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
+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);