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https://github.com/korenkonder/ReDIVA.git
synced 2026-10-02 11:47:56 +03:00
AgeAgeAgeAgeAgain
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+35
-11
@@ -97,7 +97,7 @@ namespace rndr {
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cpu_time[id] = 0.0;
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gpu_time[id] = 0.0;
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if (!pass_sw[id]) {
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glGetError();
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gl_state_get_error();
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return;
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}
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@@ -138,7 +138,7 @@ namespace rndr {
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break;
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}
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render_pass_end(id);
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glGetError();
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gl_state_get_error();
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}
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void RenderManager::render_pass_begin() {
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@@ -253,14 +253,14 @@ namespace rndr {
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//if (pp->render_width > 1280.0)
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// sss->npr_contour = false;
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if (sss->npr_contour) {
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//if (sss->npr_contour) {
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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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}
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else {
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sss->textures[0].bind();
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glViewport(0, 0, 640, 360);
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}
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//}
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//else {
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// sss->textures[0].bind();
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// glViewport(0, 0, 640, 360);
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//}
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glClearColor(sss->param.x, sss->param.y, sss->param.z, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -308,6 +308,30 @@ namespace rndr {
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draw_pass_sss_contour(rctx, pp);
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}
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}
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if (!sss->npr_contour) {
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sss->textures[0].bind();
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glViewport(0, 0, 640, 360);
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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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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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uniform_value[U_IMAGE_FILTER] = 5;
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shaders_ft.set(SHADER_FT_IMGFILT);
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rctx->filter_scene_ubo.Bind(0);
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rctx->imgfilter_batch_ubo.Bind(1);
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gl_state_active_bind_texture_2d(0, pp->rend_texture.color_texture->tex);
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render_texture::draw_custom();
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}
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draw_pass_sss_filter(rctx, sss);
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gl_state_bind_framebuffer(0);
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}
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@@ -488,7 +512,7 @@ namespace rndr {
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gl_state_bind_framebuffer(0);
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}
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}
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glGetError();
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gl_state_get_error();
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}
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void RenderManager::pass_sprite_bg(render_context* rctx) {
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@@ -510,7 +534,7 @@ namespace rndr {
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gl_state_enable_depth_test();
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gl_state_set_depth_mask(GL_TRUE);
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gl_state_bind_framebuffer(0);
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glGetError();
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gl_state_get_error();
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}
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void RenderManager::pass_all_3d(render_context* rctx) {
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@@ -777,7 +801,7 @@ namespace rndr {
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0, 0, pp->sprite_width, pp->sprite_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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gl_state_bind_read_framebuffer(0);
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}
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glGetError();
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gl_state_get_error();
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}
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void RenderManager::pass_3d_contour(render_context* rctx) {
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