STAGE_SHADOW2] = shad->num_shadow > 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, &mats[i]);
}
int32_t j = 0;
for (int32_t i = 0; i < 2; i++)
if (shad->shadow_enable[i]) {
rend_data_ctx.state.active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->get_texture_glid());
j++;
}
for (; j < 2; j++)
rend_data_ctx.state.active_bind_texture_2d(6 + j, rctx->empty_texture_2d->glid);
rend_data_ctx.state.active_texture(0);
light_set* set = &rctx->light_set[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;
shadow_ambient = { ambient.x, ambient.y, ambient.z, 1.0f };
shadow_ambient1 = { 1.0f - ambient.x, 1.0f - ambient.y, 1.0f - ambient.z, 0.0f };
}
else {
rctx->draw_state->rend_data[rend_data_ctx.index].shadow = false;
for (int32_t i = 0; i < 2; i++)
shad->curr_render_textures[1 + i]->bind_texture(rend_data_ctx.state, 6 + i);
rend_data_ctx.state.active_texture(0);
shadow_ambient = 1.0f;
shadow_ambient1 = 0.0f;
}
rend_data_ctx.set_scene_shadow_params(esm_param, mats, shadow_ambient, shadow_ambient1);
rend_data_ctx.state.bind_sampler(6, 0);
rend_data_ctx.state.bind_sampler(7, 0);
}
static void draw_pass_3d_translucent(render_data_context& rend_data_ctx,
render_context* rctx, mdl::ObjType opaque,
mdl::ObjType transparent, mdl::ObjType translucent, cam_data& cam) {
@@ -1855,9 +1694,9 @@ static void draw_pass_reflect_full(render_data_context& rend_data_ctx, rndr::Ren
rctx->draw_state->rend_data[rend_data_ctx.index].shader_index = -1;
if (render_manager->shadow)
draw_pass_3d_shadow_set(rend_data_ctx, render_manager->shadow_ptr, rctx);
render_manager->shadow_ptr->bind_shadow(rend_data_ctx, rctx);
else
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
render_manager->shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
if (render_manager->effect_texture)
rend_data_ctx.state.active_bind_texture_2d(14, render_manager->effect_texture->glid);
@@ -1948,7 +1787,7 @@ static void draw_pass_reflect_full(render_data_context& rend_data_ctx, rndr::Ren
rend_data_ctx.state.active_bind_texture_2d(15, 0);
if (render_manager->shadow)
draw_pass_3d_shadow_reset(rend_data_ctx, rctx);
render_manager->shadow_ptr->unbind_shadow(rend_data_ctx, rctx);
reflect_draw = false;
rend_data_ctx.state.set_cull_face_mode(GL_BACK);
@@ -1975,8 +1814,9 @@ static void draw_pass_reflect_full(render_data_context& rend_data_ctx, rndr::Ren
rend_data_ctx.state.end_event();
}
static void apply_blur_filter_sub(render_data_context& rend_data_ctx, RenderTexture* dst, RenderTexture* src,
blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset) {
// Added
void apply_blur_filter_sub(render_data_context& rend_data_ctx, RenderTexture* dst, RenderTexture* src,
ImgfBoxSampl filter, const vec2 res_scale, const vec4 scale, const vec4 offset) {
if (!dst || !src)
return;
@@ -1995,7 +1835,7 @@ static void apply_blur_filter_sub(render_data_context& rend_data_ctx, RenderText
rend_data_ctx.state.write_uniform_buffer(rctx->image_filter_scene_ubo, filter_scene);
image_filter_batch_shader_data image_filter_batch = {};
if (filter == BLUR_FILTER_32)
if (filter == IMGF_BOX_SAMPL_32)
image_filter_batch.g_color_scale = scale * (float_t)(1.0 / 8.0);
else
image_filter_batch.g_color_scale = scale * (float_t)(1.0 / 4.0);
@@ -2003,7 +1843,7 @@ static void apply_blur_filter_sub(render_data_context& rend_data_ctx, RenderText
image_filter_batch.g_texture_lod = 0.0f;
rend_data_ctx.state.write_uniform_buffer(rctx->image_filter_batch_ubo, image_filter_batch);
rend_data_ctx.shader_flags.arr[U_IMAGE_FILTER] = filter == BLUR_FILTER_32 ? 1 : 0;
rend_data_ctx.shader_flags.arr[U_IMAGE_FILTER] = filter == IMGF_BOX_SAMPL_32 ? 1 : 0;
rend_data_ctx.state.bind_vertex_array(rctx->box_vao);
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_IMGFILT);
rend_data_ctx.state.bind_uniform_buffer_base(0, rctx->image_filter_scene_ubo);
+5 -3
View File
@@ -6,10 +6,10 @@
#pragma once
#include "../KKdLib/default.hpp"
#include "../KKdLib/time.hpp"
#include "../KKdLib/vec.hpp"
#include "gl.hpp"
#include "render.hpp"
#include "shadow.hpp"
#include <list>
enum reflect_refract_resolution_mode {
@@ -28,6 +28,7 @@ struct draw_pre_process {
void* data;
};
class Shadow;
struct render_data_context;
namespace rndr {
@@ -54,7 +55,7 @@ namespace rndr {
bool reflect;
bool refract;
int32_t reflect_blur_num;
blur_filter_mode reflect_blur_filter;
ImgfBoxSampl reflect_blur_filter;
rndr::Render* render;
bool sync_gpu;
double_t cpu_time[RND_PASSID_NUM];
@@ -97,6 +98,7 @@ namespace rndr {
~RenderManager();
void add_pre_process(int32_t type, draw_pre_process_func func, void* data);
void calc_shadow();
void clear_pre_process(int32_t type);
reflect_refract_resolution_mode get_reflect_resolution_mode();
reflect_refract_resolution_mode get_refract_resolution_mode();
@@ -109,7 +111,7 @@ namespace rndr {
void set_npr_param(int32_t value);
void set_pass_sw(rndr::RenderPassID id, bool value);
void set_reflect(bool value);
