mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-01 11:18:23 +03:00
Renamed WriteMapMemory to WriteMemory
This commit is contained in:
@@ -108,7 +108,7 @@ namespace GL {
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}
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}
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inline void WriteMapMemory(size_t offset, size_t size, const void* data) {
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inline void WriteMemory(size_t offset, size_t size, const void* data) {
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if (!buffer)
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return;
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@@ -121,7 +121,7 @@ namespace GL {
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}
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template<typename T>
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inline void WriteMapMemory(T& data) {
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inline void WriteMemory(T& data) {
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if (!buffer)
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return;
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@@ -108,7 +108,7 @@ namespace GL {
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}
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}
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inline void WriteMapMemory(size_t offset, size_t size, const void* data) {
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inline void WriteMemory(size_t offset, size_t size, const void* data) {
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if (!buffer)
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return;
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@@ -121,7 +121,7 @@ namespace GL {
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}
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template<typename T>
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inline void WriteMapMemory(T& data) {
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inline void WriteMemory(T& data) {
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if (!buffer)
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return;
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@@ -967,7 +967,7 @@ namespace Glitter {
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shader_data.g_glitter_blend_color = 1.0f;
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shader_data.g_state_material_diffuse = 0.0f;
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shader_data.g_state_material_emission = { emission, emission, emission, 1.0f };
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GPM_VAL->batch_ubo.WriteMapMemory(shader_data);
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GPM_VAL->batch_ubo.WriteMemory(shader_data);
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GLenum blend_src = GL_SRC_ALPHA;
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GLenum blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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@@ -2160,7 +2160,7 @@ namespace Glitter {
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shader_data.g_glitter_blend_color = 1.0f;
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shader_data.g_state_material_diffuse = 0.0f;
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shader_data.g_state_material_emission = { emission, emission, emission, 1.0f };
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GPM_VAL->batch_ubo.WriteMapMemory(shader_data);
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GPM_VAL->batch_ubo.WriteMemory(shader_data);
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GLenum blend_src = GL_SRC_ALPHA;
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GLenum blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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@@ -49,7 +49,7 @@ namespace mdl {
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GL_UNSIGNED_INT,
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};
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rctx->obj_batch_ubo.WriteMapMemory(rctx->obj_batch);
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rctx->obj_batch_ubo.WriteMemory(rctx->obj_batch);
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if (primitive_type == OBJ_PRIMITIVE_TRIANGLE_STRIP && index_format == OBJ_INDEX_U16)
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shaders_ft.draw_range_elements(GL_TRIANGLE_STRIP,
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start, end, count, GL_UNSIGNED_SHORT, (void*)indices);
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@@ -109,7 +109,7 @@ namespace mdl {
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rctx->obj_batch.g_blend_color = color;
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gl_state_bind_vertex_array(vao);
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rctx->obj_batch_ubo.WriteMapMemory(rctx->obj_batch);
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rctx->obj_batch_ubo.WriteMemory(rctx->obj_batch);
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//shaders_ft.set(SHADER_FT_SIMPLE);
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shaders_ft.set(etc->constant ? SHADER_FT_CONSTANT : SHADER_FT_SIMPLE);
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@@ -192,7 +192,7 @@ namespace mdl {
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g_joint_transforms[2] = mat.row2;
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}
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rctx->obj_skinning_ubo.WriteMapMemory(rctx->obj_skinning);
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rctx->obj_skinning_ubo.WriteMemory(rctx->obj_skinning);
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rctx->obj_batch.set_transforms(mat4_identity, rctx->view_mat, rctx->proj_mat);
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@@ -26,4 +26,4 @@ public:
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virtual float_t GetDeltaFrame() override;
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};
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extern SysFrameRate sys_frame_rate;
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extern FrameRateControl* get_sys_frame_rate();
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@@ -377,7 +377,7 @@ void post_process::draw_lens_flare(camera* cam) {
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shader_data.g_transform[1] = mat.row1;
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shader_data.g_transform[2] = mat.row2;
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shader_data.g_transform[3] = mat.row3;
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sun_quad_ubo.WriteMapMemory(shader_data);
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sun_quad_ubo.WriteMemory(shader_data);
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glBeginQuery(GL_SAMPLES_PASSED, lens_shaft_query[next_query_index]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -393,7 +393,7 @@ void post_process::draw_lens_flare(camera* cam) {
