Renamed WriteMapMemory to WriteMemory

This commit is contained in:
korenkonder
2023-10-01 21:24:44 +03:00
parent 6a392235e4
commit bc4730c2a4
14 changed files with 48 additions and 48 deletions
+27 -27
View File
@@ -166,7 +166,7 @@ namespace rndr {
gl_state_begin_event("pass_shadow");
rctx->camera->update_data();
if (rctx->litproj->set(rctx)) {
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE);
rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT);
@@ -183,7 +183,7 @@ namespace rndr {
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE);
rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT);
@@ -197,7 +197,7 @@ namespace rndr {
}
}
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
bool v3 = false;
int32_t v10[2];
@@ -281,7 +281,7 @@ namespace rndr {
else
draw_pass_3d_shadow_reset(rctx);
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
rctx->draw_state.shader_index = SHADER_FT_SSS_SKIN;
gl_state_enable_depth_test();
@@ -299,7 +299,7 @@ namespace rndr {
draw_pass_sss_contour(rctx, pp);
}
else if (npr) {
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
pp->rend_texture.Bind();
glViewport(0, 0, pp->render_width, pp->render_height);
@@ -323,13 +323,13 @@ namespace rndr {
filter_scene_shader_data filter_scene = {};
filter_scene.g_transform = { 1.0f, 1.0f, 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 = {};
imgfilter_batch.g_color_scale = 1.0f;
imgfilter_batch.g_color_offset = 0.0f;
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] = 5;
shaders_ft.set(SHADER_FT_IMGFILT);
@@ -364,7 +364,7 @@ namespace rndr {
for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++)
rctx->fog[i].data_set((fog_id)i);
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -444,7 +444,7 @@ namespace rndr {
for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++)
rctx->fog[i].data_set((fog_id)i);
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
vec4 clear_color;
glGetFloatv(GL_COLOR_CLEAR_VALUE, (GLfloat*)&clear_color);
@@ -573,7 +573,7 @@ namespace rndr {
else
draw_pass_3d_shadow_reset(rctx);
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
if (pass_sw[RND_PASSID_REFLECT] && reflect) {
RenderTexture& refl_tex = get_render_texture(0);
@@ -705,7 +705,7 @@ namespace rndr {
cam->set_fov(32.2673416137695);
draw_pass_set_camera(rctx);
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE_LOCAL);
rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT_LOCAL);
@@ -753,7 +753,7 @@ namespace rndr {
rctx->post_process.set_render_texture();
draw_pass_set_camera(rctx);
rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene);
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
if (alpha_z_sort) {
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
@@ -847,11 +847,11 @@ namespace rndr {
quad_shader_data quad_data = {};
quad_data.g_texcoord_modifier = { 0.5f, 0.5f, 0.5f, 0.5f };
rctx->quad_ubo.WriteMapMemory(quad_data);
rctx->quad_ubo.WriteMemory(quad_data);
contour_params_shader_data contour_params_data = {};
contour_params_data.g_near_far = rctx->g_near_far;
rctx->contour_params_ubo.WriteMapMemory(contour_params_data);
rctx->contour_params_ubo.WriteMemory(contour_params_data);
shaders_ft.set(SHADER_FT_CONTOUR_NPR);
gl_state_active_bind_texture_2d(16, contour_rt->color_texture->tex);
@@ -902,13 +902,13 @@ void image_filter_scale(render_context* rctx, GLuint dst, GLuint src, const vec4
filter_scene_shader_data filter_scene = {};
filter_scene.g_transform = { 1.0f, 1.0f, 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 = {};
imgfilter_batch.g_color_scale = 1.0f;
imgfilter_batch.g_color_offset = 0.0f;
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] = 5;
shaders_ft.set(SHADER_FT_IMGFILT);
@@ -1050,7 +1050,7 @@ static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, Ren
filter_scene_shader_data filter_scene = {};
filter_scene.g_transform = 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);
esm_filter_batch_shader_data esm_filter_batch = {};
esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset };
@@ -1066,7 +1066,7 @@ static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, Ren
a2->Bind();
esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset };
rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
gl_state_active_bind_texture_2d(0, v11);
if (a3) {
@@ -1082,7 +1082,7 @@ static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, Ren
a1->Bind();
esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)tex_params[0].height, far_texel_offset, far_texel_offset };
rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
gl_state_active_bind_texture_2d(0, v9);
RenderTexture::DrawCustom();
@@ -1102,7 +1102,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx,
filter_scene_shader_data filter_scene = {};
filter_scene.g_transform = 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);
esm_filter_batch_shader_data esm_filter_batch = {};
esm_filter_batch.g_gauss[0] = 0.0f;
@@ -1117,7 +1117,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx,
buf->Bind();
esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[1].width,
1.0f / (float_t)tex_params[1].height, 0.0f, 0.0f };
rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
uniform_value[U_ESM_FILTER] = 0;
shaders_ft.set(SHADER_FT_ESMFILT);
@@ -1127,7 +1127,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx,
dst->Bind();
esm_filter_batch.g_params = { 0.75f / (float_t)tex_params[2].width,
0.75f / (float_t)tex_params[2].height, 0.0f, 0.0f };
rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
uniform_value[U_ESM_FILTER] = 1;
shaders_ft.set(SHADER_FT_ESMFILT);
@@ -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);