void set_reflect_blur(int32_t reflect_blur_num, blur_filter_mode reflect_blur_filter);
void set_reflect_blur(int32_t reflect_blur_num, ImgfBoxSampl reflect_blur_filter);
void set_reflect_resolution_mode(reflect_refract_resolution_mode mode);
void set_reflect_type(int32_t type);
void set_refract(bool value);
+11 -12
View File
@@ -24,6 +24,7 @@
#include "../pv_expression.hpp"
#include "../random.hpp"
#include "../screen_param.hpp"
#include "../shadow.hpp"
#include "../stage.hpp"
#include "../stage_param.hpp"
#include "../static_var.hpp"
@@ -14008,16 +14009,14 @@ void RobDisp::disp(int32_t rob_id, render_context* rctx) {
mdl::DispManager& disp_manager = *rctx->disp_manager;
if (shadow_group != -1) {
if (shadow_flag & 0x04) {
vec3 pos = position;
pos.y -= 0.2f;
shadow_ptr_get()->positions[shadow_group].push_back(pos);
get_shadow()->set_dist_base(shadow_group, &position);
float_t v9;
float_t ground_ypos;
if (sub_140512F60(this) <= -0.2f)
v9 = -0.5f;
ground_ypos = -0.5f;
else
v9 = 0.05f;
shadow_ptr_get()->field_1C0[shadow_group] = v9;
ground_ypos = 0.05f;
get_shadow()->set_ground_ypos(shadow_group, ground_ypos);
disp_manager.set_shadow_group(shadow_group);
enum_or(flags, mdl::OBJ_SHADOW);
}
@@ -14115,7 +14114,7 @@ void RobDisp::dest() {
for (int32_t i = 0; i < RPK_MAX; i++)
skin_disp[i].dest();
one_skin = false;
shadow_group = (SHADOW_GROUP)-1;
shadow_group = -1;
shadow_flag = 0x05;
hyoutan_texchg_list.clear();
hyoutan_obj = {};
@@ -14373,9 +14372,9 @@ void RobDisp::set_shadow(ROB_PARTS_KIND rpk, bool flag) {
// 0x140514170
void RobDisp::set_shadow_group(int32_t group) {
if (group != SHADOW_GROUP_CHARA)
group = SHADOW_GROUP_STAGE;
shadow_group = (SHADOW_GROUP)group;
if (group != 0)
group = 1;
shadow_group = group;
}
// 0x1405141B0
@@ -18131,7 +18130,7 @@ void rob_chara_age_age_object::disp(render_context* rctx, size_t id,
enum_or(flags, mdl::OBJ_CHARA_REFLECT);
rctx->disp_manager->set_obj_flags(flags);
rctx->disp_manager->set_chara_color(chara_color);
rctx->disp_manager->set_shadow_group(id ? SHADOW_GROUP_STAGE : SHADOW_GROUP_CHARA);
rctx->disp_manager->set_shadow_group(id ? 1 : 0);
rctx->disp_manager->entry_obj_by_obj(mat4_identity, &obj, &get_obj_set_texture(), &vb, &ib, 0, 1.0f);
}
+1 -1
View File
@@ -3651,7 +3651,7 @@ public:
int32_t disp_begin;
int32_t disp_max;
uint32_t shadow_flag;
SHADOW_GROUP shadow_group;
int32_t shadow_group;
vec3 position;
std::vector<TexChange> hyoutan_texchg_list;
object_info hyoutan_obj;
+706 -329
View File
File diff suppressed because it is too large Load Diff
+206 -56
View File
@@ -6,71 +6,221 @@
#pragma once
#include "../KKdLib/default.hpp"
#include "../KKdLib/image.hpp"
#include "../KKdLib/time.hpp"
#include "../KKdLib/mat.hpp"
#include "../KKdLib/vec.hpp"
#include "render_texture.hpp"
#include "static_var.hpp"
#include <vector>
enum SHADOW_GROUP {
SHADOW_GROUP_CHARA = 0,
SHADOW_GROUP_STAGE,
SHADOW_GROUP_MAX,
};
class Shadow {
private:
RenderTexture rtex_table[7];
RenderTexture* rtex_shadowmap;
RenderTexture* rtex_soft[2];
float_t m_view_region;
float_t m_shadow_range;
vec3 m_light_pos[2];
vec3 m_light_target[2];
vec3 m_proj_dist_base[2];
float_t m_ground_ypos[2];
float_t m_proj_dist_base_range[2];
std::vector<vec3> m_proj_dist_base_vec[2];
int32_t m_group[2];
float_t m_shadow_depth_range;
vec3 m_light_dir;
vec3 m_avg_light_pos;
vec3 m_avg_light_target;
mat4 m_view_mtx;
mat4 m_iview_mtx;
uint32_t m_proj_near_repeat;
ImgfBoxSampl m_proj_near_sampl;
uint32_t m_proj_far_repeat;
ImgfBoxSampl m_proj_far_sampl;
float_t m_proj_dist_attn;
float_t m_proj_dist_attn_offset;
float_t m_shadowmap_near_clip;
float_t m_shadowmap_far_clip;
float_t m_polyoffset_factor;
float_t m_polyoffset_unit;
float_t m_esm_exponent;
float_t m_gauss_sigma;
float_t m_gauss_offset;
float_t m_shadow_ambient;
bool m_enable_show_textures;
int32_t m_num_group;
bool m_enable_group[2];
bool m_enable_self_shadow;
bool m_enable[2];
bool m_separate;
struct Shadow {
RenderTexture render_textures[7];
RenderTexture* curr_render_textures[3];
float_t shadow_range;
float_t shadow_range_factor;
vec3 view_point[2];
vec3 interest[2];
vec3 position[2];
float_t field_1C0[2];
float_t field_1C8[2];
std::vector<vec3> positions[2];
int32_t index[2];
float_t z_half_range;
vec3 direction;
vec3 view_point_shared;
vec3 interest_shared;
mat4 view_mat[2];
int32_t near_blur;
blur_filter_mode blur_filter;
int32_t far_blur;
int32_t field_2BC;
float_t distance;
float_t field_2C4;
float_t z_near;
float_t z_far;
float_t field_2D0;
float_t field_2D4;
float_t field_2D8;
float_t field_2DC;
float_t field_2E0;
float_t shadow_ambient;
bool show_texture;
int32_t num_shadow;
bool shadow_enable[2];
bool self_shadow;
bool blur_filter_enable[2];
bool separate;
void init_members();
static bool check_culling0(const struct obj_bounding_sphere* sphere, const mat4* view);
static bool check_culling1(const struct obj_bounding_sphere* sphere, const mat4* view);
static bool check_culling_sub(const struct obj_bounding_sphere* sphere, const mat4* view, const mat4* lview);
