Renamed gl_state to gl_rend_state

This commit is contained in:
korenkonder
2025-04-23 23:57:23 +03:00
parent 932a2c8a0f
commit eab35bf2c2
41 changed files with 2048 additions and 2046 deletions
+151 -151
View File
@@ -5,7 +5,7 @@
#include "render.hpp"
#include "rob/rob.hpp"
#include "gl_state.hpp"
#include "gl_rend_state.hpp"
#include "render_context.hpp"
#include "shader_ft.hpp"
#include "stage.hpp"
@@ -135,7 +135,7 @@ namespace rndr {
render_context* rctx = rctx_ptr;
for (int32_t i = 0; i < 8; i++)
gl_state_bind_sampler(i, 0);
gl_rend_state.bind_sampler(i, 0);
dof->apply(&rend_texture[0], &rctx_ptr->render_buffer);
@@ -163,9 +163,9 @@ namespace rndr {
else
uniform_value[U_REDUCE] = 0;
gl_state_set_viewport(0, 0, t->width, t->height);
gl_state_active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid);
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_rend_state.set_viewport(0, 0, t->width, t->height);
gl_rend_state.active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[0]);
shaders_ft.set(SHADER_FT_REDUCE);
draw_quad(render_post_width[0], render_post_height[0],
render_post_width_scale, render_post_height_scale,
@@ -185,7 +185,7 @@ namespace rndr {
if (taa_blend < 0.0f || taa_blend >= 1.0f)
taa_texture = taa_texture_selector;
else {
gl_state_begin_event("taa_or_blur");
gl_rend_state.begin_event("taa_or_blur");
bool blur;
GLuint sampler;
if (taa_blend > 0.99f) {
@@ -199,13 +199,13 @@ namespace rndr {
taa_texture = 2;
taa_buffer[2].Bind();
gl_state_set_viewport(0, 0, render_width[0], render_height[0]);
gl_state_active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid);
gl_state_bind_sampler(0, sampler);
gl_rend_state.set_viewport(0, 0, render_width[0], render_height[0]);
gl_rend_state.active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid);
gl_rend_state.bind_sampler(0, sampler);
if (blur) {
gl_state_active_bind_texture_2d(2, rend_texture[0].depth_texture->glid);
gl_state_bind_sampler(2, sampler);
gl_rend_state.active_bind_texture_2d(2, rend_texture[0].depth_texture->glid);
gl_rend_state.bind_sampler(2, sampler);
mat4 mat;
mat4_invert(&cam_view_projection, &mat);
@@ -224,8 +224,8 @@ namespace rndr {
int32_t taa_texture_selector = this->taa_texture_selector + 1;
if (taa_texture_selector > taa)
taa_texture_selector = 0;
gl_state_active_bind_texture_2d(1, taa_tex[taa_texture_selector]->glid);
gl_state_bind_sampler(1, sampler);
gl_rend_state.active_bind_texture_2d(1, taa_tex[taa_texture_selector]->glid);
gl_rend_state.bind_sampler(1, sampler);
uniform_value[U_REDUCE] = 5;
}
@@ -234,7 +234,7 @@ namespace rndr {
draw_quad(render_post_width[0], render_post_height[0],
render_post_width_scale, render_post_height_scale,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, taa_blend);
gl_state_end_event();
gl_rend_state.end_event();
}
if (taa) {
@@ -245,10 +245,10 @@ namespace rndr {
}
rctx->screen_buffer.Bind();
gl_state_set_viewport(0, 0, rctx->sprite_width, rctx->sprite_height);
gl_rend_state.set_viewport(0, 0, rctx->sprite_width, rctx->sprite_height);
if (ssaa) {
gl_state_active_bind_texture_2d(0, taa_tex[taa_texture]->glid);
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_rend_state.active_bind_texture_2d(0, taa_tex[taa_texture]->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[0]);
uniform_value[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0;
uniform_value[U_REDUCE] = 0;
shaders_ft.set(SHADER_FT_REDUCE);
@@ -258,11 +258,11 @@ namespace rndr {
uniform_value[U_ALPHA_MASK] = 0;
}
else {
gl_state_active_bind_texture_2d(0, taa_tex[taa_texture]->glid);