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shader_data.g_transform[1] = mat.row1;
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shader_data.g_transform[2] = mat.row2;
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shader_data.g_transform[3] = mat.row3;
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sun_quad_ubo.WriteMapMemory(shader_data);
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sun_quad_ubo.WriteMemory(shader_data);
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glBeginQuery(GL_SAMPLES_PASSED, lens_flare_query[next_query_index]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -432,7 +432,7 @@ void post_process::draw_lens_flare(camera* cam) {
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shader_data.g_transform[1] = mat.row1;
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shader_data.g_transform[2] = mat.row2;
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shader_data.g_transform[3] = mat.row3;
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sun_quad_ubo.WriteMapMemory(shader_data);
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sun_quad_ubo.WriteMemory(shader_data);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -53,7 +53,7 @@ void post_process_blur::get_blur(RenderTexture* rt) {
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gaussian_coef.g_coef[i] = { coef.x, coef.y, coef.z, 0.0f };
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}
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gaussian_coef_ubo.WriteMapMemory(gaussian_coef);
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gaussian_coef_ubo.WriteMemory(gaussian_coef);
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int32_t i = 0;
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if (count_down > 0) {
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@@ -429,6 +429,6 @@ namespace renderer {
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shader_data.g_depth_params2.y = focus_range;
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shader_data.g_depth_params2.z = -4.5f / (fuzzing_range * fuzzing_range);
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shader_data.g_depth_params2.w = ratio * 8.0f;
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dof->common_ubo.WriteMapMemory(shader_data);
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dof->common_ubo.WriteMemory(shader_data);
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}
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}
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@@ -163,7 +163,7 @@ void post_process_exposure::get_exposure(camera* cam, int32_t render_width,
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for (int32_t i = 0; i < 4 && i < ROB_CHARA_COUNT; i++, chara_data++)
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for (int32_t j = 0; j < 8; j++)
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exposure_measure.g_spot_coefficients[i * 8 + j] = chara_data->spot_coefficients[j];
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exposure_measure_ubo.WriteMapMemory(exposure_measure);
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exposure_measure_ubo.WriteMemory(exposure_measure);
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if (reset_exposure)
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glViewport(0, 0, 32, 1);
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@@ -228,7 +228,7 @@ void post_process_exposure::get_exposure_chara_data(void* pp_data, camera* cam)
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shader_data.g_transform[2] = mat.row2;
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shader_data.g_transform[3] = mat.row3;
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shader_data.g_emission = 0.0f;
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pp->sun_quad_ubo.WriteMapMemory(shader_data);
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pp->sun_quad_ubo.WriteMemory(shader_data);
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glBeginQuery(GL_SAMPLES_PASSED, chara->query[next_query_index]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -160,7 +160,7 @@ void post_process_tone_map::apply(RenderTexture* in_tex, texture* light_proj_tex
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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tone_map_ubo.WriteMapMemory(shader_data);
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tone_map_ubo.WriteMemory(shader_data);
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glViewport(0, 0, rt->color_texture->width, rt->color_texture->height);
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buf_rt->Bind();
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+27
-27
@@ -166,7 +166,7 @@ namespace rndr {
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gl_state_begin_event("pass_shadow");
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rctx->camera->update_data();
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if (rctx->litproj->set(rctx)) {
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT);
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@@ -183,7 +183,7 @@ namespace rndr {
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for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
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rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT);
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@@ -197,7 +197,7 @@ namespace rndr {
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}
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}
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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bool v3 = false;
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int32_t v10[2];
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@@ -281,7 +281,7 @@ namespace rndr {
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else
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draw_pass_3d_shadow_reset(rctx);
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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rctx->draw_state.shader_index = SHADER_FT_SSS_SKIN;
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gl_state_enable_depth_test();
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@@ -299,7 +299,7 @@ namespace rndr {
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draw_pass_sss_contour(rctx, pp);
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}
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else if (npr) {
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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pp->rend_texture.Bind();
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glViewport(0, 0, pp->render_width, pp->render_height);
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@@ -323,13 +323,13 @@ namespace rndr {
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filter_scene_shader_data filter_scene = {};
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filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f };
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filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