protected:
void set_light_view_proj_mtx(struct cam_data& cam, const vec3* light_pos,
const vec3* light_target, float_t range, float_t offset, float_t scale);
void calc_tex_mtx(const vec3* light_pos,
const vec3* light_target, float_t range, float_t offset, mat4* tex_mtx);
void calc_dist_base();
void calc_light_coord();
void calc_shadowmap_region();
void calc_shadowmap_region_multi();
public:
Shadow();
virtual ~Shadow();
void calc_proj_view_mat(struct cam_data& cam, const vec3& view_point,
const vec3& interest, float_t range, float_t offset, float_t scale);
void clear_textures(struct p_gl_rend_state& p_gl_rend_st);
void ctrl();
void free();
float_t get_shadow_range();
int32_t init();
void reset();
void set_curr_render_textures(int32_t index[2]);
void set_distance(float_t value);
int32_t create();
void destroy();
void set_light_dir(const vec3* dir);
void enable_group(int32_t group);
void set_dist_base(int32_t group, const vec3* pos);
const vec3* get_dist_base(int32_t group) const;
void set_ground_ypos(int32_t group, float_t ground_ypos);
void set_view_mtx(const mat4* view_mtx);
void set_dist_attn(float_t dist_attn);
float_t get_dist_attn() const;
void set_dist_attn_offset(float_t dist_attn_offset);
float_t get_dist_attn_offset() const;
void set_near_blur_repeat(uint32_t near_blur_repeat);
uint32_t get_near_blur_repeat() const;
void set_far_blur_repeat(uint32_t far_blur_repeat);
uint32_t get_far_blur_repeat() const;
void set_polyoffset(float_t polyoffset_factor, float_t polyoffset_unit);
void get_polyoffset(float_t* polyoffset_factor, float_t* polyoffset_unit);
void set_shadow_ambient(float_t shadow_ambient);
float_t get_shadow_ambient() const;
void set_shadow_range(float_t shadow_range);
float_t get_shadow_range() const;
void begin_make_shadow_textures(int32_t group[2]);
void end_make_shadow_textures(struct p_gl_rend_state& p_gl_rend_st);
void begin_make_silhouette_map(struct render_data_context& rend_data_ctx, struct cam_data& cam, int32_t group, int32_t index);
void end_make_silhouette_map(struct render_data_context& rend_data_ctx, int32_t group, int32_t index);
void bind_shadow(struct render_data_context& rend_data_ctx, struct render_context* rctx);
void unbind_shadow(struct render_data_context& rend_data_ctx, struct render_context* rctx);
void clear(struct p_gl_rend_state& p_gl_rend_st);
void reset_group();
void set_enable(int32_t group, bool enable);
void reset_enable();
void enable_show_textures();
void disable_show_textures();
bool is_enable_show_textures() const;
void dbg_show_textures();
void set_cull_func(int32_t group);
void set_self_shadow_sw(bool sw);
bool get_self_shadow_sw() const;
void calc_shadowmap();
float_t get_distance() const;
RenderTexture& get_rtex(int32_t index);
};
extern void shadow_ptr_init();
extern Shadow* shadow_ptr_get();
extern void shadow_ptr_free();
extern void finish_shadow();
extern Shadow* get_shadow();
extern void init_shadow();
// Inlined
inline void Shadow::set_ground_ypos(int32_t group, float_t ground_ypos) {
m_ground_ypos[group] = ground_ypos;
}
// Inlined
inline float_t Shadow::get_dist_attn() const {
return m_proj_dist_attn;
}
// Inlined
inline void Shadow::set_dist_attn_offset(float_t dist_attn_offset) {
m_proj_dist_attn_offset = dist_attn_offset;
}
// Inlined
inline float_t Shadow::get_dist_attn_offset() const {
return m_proj_dist_attn_offset;
}
// Inlined
inline void Shadow::set_near_blur_repeat(uint32_t near_blur_repeat) {
m_proj_near_repeat = near_blur_repeat;
}
// Inlined
inline uint32_t Shadow::get_near_blur_repeat() const {
return m_proj_near_repeat;
}
// Inlined
inline void Shadow::set_far_blur_repeat(uint32_t far_blur_repeat) {
m_proj_far_repeat = far_blur_repeat;
}
// Inlined
inline uint32_t Shadow::get_far_blur_repeat() const {
return m_proj_far_repeat;
}
// Inlined
inline void Shadow::set_shadow_ambient(float_t shadow_ambient) {
m_shadow_ambient = shadow_ambient;
}
// Inlined
inline float_t Shadow::get_shadow_ambient() const {
return m_shadow_ambient;
}
// Inlined
inline void Shadow::set_shadow_range(float_t shadow_range) {
m_shadow_range = shadow_range;
}
// Inlined
inline float_t Shadow::get_shadow_range() const {
return m_shadow_range;
}
// Inlined
inline void Shadow::set_enable(int32_t group, bool enable) {
if (group >= 0 && group < 2)
m_enable[group] = enable;
}
// Inlined
inline void Shadow::reset_enable() {
for (int32_t i = 0; i < 2; i++)
m_enable[i] = true;
}
// Inlined
inline void Shadow::enable_show_textures() {
m_enable_show_textures = true;
}
// Inlined
inline void Shadow::disable_show_textures() {
m_enable_show_textures = false;
}
// Inlined
inline bool Shadow::is_enable_show_textures() const {
return m_enable_show_textures;
}
// Inlined
inline void Shadow::set_self_shadow_sw(bool sw) {
m_enable_self_shadow = sw;
}
// Inlined
inline bool Shadow::get_self_shadow_sw() const {
return m_enable_self_shadow;
}
// Inlined
inline RenderTexture& Shadow::get_rtex(int32_t index) {
