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https://github.com/korenkonder/ReDIVA.git
synced 2026-10-09 15:09:50 +03:00
Renamed some fields in Shadow
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+16
-16
@@ -10,10 +10,10 @@ Shadow* shadow_ptr;
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extern render_context* rctx_ptr;
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Shadow::Shadow() : curr_render_textures(), view_region(), range(), field_1C0(), field_1C8(),
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field_200(), field_208(), near_blur(), blur_filter(), far_blur(), field_2BC(), distance(),
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field_2C4(), z_near(), z_far(), field_2D0(), field_2D4(), field_2D8(), field_2DC(), field_2E0(),
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ambient(), field_2E8(), num_light(), light_enable(), self_shadow(), blur_filter_enable(), separate() {
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Shadow::Shadow() : curr_render_textures(), shadow_range(), shadow_range_factor(), field_1C0(), field_1C8(),
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field_200(), field_208(), near_blur(), blur_filter(), far_blur(), field_2BC(), distance(), field_2C4(),
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z_near(), z_far(), field_2D0(), field_2D4(), field_2D8(), field_2DC(), field_2E0(), shadow_ambient(),
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show_texture(), num_light(), light_enable(), self_shadow(), blur_filter_enable(), separate() {
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reset();
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}
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@@ -111,7 +111,7 @@ void Shadow::ctrl() {
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float_t v2 = max_def(field_1C8[0], field_1C8[1]);
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separate = false;
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view_region = v2 + 1.2f;
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shadow_range = v2 + 1.2f;
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field_200[0] = 0;
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field_200[1] = 1;
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if (num_light >= 2) {
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@@ -125,11 +125,11 @@ void Shadow::ctrl() {
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v16 = 0.0f;
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if (v16 > 1.2f) {
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view_region = v2 + 2.4f;
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shadow_range = v2 + 2.4f;
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separate = true;
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}
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else
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view_region = v2 + 1.2f + v16;
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shadow_range = v2 + 1.2f + v16;
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if (vec3::dot(v12, direction) < vec3::dot(v14, direction)) {
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field_200[1] = 0;
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@@ -211,7 +211,7 @@ void Shadow::ctrl() {
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float_t v2 = 0.0f;
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float_t v67 = max_def(field_1C8[0], field_1C8[1]);
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separate = false;
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view_region = v67 + 1.2f;
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shadow_range = v67 + 1.2f;
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field_200[0] = 0;
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field_200[1] = 1;
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if (num_light >= 2) {
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@@ -248,11 +248,11 @@ void Shadow::ctrl() {
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v79 = v70;
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if (v79 > v67 + 1.2f) {
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view_region = v67 + 2.4f;
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shadow_range = v67 + 2.4f;
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separate = true;
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}
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else
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view_region = v79 + 1.2f;
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shadow_range = v79 + 1.2f;
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if (vec3::dot(field_1A8[0] - interest_shared, direction)
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< vec3::dot(field_1A8[1] - interest_shared, direction)) {
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@@ -273,8 +273,8 @@ void Shadow::free() {
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reset();
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}
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float_t Shadow::get_range() {
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return range * view_region;
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float_t Shadow::get_shadow_range() {
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return shadow_range * shadow_range_factor;
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}
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int32_t Shadow::init() {
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@@ -313,8 +313,8 @@ int32_t Shadow::init() {
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}
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void Shadow::reset() {
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view_region = 1.2f;
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range = 1.0f;
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shadow_range = 1.2f;
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shadow_range_factor = 1.0f;
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for (int32_t i = 0; i < 2; i++) {
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view_point[i] = 1.0f;
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@@ -341,10 +341,10 @@ void Shadow::reset() {
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field_2D8 = 80.0f;
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field_2DC = 2.0f;
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field_2E0 = 0.05f;
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ambient = 0.4f;
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shadow_ambient = 0.4f;
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num_light = 0;
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direction = vec3(0.0f, -1.0f, -1.0f) * (1.0f / sqrtf(2.0f));
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field_2E8 = false;
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show_texture = false;
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self_shadow = true;
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separate = false;
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field_208 = (z_far - z_near) * 0.5f;
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