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rctx->filter_scene_ubo.WriteMapMemory(filter_scene);
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rctx->filter_scene_ubo.WriteMemory(filter_scene);
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imgfilter_batch_shader_data imgfilter_batch = {};
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imgfilter_batch.g_color_scale = 1.0f;
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imgfilter_batch.g_color_offset = 0.0f;
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imgfilter_batch.g_texture_lod = 0.0f;
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rctx->imgfilter_batch_ubo.WriteMapMemory(imgfilter_batch);
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rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
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uniform_value[U_IMAGE_FILTER] = 5;
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shaders_ft.set(SHADER_FT_IMGFILT);
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@@ -364,7 +364,7 @@ namespace rndr {
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for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++)
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rctx->fog[i].data_set((fog_id)i);
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -444,7 +444,7 @@ namespace rndr {
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for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++)
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rctx->fog[i].data_set((fog_id)i);
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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vec4 clear_color;
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glGetFloatv(GL_COLOR_CLEAR_VALUE, (GLfloat*)&clear_color);
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@@ -573,7 +573,7 @@ namespace rndr {
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else
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draw_pass_3d_shadow_reset(rctx);
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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if (pass_sw[RND_PASSID_REFLECT] && reflect) {
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RenderTexture& refl_tex = get_render_texture(0);
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@@ -705,7 +705,7 @@ namespace rndr {
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cam->set_fov(32.2673416137695);
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draw_pass_set_camera(rctx);
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE_LOCAL);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT_LOCAL);
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@@ -753,7 +753,7 @@ namespace rndr {
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rctx->post_process.set_render_texture();
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draw_pass_set_camera(rctx);
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rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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if (alpha_z_sort) {
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rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
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@@ -847,11 +847,11 @@ namespace rndr {
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quad_shader_data quad_data = {};
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quad_data.g_texcoord_modifier = { 0.5f, 0.5f, 0.5f, 0.5f };
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rctx->quad_ubo.WriteMapMemory(quad_data);
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rctx->quad_ubo.WriteMemory(quad_data);
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contour_params_shader_data contour_params_data = {};
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contour_params_data.g_near_far = rctx->g_near_far;
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rctx->contour_params_ubo.WriteMapMemory(contour_params_data);
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rctx->contour_params_ubo.WriteMemory(contour_params_data);
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shaders_ft.set(SHADER_FT_CONTOUR_NPR);
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gl_state_active_bind_texture_2d(16, contour_rt->color_texture->tex);
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@@ -902,13 +902,13 @@ void image_filter_scale(render_context* rctx, GLuint dst, GLuint src, const vec4
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filter_scene_shader_data filter_scene = {};
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filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f };
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filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
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rctx->filter_scene_ubo.WriteMapMemory(filter_scene);
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rctx->filter_scene_ubo.WriteMemory(filter_scene);
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imgfilter_batch_shader_data imgfilter_batch = {};
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imgfilter_batch.g_color_scale = 1.0f;
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imgfilter_batch.g_color_offset = 0.0f;
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imgfilter_batch.g_texture_lod = 0.0f;
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rctx->imgfilter_batch_ubo.WriteMapMemory(imgfilter_batch);
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rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
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uniform_value[U_IMAGE_FILTER] = 5;
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shaders_ft.set(SHADER_FT_IMGFILT);
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@@ -1050,7 +1050,7 @@ static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, Ren
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filter_scene_shader_data filter_scene = {};
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filter_scene.g_transform = 0.0f;
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filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
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rctx->filter_scene_ubo.WriteMapMemory(filter_scene);
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rctx->filter_scene_ubo.WriteMemory(filter_scene);
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esm_filter_batch_shader_data esm_filter_batch = {};
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esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset };
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@@ -1066,7 +1066,7 @@ static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, Ren
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a2->Bind();
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esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset };
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rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