return rtex_table[index];
}
-8
View File
@@ -10,14 +10,6 @@
#include "../KKdLib/vec.hpp"
#include "static_var.hpp"
enum blur_filter_mode {
BLUR_FILTER_4 = 0x00,
BLUR_FILTER_9 = 0x01,
BLUR_FILTER_16 = 0x02,
BLUR_FILTER_32 = 0x03,
BLUR_FILTER_MAX = 0x04,
};
extern void fbo_blit(struct p_gl_rend_state& p_gl_rend_st, 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);
+5 -48
View File
@@ -12,6 +12,7 @@
#include "light_param.hpp"
#include "stage_param.hpp"
#include "render_context.hpp"
#include "shadow.hpp"
namespace stage_detail {
static void TaskStage_CtrlInner(stage_detail::TaskStage* a1);
@@ -30,13 +31,6 @@ namespace stage_detail {
static void TaskStage_Unload(stage_detail::TaskStage* a1);
}
static bool object_bounding_sphere_check_visibility_shadow(
const obj_bounding_sphere* sphere, const mat4* view, const mat4* mat);
static bool object_bounding_sphere_check_visibility_shadow_chara(
const obj_bounding_sphere* sphere, const mat4* view);
static bool object_bounding_sphere_check_visibility_shadow_stage(
const obj_bounding_sphere* sphere, const mat4* view);
static bool stage_ctrl(stage* s);
static void stage_disp(stage* s);
static void stage_disp_shadow(stage* s);
@@ -511,41 +505,6 @@ static void stage_detail::TaskStage_Unload(stage_detail::TaskStage* a1) {
}
}
static bool object_bounding_sphere_check_visibility_shadow(
const obj_bounding_sphere* sphere, const mat4* view, const mat4* mat) {
vec3 center;
mat4_transform_point(mat, &sphere->center, &center);
mat4_transform_point(view, &center, &center);
float_t radius = sphere->radius;
Shadow* shad = shadow_ptr_get();
float_t shadow_range = shad->get_shadow_range();
if ((center.x + radius) < -shadow_range
|| (center.x - radius) > shadow_range
|| (center.y + radius) < -shadow_range
|| (center.y - radius) > shadow_range
|| (center.z - radius) > -shad->z_near
|| (center.z + radius) < -shad->z_far)
return false;
return true;
}
static bool object_bounding_sphere_check_visibility_shadow_chara(
const obj_bounding_sphere* sphere, const mat4* view) {
mat4 mat;
Shadow* shad = shadow_ptr_get();
mat4_look_at(&shad->view_point[0], &shad->interest[0], &mat);
return object_bounding_sphere_check_visibility_shadow(sphere, view, &mat);
}
static bool object_bounding_sphere_check_visibility_shadow_stage(
const obj_bounding_sphere* sphere, const mat4* view) {
mat4 mat;
Shadow* shad = shadow_ptr_get();
mat4_look_at(&shad->view_point[1], &shad->interest[1], &mat);
return object_bounding_sphere_check_visibility_shadow(sphere, view, &mat);
}
static bool stage_ctrl(stage* s) {
if (s->state >= 1 && s->state <= 5) {
stage_load(s);
@@ -620,11 +579,9 @@ static void stage_disp_shadow(stage* s) {
static void stage_disp_shadow_object(object_info object, const mat4& mat) {
mdl::DispManager& disp_manager = *rctx_ptr->disp_manager;
for (int32_t i = SHADOW_GROUP_CHARA; i < SHADOW_GROUP_MAX; i++) {
disp_manager.set_shadow_group((SHADOW_GROUP)i);
disp_manager.set_culling_func(i == SHADOW_GROUP_CHARA
? object_bounding_sphere_check_visibility_shadow_chara
: object_bounding_sphere_check_visibility_shadow_stage);
for (int32_t i = 0; i < 2; i++) {
disp_manager.set_shadow_group(i);
get_shadow()->set_cull_func(i);
disp_manager.set_obj_flags((mdl::ObjFlags)(mdl::OBJ_NO_TRANSLUCENCY | mdl::OBJ_SHADOW_OBJECT));
disp_manager.entry_obj_by_object_info(mat, object);
}
@@ -763,7 +720,7 @@ static void stage_set(stage* s, stage* other) {
if (other->stage_data->reflect) {
stage_data_reflect* reflect = &other->stage_data->reflect_data;
render_manager->set_pass_sw(rndr::RND_PASSID_REFLECT, true);
render_manager->set_reflect_blur(reflect->blur_num, (blur_filter_mode)reflect->blur_filter);
render_manager->set_reflect_blur(reflect->blur_num, reflect->blur_filter);
render_manager->set_reflect(true);
reflect_refract_resolution_mode reflect_resolution_mode = REFLECT_REFRACT_RESOLUTION_512x512;
if (other->stage_data->reflect_type != STAGE_DATA_REFLECT_REFLECT_MAP)
+4 -47
View File
@@ -11,6 +11,7 @@
#include "effect.hpp"
#include "light_param.hpp"
#include "render_context.hpp"
#include "shadow.hpp"
namespace stage_detail {
static void TaskStageModern_CtrlInner(stage_detail::TaskStageModern* a1);
@@ -32,13 +33,6 @@ namespace stage_detail {
static void TaskStageModern_Unload(stage_detail::TaskStageModern* a1);
}
static bool object_bounding_sphere_check_visibility_shadow(
const obj_bounding_sphere* sphere, const mat4* view, const mat4* mat);
static bool object_bounding_sphere_check_visibility_shadow_chara(
const obj_bounding_sphere* sphere, const mat4* view);
static bool object_bounding_sphere_check_visibility_shadow_stage(
const obj_bounding_sphere* sphere, const mat4* view);
static bool stage_modern_ctrl(stage_modern* s, void* data, object_database* obj_db, texture_database* tex_db);
static void stage_modern_disp(stage_modern* s);
static void stage_modern_disp_shadow(stage_modern* s);
@@ -447,41 +441,6 @@ static void stage_detail::TaskStageModern_Unload(stage_detail::TaskStageModern*
