Auth 2D stuff

This commit is contained in:
korenkonder
2023-03-04 03:46:44 +03:00
parent bfc52a1729
commit cd53da270a
42 changed files with 7007 additions and 386 deletions
+19 -21
View File
@@ -14,6 +14,7 @@
#include "post_process.hpp"
#include "render_texture.hpp"
#include "shader_ft.hpp"
#include "sprite.hpp"
#include "static_var.hpp"
#include "task_effect.hpp"
#include "texture.hpp"
@@ -478,7 +479,7 @@ namespace rndr {
if (!sss_data.enable || !sss_data.npr_contour) {
pp->set_render_texture();
if (false/*sprite_manager_get_reqlist_count(2)*/) {
if (sprite_manager_get_reqlist_count(2)) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -495,7 +496,7 @@ namespace rndr {
gl_state_bind_framebuffer(0);
}
else {
if (false/*sprite_manager_get_reqlist_count(2)*/) {
if (sprite_manager_get_reqlist_count(2)) {
pp->set_render_texture();
vec4 clear_color = 0.0f;
@@ -516,19 +517,19 @@ namespace rndr {
}
void RenderManager::pass_sprite_bg(render_context* rctx) {
if (!(false/*sprite_manager_get_reqlist_count(2)*/))
if (!sprite_manager_get_reqlist_count(2))
return;
post_process* pp = &rctx->post_process;
pp->set_render_texture(true);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
//rctx->camera->projection_aet_3d;
gl_state_set_depth_mask(GL_FALSE);
gl_state_disable_depth_test();
gl_state_enable_blend();
gl_state_disable_cull_face();
//sprite_manager_draw(2, 1, pp->aa->mlaa_buffer[1].color_texture->tex);
sprite_manager_draw(rctx, 2, true,
pp->aa->temp_buffer.color_texture, rctx->camera->projection_aet_3d);
gl_state_enable_cull_face();
gl_state_disable_blend();
gl_state_enable_depth_test();
@@ -774,7 +775,11 @@ namespace rndr {
}
void RenderManager::pass_sprite_fg(render_context* rctx) {
if (!sprite_manager_get_reqlist_count(0))
return;
post_process* pp = &rctx->post_process;
glViewport(0, 0, pp->screen_width, pp->screen_height);
if (multisample && multisample_framebuffer) {
glBindFramebuffer(GL_FRAMEBUFFER, multisample_framebuffer);
@@ -782,13 +787,14 @@ namespace rndr {
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
//rctx->camera->projection_aet_2d;
else
rctx->post_process.fbo_texture.bind();
gl_state_disable_depth_test();
gl_state_enable_blend();
gl_state_disable_cull_face();
//sprite_manager_draw(0, 1, pp->aa->mlaa_buffer[1].color_texture->tex);
sprite_manager_draw(rctx, 0, true,
pp->aa->temp_buffer.color_texture, rctx->camera->projection_aet_2d);
gl_state_enable_cull_face();
gl_state_disable_blend();
gl_state_enable_depth_test();
@@ -837,16 +843,18 @@ namespace rndr {
}
void RenderManager::pass_sprite_fg_surf(render_context* rctx) {
if (!(false/*sprite_manager_get_reqlist_count(1)*/))
if (!sprite_manager_get_reqlist_count(1))
return;
//rctx->camera->projection_aet_2d;
post_process* pp = &rctx->post_process;
gl_state_set_depth_mask(GL_FALSE);
gl_state_disable_depth_test();
gl_state_disable_depth_test();
gl_state_enable_blend();
gl_state_disable_cull_face();
//sprite_manager_draw(1, 1, rctx->post_process.aa->temp_buffer.color_texture);
sprite_manager_draw(rctx, 1, true,
pp->aa->temp_buffer.color_texture, rctx->camera->projection_aet_2d);
}
}
@@ -1287,16 +1295,6 @@ static void draw_pass_sss_filter(render_context* rctx, sss_data* a1) {
gl_state_bind_texture_2d(0);
}
void sub_1404A9350(post_process* a1, bool a2) {
if (a2) {
a1->aet_back_texture.bind();
a1->aet_back = 1;
}
else
a1->rend_texture.bind();
glViewport(0, 0, a1->render_width, a1->render_height);
}
static int32_t draw_pass_3d_get_translucent_count(render_context* rctx) {
int32_t count = 0;
count += rctx->disp_manager.get_obj_count(mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_1);