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rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
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gl_state_active_bind_texture_2d(0, v11);
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if (a3) {
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@@ -1082,7 +1082,7 @@ static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, Ren
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a1->Bind();
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esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)tex_params[0].height, far_texel_offset, far_texel_offset };
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rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
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rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
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gl_state_active_bind_texture_2d(0, v9);
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RenderTexture::DrawCustom();
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@@ -1102,7 +1102,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx,
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filter_scene_shader_data filter_scene = {};
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filter_scene.g_transform = 0.0f;
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filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
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rctx->filter_scene_ubo.WriteMapMemory(filter_scene);
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rctx->filter_scene_ubo.WriteMemory(filter_scene);
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esm_filter_batch_shader_data esm_filter_batch = {};
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esm_filter_batch.g_gauss[0] = 0.0f;
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@@ -1117,7 +1117,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx,
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buf->Bind();
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esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[1].width,
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1.0f / (float_t)tex_params[1].height, 0.0f, 0.0f };
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rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
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rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
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uniform_value[U_ESM_FILTER] = 0;
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shaders_ft.set(SHADER_FT_ESMFILT);
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@@ -1127,7 +1127,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx,
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dst->Bind();
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esm_filter_batch.g_params = { 0.75f / (float_t)tex_params[2].width,
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0.75f / (float_t)tex_params[2].height, 0.0f, 0.0f };
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rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
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rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
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uniform_value[U_ESM_FILTER] = 1;
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shaders_ft.set(SHADER_FT_ESMFILT);
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@@ -1207,7 +1207,7 @@ static void draw_pass_sss_contour(render_context* rctx, post_process* pp) {
|
||||
contour_coef_shader_data shader_data = {};
|
||||
shader_data.g_contour = { v9 * 0.004f + 0.0027f, 0.003f, v3 * 0.35f, 0.0008f };
|
||||
shader_data.g_near_far = rctx->g_near_far;
|
||||
rctx->contour_coef_ubo.WriteMapMemory(shader_data);
|
||||
rctx->contour_coef_ubo.WriteMemory(shader_data);
|
||||
|
||||
shaders_ft.set(SHADER_FT_CONTOUR);
|
||||
rctx->contour_coef_ubo.Bind(2);
|
||||
@@ -1337,7 +1337,7 @@ static void draw_pass_sss_filter(render_context* rctx, sss_data* sss) {
|
||||
const double_t a8[] = { 0.3, 0.7, 2.0 };
|
||||
draw_pass_sss_filter_calc_coef(1.0, sss_count, v34, 3, a5, a6, a7, a8, shader_data.g_coef);
|
||||
|
||||
rctx->sss_filter_gaussian_coef_ubo.WriteMapMemory(shader_data);
|
||||
rctx->sss_filter_gaussian_coef_ubo.WriteMemory(shader_data);
|
||||
sss->textures[1].Bind();
|
||||
glViewport(0, 0, 320, 180);
|
||||
uniform_value[U_SSS_FILTER] = 3;
|
||||
@@ -1496,7 +1496,7 @@ static void draw_pass_3d_translucent(render_context* rctx, bool opaque_enable,
|
||||
|
||||
transparency_batch_shader_data shader_data = {};
|
||||
shader_data.g_opacity = { (float_t)alpha * (float_t)(1.0 / 255.0), 0.0f, 0.0f, 0.0f };
|
||||
rctx->transparency_batch_ubo.WriteMapMemory(shader_data);
|
||||
rctx->transparency_batch_ubo.WriteMemory(shader_data);
|
||||
|
||||
pp->buf_texture.Bind();
|
||||
shaders_ft.set(SHADER_FT_TRANSPARENCY);
|
||||
@@ -1562,7 +1562,7 @@ static void blur_filter_apply(render_context* rctx, GLuint dst, GLuint src,
|
||||
float_t h = res_scale.y / (float_t)tex_params[1].height;
|
||||
filter_scene.g_transform = { w, h, 0.0f, 0.0f };
|
||||
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
|
||||
rctx->filter_scene_ubo.WriteMapMemory(filter_scene);
|
||||
rctx->filter_scene_ubo.WriteMemory(filter_scene);
|
||||
|
||||
imgfilter_batch_shader_data imgfilter_batch = {};
|
||||
if (filter == BLUR_FILTER_32)
|
||||
@@ -1571,7 +1571,7 @@ static void blur_filter_apply(render_context* rctx, GLuint dst, GLuint src,
|
||||
imgfilter_batch.g_color_scale = scale * (float_t)(1.0 / 4.0);
|
||||
imgfilter_batch.g_color_offset = offset;
|
||||
imgfilter_batch.g_texture_lod = 0.0f;
|
||||
rctx->imgfilter_batch_ubo.WriteMapMemory(imgfilter_batch);
|
||||
rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
|
||||
|
||||
uniform_value[U_IMAGE_FILTER] = filter == BLUR_FILTER_32 ? 1 : 0;
|
||||
gl_state_bind_vertex_array(rctx->box_vao);
|
||||
|
||||
@@ -166,7 +166,7 @@ void RenderTexture::DrawQuad(shader_set_data* set, int32_t width, int32_t height
|
||||
quad.g_color = { param_x, param_y, param_z, param_w };
|
||||
quad.g_texture_lod = 0.0f;
|
||||
|
||||
rctx_ptr->quad_ubo.WriteMapMemory(quad);
|
||||
rctx_ptr->quad_ubo.WriteMemory(quad);
|
||||
rctx_ptr->quad_ubo.Bind(0);
|
||||
gl_state_bind_vertex_array(render_texture_vao);
|
||||
set->draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
@@ -3352,7 +3352,7 @@ static void glass_eye_set(glass_eye_struct* glass_eye) {
|
||||
glass_eye_batch.g_tex_scale = temp;
|
||||
|
||||
extern render_context* rctx_ptr;
|
||||
rctx_ptr->glass_eye_batch_ubo.WriteMapMemory(glass_eye_batch);
|
||||
rctx_ptr->glass_eye_batch_ubo.WriteMemory(glass_eye_batch);
|
||||
rctx_ptr->glass_eye_batch_ubo.Bind(4);
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -898,7 +898,7 @@ namespace spr {
|
||||
1.0f / (float_t)tex->height, 0.0f, 0.0f
|
||||
};
|
||||
mat4_transpose(&view_projection, &shader_data.g_transform);
|
||||
rctx->sprite_scene_ubo.WriteMapMemory(shader_data);
|
||||
rctx->sprite_scene_ubo.WriteMemory(shader_data);
|
||||
|
||||
render_data.Clear();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user