}
}
static bool object_bounding_sphere_check_visibility_shadow(
const obj_bounding_sphere* sphere, const mat4* view, const mat4* mat) {
vec3 center;
mat4_transform_point(mat, &sphere->center, &center);
mat4_transform_point(view, &center, &center);
float_t radius = sphere->radius;
Shadow* shad = shadow_ptr_get();
float_t shadow_range = shad->get_shadow_range();
if ((center.x + radius) < -shadow_range
|| (center.x - radius) > shadow_range
|| (center.y + radius) < -shadow_range
|| (center.y - radius) > shadow_range
|| (center.z - radius) > -shad->z_near
|| (center.z + radius) < -shad->z_far)
return false;
return true;
}
static bool object_bounding_sphere_check_visibility_shadow_chara(
const obj_bounding_sphere* sphere, const mat4* view) {
mat4 mat;
Shadow* shad = shadow_ptr_get();
mat4_look_at(&shad->view_point[0], &shad->interest[0], &mat);
return object_bounding_sphere_check_visibility_shadow(sphere, view, &mat);
}
static bool object_bounding_sphere_check_visibility_shadow_stage(
const obj_bounding_sphere* sphere, const mat4* view) {
mat4 mat;
Shadow* shad = shadow_ptr_get();
mat4_look_at(&shad->view_point[1], &shad->interest[1], &mat);
return object_bounding_sphere_check_visibility_shadow(sphere, view, &mat);
}
static bool stage_modern_ctrl(stage_modern* s, void* data, object_database* obj_db, texture_database* tex_db) {
if (s->state >= 1 && s->state <= 5) {
stage_modern_load(s, data, obj_db, tex_db);
@@ -538,11 +497,9 @@ static void stage_modern_disp_shadow(stage_modern* s) {
static void stage_modern_disp_shadow_object(object_info object, const mat4& mat) {
mdl::DispManager& disp_manager = *rctx_ptr->disp_manager;
for (int32_t i = SHADOW_GROUP_CHARA; i < SHADOW_GROUP_MAX; i++) {
disp_manager.set_shadow_group((SHADOW_GROUP)i);
disp_manager.set_culling_func(i == SHADOW_GROUP_CHARA
? object_bounding_sphere_check_visibility_shadow_chara
: object_bounding_sphere_check_visibility_shadow_stage);
for (int32_t i = 0; i < 2; i++) {
disp_manager.set_shadow_group(i);
get_shadow()->set_cull_func(i);
disp_manager.set_obj_flags((mdl::ObjFlags)(mdl::OBJ_NO_TRANSLUCENCY | mdl::OBJ_SHADOW_OBJECT));
disp_manager.entry_obj_by_object_info(mat, object);
}
+1 -1
View File
@@ -533,7 +533,7 @@ static void stage_database_file_classic_read_inner(stage_database_file* stage_da
stage->reflect = true;
stage->reflect_data.mode = (stage_data_reflect_resolution_mode)s.read_uint32_t();
stage->reflect_data.blur_num = s.read_int32_t();
stage->reflect_data.blur_filter = (stage_data_blur_filter_mode)s.read_uint32_t();
stage->reflect_data.blur_filter = (ImgfBoxSampl)s.read_uint32_t();
s.position_pop();
}
else
+2 -8
View File
@@ -9,6 +9,7 @@
#include <vector>
#include "../default.hpp"
#include "../prj/vector_pair.hpp"
#include "../image.hpp"
#include "object.hpp"
enum stage_data_format {
@@ -43,17 +44,10 @@ enum stage_data_reflect_type {
STAGE_DATA_REFLECT_REFLECT_MAP = 0x02,
};
enum stage_data_blur_filter_mode {
STAGE_DATA_BLUR_FILTER_4 = 0x00,
STAGE_DATA_BLUR_FILTER_9 = 0x01,
STAGE_DATA_BLUR_FILTER_16 = 0x02,
STAGE_DATA_BLUR_FILTER_32 = 0x03,
};
struct stage_data_reflect {
stage_data_reflect_resolution_mode mode;
int32_t blur_num;
stage_data_blur_filter_mode blur_filter;
ImgfBoxSampl blur_filter;
};
struct stage_data_refract {
+7
View File
@@ -8,6 +8,13 @@
#include "default.hpp"
#include "vec.hpp"
enum ImgfBoxSampl {
IMGF_BOX_SAMPL_4 = 0,
IMGF_BOX_SAMPL_9,
IMGF_BOX_SAMPL_16,
IMGF_BOX_SAMPL_32,
};
struct ImgfColorToneParam {
vec3 blend_color;
vec3 offset_color;
-16
View File
@@ -2345,19 +2345,3 @@ inline void mat4_look_at(const vec3* eye, const vec3* target, const vec3* up, ma
*(vec3*)&out_m->row3 = -xyz;
out_m->row3.w = 1.0f;
}
inline void mat4_look_at(const vec3* eye, const vec3* target, mat4* out_m) {
vec3 up = { 0.0f, 1.0f, 0.0f };
vec3 dir;
dir = *target - *eye;
if (vec3::length_squared(dir) <= 0.000001f) {
up.x = 0.0f;
up.y = 0.0f;
if (dir.z < 0.0f)
up.z = 1.0f;
else
up.z = -1.0f;
}
mat4_look_at(eye, target, &up, out_m);
}
-1
View File
@@ -243,7 +243,6 @@ extern void mat4_persp(float_t fov_y, float_t aspect, float_t z_near, float_t z_
extern void mat4_persp_offset(float_t fov_y, float_t aspect, float_t z_near, float_t z_far,
const vec2* scale, const vec2* offset, mat4* out_m);
extern void mat4_look_at(const vec3* eye, const vec3* target, const vec3* up, mat4* out_m);
extern void mat4_look_at(const vec3* eye, const vec3* target, mat4* out_m);
inline void mat3_rotate_xyz(const vec3* rad, mat3* out_m) {
mat3_rotate_xyz(rad->x, rad->y, rad->z, out_m);
+4 -3
View File
@@ -12,6 +12,7 @@
#include "../../CRE/debug_print.hpp"
#include "../../CRE/effect.hpp"
#include "../../CRE/render_context.hpp"
#include "../../CRE/shadow.hpp"
#include "../../CRE/stage.hpp"
#include "../dw.hpp"
#include "../input_state.hpp"
@@ -618,7 +619,7 @@ bool Auth3dTestTask::init() {
obj_sets.clear();
obj_sets.shrink_to_fit();
shadow_ptr_get()->self_shadow = true;
