mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-10 08:08:35 +03:00
Adapt new findings
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@@ -19,8 +19,6 @@
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#include "task_effect.hpp"
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#include "texture.hpp"
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static void blur_filter_apply(render_context* rctx, GLuint tex_0, GLuint tex_1,
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blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset);
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static void draw_pass_shadow_begin_make_shadowmap(render_context* rctx,
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Shadow* shad, int32_t index, int32_t a3);
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static void draw_pass_shadow_end_make_shadowmap(render_context* rctx,
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@@ -43,8 +41,8 @@ static int32_t draw_pass_3d_translucent_count_layers(render_context* rctx,
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mdl::ObjType transparent, mdl::ObjType translucent);
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static void draw_pass_3d_translucent_has_objects(render_context* rctx, bool* arr, mdl::ObjType type);
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extern bool draw_grid_3d;
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extern void draw_pass_3d_grid(render_context* rctx);
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static void blur_filter_apply(render_context* rctx, GLuint tex_0, GLuint tex_1,
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blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset);
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extern light_param_data_storage* light_param_data_storage_data;
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@@ -495,14 +493,14 @@ namespace rndr {
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pp->set_render_texture();
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if (sprite_manager_get_reqlist_count(2)) {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glClearDepthf(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gl_state_bind_framebuffer(0);
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}
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else {
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vec4 clear_color = get_clear_color();
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClearDepth(1.0f);
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glClearDepthf(1.0f);
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if (clear)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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@@ -616,8 +614,11 @@ namespace rndr {
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Glitter::glt_particle_manager->DispScenes(Glitter::DISP_OPAQUE);
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if (draw_grid_3d)
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extern bool draw_grid_3d;
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if (draw_grid_3d) {
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extern void draw_pass_3d_grid(render_context * rctx);
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draw_pass_3d_grid(rctx);
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}
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gl_state_enable_depth_test();
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gl_state_set_depth_mask(GL_TRUE);
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