mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-01 03:08:16 +03:00
Renamed some fields in Shadow
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+13
-13
@@ -87,8 +87,8 @@ namespace rndr {
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render(), sync_gpu(), cpu_time(), gpu_time(), draw_pass_3d(), field_11E(), field_11F(),
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field_120(), show_ref_map(), reflect_type(), clear(), tex_index(), width(), height(),
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multisample_framebuffer(), multisample_renderbuffer(), multisample(), check_state(),
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show_vector_flags(), show_vector_length(), show_vector_z_offset(), field_2F8(), effect_texture(),
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npr_param(), field_31C(), field_31D(), field_31E(), field_31F(), field_320(), npr() {
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show_vector_flags(), show_vector_length(), show_vector_z_offset(), show_stage_shadow(),
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effect_texture(), npr_param(), field_31C(), field_31D(), field_31E(), field_31F(), field_320(), npr() {
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for (bool& i : pass_sw)
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i = true;
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@@ -158,7 +158,7 @@ namespace rndr {
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show_vector_flags = 0;
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show_vector_length = 0.05f;
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show_vector_z_offset = 0.0f;
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field_2F8 = false;
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show_stage_shadow = false;
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effect_texture = 0;
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reflect = false;
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@@ -433,7 +433,8 @@ namespace rndr {
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draw_pass_shadow_begin_make_shadowmap(shad, v11[i], j);
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rctx->disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i]));
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if (rctx->disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) {
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gl_state_set_color_mask(field_2F8 ? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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gl_state_set_color_mask(show_stage_shadow
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? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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rctx->disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i));
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gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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@@ -1210,7 +1211,7 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(1, 1, tex->width - 2, tex->height - 2);
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float_t range = shad->get_range();
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float_t shadow_range = shad->get_shadow_range();
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float_t offset;
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vec3* interest;
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vec3* view_point;
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@@ -1229,7 +1230,8 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i
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mat4_translate(offset, 0.0f, 0.0f, &temp);
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mat4 proj;
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mat4_ortho(-range, range, -range, range, shad->z_near, shad->z_far, &proj);
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mat4_ortho(-shadow_range, shadow_range,
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-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
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mat4_mul(&proj, &temp, &rctx->proj_mat);
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mat4_look_at(view_point, interest, &rctx->view_mat);
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@@ -1643,7 +1645,7 @@ static void draw_pass_3d_shadow_set(Shadow* shad, render_context* rctx) {
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rctx->draw_state->light = true;
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uniform_value[U_LIGHT_1] = shad->num_light > 1 ? 1 : 0;
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float_t range = shad->get_range();
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float_t shadow_range = shad->get_shadow_range();
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for (int32_t i = 0; i < 2; i++) {
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float_t offset;
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vec3* interest;
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@@ -1666,7 +1668,8 @@ static void draw_pass_3d_shadow_set(Shadow* shad, render_context* rctx) {
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mat4_mul_translate(&temp, offset, 0.0f, 0.0f, &temp);
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mat4 proj;
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mat4_ortho(-range, range, -range, range, shad->z_near, shad->z_far, &proj);
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mat4_ortho(-shadow_range, shadow_range,
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-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
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mat4_mul(&proj, &temp, &proj);
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mat4 view;
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@@ -1693,11 +1696,8 @@ static void draw_pass_3d_shadow_set(Shadow* shad, render_context* rctx) {
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vec4 ambient;
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if (data->get_type() == LIGHT_PARALLEL)
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data->get_ambient(ambient);
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else {
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ambient.x = shad->ambient;
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ambient.y = shad->ambient;
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ambient.z = shad->ambient;
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}
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else
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*(vec3*)&ambient.x = shad->shadow_ambient;
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rctx->obj_scene.g_shadow_ambient = { ambient.x, ambient.y, ambient.z, 1.0f };
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rctx->obj_scene.g_shadow_ambient1 = { 1.0f - ambient.x, 1.0f - ambient.y, 1.0f - ambient.z, 0.0f };
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