get_shadow()->set_self_shadow_sw(true);
clear_color = 0x00999999;
auth_3d_test_window_init();
@@ -711,7 +712,7 @@ bool Auth3dTestTask::dest() {
data_event_listener.data.dest();
auth_3d_test_window->Hide();
clear_color = color_black;
shadow_ptr_get()->self_shadow = true;
get_shadow()->set_self_shadow_sw(true);
if (category.size())
auth_3d_detail::category_free(category.c_str());
category.clear();
@@ -1414,7 +1415,7 @@ Auth3dTestWindow::SelectionButtonShadowType::~SelectionButtonShadowType() {
void Auth3dTestWindow::SelectionButtonShadowType::Callback(dw::SelectionListener::CallbackData* data) {
dw::Button* button = dynamic_cast<dw::Button*>(data->widget);
if (button)
shadow_ptr_get()->self_shadow = !!button->callback_data.i64;
get_shadow()->set_self_shadow_sw(button->callback_data.i64);
}
Auth3dTestWindow::SelectionButtonSave::SelectionButtonSave() {
+3 -2
View File
@@ -7,6 +7,7 @@
#include "../../CRE/clear_color.hpp"
#include "../../CRE/data.hpp"
#include "../../CRE/render_context.hpp"
#include "../../CRE/shadow.hpp"
#include "../../CRE/stage.hpp"
#include "../dw.hpp"
#include "../input_state.hpp"
@@ -313,9 +314,9 @@ void DataTestObjectManager::disp() {
mat4_rotate_xyz(&rotation, &mat);
vec3 pos = 0.0f;
shadow_ptr_get()->positions[SHADOW_GROUP_CHARA].push_back(pos);
get_shadow()->set_dist_base(0, &pos);
rctx_ptr->disp_manager->set_shadow_group(SHADOW_GROUP_CHARA);
rctx_ptr->disp_manager->set_shadow_group(0);
rctx_ptr->disp_manager->entry_obj_by_object_info(mat, { obj_id, obj_set_id });
rctx_ptr->disp_manager->set_obj_flags((mdl::ObjFlags)0);
}
+2 -2
View File
@@ -46,7 +46,7 @@ ReflectRefractDw::ReflectRefractDw() {
const reflect_refract_resolution_mode refract_resolution_mode
= rctx_ptr->render_manager->get_reflect_resolution_mode(); // Intentional!
const int32_t reflect_blur_num = rctx_ptr->render_manager->reflect_blur_num;
const blur_filter_mode reflect_blur_filter = rctx_ptr->render_manager->reflect_blur_filter;
const ImgfBoxSampl reflect_blur_filter = rctx_ptr->render_manager->reflect_blur_filter;
SetText("REFLECT/REFRACT");
@@ -138,7 +138,7 @@ void ReflectRefractDw::Hide() {
}
void ReflectRefractDw::ReflectBlurFilterCallback(dw::ListBox* data) {
rctx_ptr->render_manager->reflect_blur_filter = (blur_filter_mode)(int32_t)data->list->selected_item;
rctx_ptr->render_manager->reflect_blur_filter = (ImgfBoxSampl)(int32_t)data->list->selected_item;
}
void ReflectRefractDw::ReflectBlurNumCallback(dw::Slider* data) {
+52 -49
View File
@@ -5,6 +5,7 @@
#include "shadow.hpp"
#include "../../CRE/render_context.hpp"
#include "../../CRE/shadow.hpp"
#include "../dw.hpp"
extern render_context* rctx_ptr;
@@ -14,14 +15,14 @@ public:
dw::RowLayout* layout;
dw::Slider* distance_slider;
dw::Slider* shadow_ambient_slider;
dw::Slider* shadow_range_factor_slider;
float_t distance;
int32_t near_blur;
int32_t far_blur;
float_t field_1AC;
float_t field_1B0;
dw::Slider* shadow_range_slider;
float_t dist_attn;
int32_t near_blur_repeat;
int32_t far_blur_repeat;
float_t polyoffset_factor;
float_t polyoffset_unit;
float_t shadow_ambient;
float_t shadow_range_factor;
float_t shadow_range;
Shadow* shadow_ptr;
ShadowDw();
@@ -36,7 +37,7 @@ public:
static void FarBlurCallback(dw::Widget* data);
static void NearBlurCallback(dw::Widget* data);
static void ShadowAmbientCallback(dw::Widget* data);
static void ShadowRangeFactorCallback(dw::Widget* data);
static void ShadowRangeCallback(dw::Widget* data);
static void ShowStageShadowCallback(dw::Widget* data);
static void ShowTextureCallback(dw::Widget* data);
};
@@ -54,14 +55,13 @@ void shadow_dw_init() {
}
ShadowDw::ShadowDw() {
shadow_ptr = shadow_ptr_get();
distance = shadow_ptr->distance;
near_blur = shadow_ptr->near_blur;
far_blur = shadow_ptr->far_blur;
field_1AC = shadow_ptr->field_2D0;
field_1B0 = shadow_ptr->field_2D4;
shadow_ambient = shadow_ptr->shadow_ambient;
shadow_range_factor = shadow_ptr->shadow_range_factor;
shadow_ptr = get_shadow();
dist_attn = shadow_ptr->get_dist_attn();
near_blur_repeat = shadow_ptr->get_near_blur_repeat();
far_blur_repeat = shadow_ptr->get_far_blur_repeat();
shadow_ptr->get_polyoffset(&polyoffset_factor, &polyoffset_unit);
shadow_ambient = shadow_ptr->get_shadow_ambient();
shadow_range = shadow_ptr->get_shadow_range();
SetText("SHADOW");
@@ -74,23 +74,23 @@ ShadowDw::ShadowDw() {
distance_slider = dw::Slider::Create(this, (dw::Flags)(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, "Distance");
distance_slider->SetParams(distance, 0.01f, 20.0f, 1.0f, 0.1f, 1.0f);
distance_slider->SetParams(dist_attn, 0.01f, 20.0f, 1.0f, 0.1f, 1.0f);
distance_slider->format = "%5.2f";
distance_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::DistanceCallback));
dw::Slider* near_blur_slider = dw::Slider::Create(this, (dw::Flags)(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, "Near Blur");
near_blur_slider->SetParams((float_t)near_blur, 0.0f, 10.0f, 1.0f, 1.0f, 1.0f);
near_blur_slider->SetParams((float_t)near_blur_repeat, 0.0f, 10.0f, 1.0f, 1.0f, 1.0f);
near_blur_slider->format = "%2.0f";
near_blur_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::NearBlurCallback));
dw::Slider* far_blur_slider = dw::Slider::Create(this, dw::Flags(dw::FLAG_800
dw::Slider* far_blur_repeat_slider = dw::Slider::Create(this, dw::Flags(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, "Far Blur");
far_blur_slider->SetParams((float_t)far_blur, 1.0f, 10.0f, 1.0f, 1.0f, 1.0f);
far_blur_slider->format = "%2.0f";
far_blur_slider->AddSelectionListener(
far_blur_repeat_slider->SetParams((float_t)far_blur_repeat, 1.0f, 10.0f, 1.0f, 1.0f, 1.0f);
far_blur_repeat_slider->format = "%2.0f";
far_blur_repeat_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::FarBlurCallback));
shadow_ambient_slider = dw::Slider::Create(this, (dw::Flags)(dw::FLAG_800
@@ -100,22 +100,22 @@ ShadowDw::ShadowDw() {
shadow_ambient_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::ShadowAmbientCallback));
const char* shadow_range_factor_text;
const char* shadow_range_text;
if (dw::translate)
shadow_range_factor_text = u8"Shadow Range Factor";
shadow_range_text = u8"Shadow Range Factor";
else
shadow_range_factor_text = u8"シャドウ範囲係数";
shadow_range_text = u8"シャドウ範囲係数";
shadow_range_factor_slider = dw::Slider::Create(this, (dw::Flags)(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, shadow_range_factor_text);
shadow_range_factor_slider->SetParams(shadow_range_factor, 1.0f, 2.0f, 0.1f, 0.01f, 0.1f);
shadow_range_factor_slider->format = "%4.2f";
shadow_range_factor_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::ShadowRangeFactorCallback));
shadow_range_slider = dw::Slider::Create(this, (dw::Flags)(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, shadow_range_text);
shadow_range_slider->SetParams(shadow_range, 1.0f, 2.0f, 0.1f, 0.01f, 0.1f);
shadow_range_slider->format = "%4.2f";
shadow_range_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::ShadowRangeCallback));
dw::Button* show_texture = new dw::Button(this, dw::CHECKBOX);
show_texture->SetText("Show Texture");
show_texture->SetValue(shadow_ptr->show_texture);
show_texture->SetValue(shadow_ptr->is_enable_show_textures());
show_texture->callback = ShadowDw::ShowTextureCallback;
dw::Button* show_stage_shadow = new dw::Button(this, dw::CHECKBOX);
@@ -130,7 +130,7 @@ ShadowDw::ShadowDw() {
dw::Button* enable_self_shadow = new dw::Button(this, dw::CHECKBOX);
enable_self_shadow->SetText("ENABLE SELF SHADOW");
enable_self_shadow->SetValue(shadow_ptr_get()->self_shadow);
enable_self_shadow->SetValue(get_shadow()->get_self_shadow_sw());
enable_self_shadow->callback = ShadowDw::EnableSelfShadowCallback;
}
@@ -139,10 +139,10 @@ ShadowDw::~ShadowDw() {
}
void ShadowDw::Draw() {
shadow_ambient = shadow_ptr->shadow_ambient;
shadow_ambient = shadow_ptr->get_shadow_ambient();
shadow_ambient_slider->SetValue(shadow_ambient);
shadow_range_factor = shadow_ptr->shadow_range_factor;
shadow_range_factor_slider->SetValue(shadow_range_factor);
shadow_range = shadow_ptr->get_shadow_range();
shadow_range_slider->SetValue(shadow_range);
dw::Shell::Draw();
}
@@ -153,7 +153,7 @@ void ShadowDw::Hide() {
void ShadowDw::EnableSelfShadowCallback(dw::Widget* data) {
dw::Button* button = dynamic_cast<dw::Button*>(data);
if (button)
shadow_ptr_get()->self_shadow = button->value;
get_shadow()->set_self_shadow_sw(button->value);
}
void ShadowDw::EnableShadowCallback(dw::Widget* data) {
@@ -166,8 +166,8 @@ void ShadowDw::DistanceCallback(dw::Widget* data) {
dw::Slider* slider = dynamic_cast<dw::Slider*>(data);
if (slider) {
const float_t value = slider->GetValue();
shadow_dw->distance = value;
shadow_dw->shadow_ptr->set_distance(value);
shadow_dw->dist_attn = value;
shadow_dw->shadow_ptr->set_dist_attn(value);
}
}
@@ -175,8 +175,8 @@ void ShadowDw::FarBlurCallback(dw::Widget* data) {
dw::Slider* slider = dynamic_cast<dw::Slider*>(data);
if (slider) {
const int32_t value = (int32_t)slider->GetValue();
shadow_dw->far_blur = value;
shadow_dw->shadow_ptr->far_blur = value;
shadow_dw->far_blur_repeat = value;
shadow_dw->shadow_ptr->set_far_blur_repeat(value);
}
}
@@ -184,8 +184,8 @@ void ShadowDw::NearBlurCallback(dw::Widget* data) {
dw::Slider* slider = dynamic_cast<dw::Slider*>(data);
if (slider) {
const int32_t value = (int32_t)slider->GetValue();
shadow_dw->near_blur = value;
shadow_dw->shadow_ptr->near_blur = value;
shadow_dw->near_blur_repeat = value;
shadow_dw->shadow_ptr->set_near_blur_repeat(value);
}
}
@@ -194,16 +194,16 @@ void ShadowDw::ShadowAmbientCallback(dw::Widget* data) {
if (slider) {
const float_t value = slider->GetValue();
shadow_dw->shadow_ambient = value;
shadow_dw->shadow_ptr->shadow_ambient = value;
shadow_dw->shadow_ptr->set_shadow_ambient(value);
}
}
void ShadowDw::ShadowRangeFactorCallback(dw::Widget* data) {
void ShadowDw::ShadowRangeCallback(dw::Widget* data) {
dw::Slider* slider = dynamic_cast<dw::Slider*>(data);
if (slider) {
const float_t value = slider->GetValue();
shadow_dw->shadow_range_factor = value;
shadow_dw->shadow_ptr->shadow_range_factor = value;
shadow_dw->shadow_range = value;
shadow_dw->shadow_ptr->set_shadow_range(value);
}
}
@@ -216,8 +216,11 @@ void ShadowDw::ShowStageShadowCallback(dw::Widget* data) {
void ShadowDw::ShowTextureCallback(dw::Widget* data) {
dw::Button* button = dynamic_cast<dw::Button*>(data);
if (button) {
shadow_dw->shadow_ptr->show_texture = button->value;
if (button->value)
shadow_dw->shadow_ptr->enable_show_textures();
else
shadow_dw->shadow_ptr->disable_show_textures();
render_data_context rend_data_ctx(GL_REND_STATE_PRE_3D);
shadow_dw->shadow_ptr->clear_textures(rend_data_ctx.state);
shadow_dw->shadow_ptr->clear(rend_data_ctx.state);
}
}
+2 -1
View File
@@ -15,6 +15,7 @@
#include "../../CRE/random.hpp"
#include "../../CRE/pv_expression.hpp"
#include "../../CRE/pv_param.hpp"
#include "../../CRE/shadow.hpp"
#include "../../CRE/sound.hpp"
#include "../../CRE/stage_param.hpp"
#include "../../KKdLib/prj/algorithm.hpp"
@@ -4899,7 +4900,7 @@ bool pv_game::unload() {
rend.update_res(0, -1);
rctx_ptr->disp_manager->object_culling = true;
shadow_ptr_get()->shadow_range_factor = 1.0f;
get_shadow()->set_shadow_range(1.0f);
rctx_ptr->render_manager->set_effect_texture(0);
sound_work_reset_all_se();
+11 -13
View File
@@ -8,6 +8,7 @@
#include "../../CRE/app_system_detail.hpp"
#include "../../CRE/pv_expression.hpp"
#include "../../CRE/pv_param.hpp"
#include "../../CRE/shadow.hpp"
#include "../information/dw_console.hpp"
#include "../mask_screen.hpp"
#include "../task_movie.hpp"
@@ -1323,12 +1324,12 @@ bool pv_game_pv_data::dsc_ctrl(float_t delta_time, int64_t curr_time,
playdata->shadow = enable == 1;
Shadow* shad = shadow_ptr_get();
Shadow* shad = get_shadow();
if (shad)
if (rob_id == ROB_ID_2P)
shad->blur_filter_enable[1] = playdata->shadow;
shad->set_enable(1, playdata->shadow);
else
shad->blur_filter_enable[0] = playdata->shadow;
shad->set_enable(0, playdata->shadow);
} break;
case DSC_FT_EDIT_EYELID: {
int32_t v337 = data[0];
@@ -1876,9 +1877,9 @@ bool pv_game_pv_data::dsc_ctrl(float_t delta_time, int64_t curr_time,
pv_game->set_data_itmpv_chara_id(rob_id, index, attach == 1);
} break;
case DSC_FT_SHADOW_RANGE: {
float_t shadow_range_factor = (float_t)data[0] * 0.001f;
float_t shadow_range = (float_t)data[0] * 0.001f;
shadow_ptr_get()->shadow_range_factor = shadow_range_factor;
get_shadow()->set_shadow_range(shadow_range);
} break;
case DSC_FT_HAND_SCALE: {
rob_id = (ROB_ID)data[0];
@@ -2462,11 +2463,9 @@ void pv_game_pv_data::init(::pv_game* pv_game, bool music_play) {
sub_14013C8C0()->difficulty, sub_14013C8C0()->edition);
find_set_motion(diff);
Shadow* shad = shadow_ptr_get();
if (shad) {
shad->blur_filter_enable[0] = true;
shad->blur_filter_enable[1] = true;
}
Shadow* shad = get_shadow();
if (shad)
shad->reset_enable();
pv_game->data.play_data.lyric_color = 0xFFFFFFFF;
@@ -2567,10 +2566,9 @@ void pv_game_pv_data::reset_camera_post_process() {
rctx_ptr->render.reset_tone_trans(1);
rctx_ptr->render.reset_saturate_coeff(1, 1);
Shadow* shad = shadow_ptr_get();
Shadow* shad = get_shadow();
if (shad)
for (bool& i : shad->blur_filter_enable)
i = true;
shad->reset_enable();
branch_mode = false;
+9 -12
View File
@@ -19,6 +19,7 @@
#include "../CRE/pv_param.hpp"
#include "../CRE/random.hpp"
#include "../CRE/shader_ft.hpp"
#include "../CRE/shadow.hpp"
#include "../CRE/sound.hpp"
#include "../CRE/sprite.hpp"
#include "../KKdLib/io/file_stream.hpp"
@@ -4286,11 +4287,9 @@ void x_pv_game_pv_data::init(class x_pv_game* pv_game, bool music_play) {
find_change_fields(pv_game->get_data().change_fields);
Shadow* shad = shadow_ptr_get();
if (shad) {
shad->blur_filter_enable[0] = true;
shad->blur_filter_enable[1] = true;
}
Shadow* shad = get_shadow();
if (shad)
shad->reset_enable();
rob_id = ROB_ID_1P;
}
@@ -7100,11 +7099,9 @@ bool x_pv_game::ctrl() {
get_data().pv_data.init(this, true);
Shadow* shad = shadow_ptr_get();
if (shad) {
shad->blur_filter_enable[0] = true;
shad->blur_filter_enable[1] = true;
}
Shadow* shad = get_shadow();
if (shad)
shad->reset_enable();
state_old = 9;
} break;
@@ -8293,7 +8290,7 @@ bool x_pv_game::unload() {
rend.update_res(0, -1);
rctx_ptr->disp_manager->object_culling = true;
shadow_ptr_get()->shadow_range_factor = 1.0f;
get_shadow()->set_shadow_range(1.0f);
rctx_ptr->render_manager->set_effect_texture(0);
sound_work_reset_all_se();
@@ -13553,7 +13550,7 @@ static void x_pv_game_write_stage_data_reflect(stream& s, stage_database_file* s
= (stage_data_reflect_resolution_mode)reflect->read_int32_t("mode");
stage_reflect.reflect_data.blur_num = reflect->read_int32_t("blur_num");
stage_reflect.reflect_data.blur_filter
= (stage_data_blur_filter_mode)reflect->read_int32_t("blur_filter");
= (ImgfBoxSampl)reflect->read_int32_t("blur_filter");
}
stage_reflect.reflect_full = stage.read_bool("reflect_full");
break;