gl_rend_state.active_bind_texture_2d(0, taa_tex[taa_texture]->glid);
if (mag_filter == MAG_FILTER_NEAREST)
gl_state_bind_sampler(0, rctx->render_samplers[1]);
gl_rend_state.bind_sampler(0, rctx->render_samplers[1]);
else
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_rend_state.bind_sampler(0, rctx->render_samplers[0]);
switch (mag_filter) {
case MAG_FILTER_NEAREST:
@@ -292,7 +292,7 @@ namespace rndr {
shader::unbind();
for (int32_t i = 0; i < 8; i++)
gl_state_bind_sampler(i, 0);
gl_rend_state.bind_sampler(i, 0);
}
void Render::bind_render_texture(bool aet_back) {
@@ -302,18 +302,18 @@ namespace rndr {
}
else
rend_texture[0].Bind();
gl_state_set_viewport(0, 0, render_width[0], render_height[0]);
gl_rend_state.set_viewport(0, 0, render_width[0], render_height[0]);
}
void Render::calc_exposure_chara_data(camera* cam) {
shader::unbind();
gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
gl_state_set_depth_mask(GL_FALSE);
gl_state_disable_cull_face();
gl_rend_state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
gl_rend_state.set_depth_mask(GL_FALSE);
gl_rend_state.disable_cull_face();
shaders_ft.set(SHADER_FT_SUN_NO_TEXTURED);
gl_state_bind_vertex_array(rctx_ptr->common_vao);
gl_rend_state.bind_vertex_array(rctx_ptr->common_vao);
rctx_ptr->sun_quad_ubo.Bind(0);
ExposureCharaData* chara_data = exposure_chara_data;
@@ -363,11 +363,11 @@ namespace rndr {
}
}
gl_state_bind_vertex_array(0);
gl_rend_state.bind_vertex_array(0);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_state_set_depth_mask(GL_TRUE);
gl_state_enable_cull_face();
gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_rend_state.set_depth_mask(GL_TRUE);
gl_rend_state.enable_cull_face();
}
void Render::calc_projection_matrix(mat4* mat, float_t fov, float_t aspect, float_t z_near, float_t z_far,
@@ -406,7 +406,7 @@ namespace rndr {
rctx_ptr->quad_ubo.WriteMemory(quad);
rctx_ptr->quad_ubo.Bind(0);
gl_state_bind_vertex_array(rctx_ptr->common_vao);
gl_rend_state.bind_vertex_array(rctx_ptr->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
}
@@ -471,9 +471,9 @@ namespace rndr {
sun_quad_shader_data shader_data = {};
shader_data.g_emission = emission;
gl_state_active_bind_texture_2d(0, tex);
gl_rend_state.active_bind_texture_2d(0, tex);
shaders_ft.set(SHADER_FT_SUN);
gl_state_bind_vertex_array(rctx_ptr->common_vao);
gl_rend_state.bind_vertex_array(rctx_ptr->common_vao);
rctx_ptr->sun_quad_ubo.Bind(0);
int32_t query_index = (lens_flare_query_index + 1) % 3;
@@ -486,9 +486,9 @@ namespace rndr {
if (lens_flare_query_data[next_query_index] == -1)
lens_flare_query_data[next_query_index] = 0;
gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
gl_state_set_depth_mask(GL_FALSE);
gl_state_disable_cull_face();
gl_rend_state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
gl_rend_state.set_depth_mask(GL_FALSE);
gl_rend_state.disable_cull_face();
mat4 mat;
mat4_mul_translate(&cam->view, &position, &mat);
@@ -523,9 +523,9 @@ namespace rndr {
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
glEndQuery(GL_SAMPLES_PASSED);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_state_set_depth_mask(GL_TRUE);
gl_state_enable_cull_face();
gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_rend_state.set_depth_mask(GL_TRUE);
gl_rend_state.enable_cull_face();
if (lens_shaft_query_data[query_index] != -1) {
int32_t res = 0;
@@ -542,9 +542,9 @@ namespace rndr {
}
if (emission.x + emission.y + emission.z > 0.0f) {
gl_state_enable_blend();
gl_state_set_blend_func(GL_ONE, GL_ONE);
gl_state_set_depth_mask(GL_FALSE);
gl_rend_state.enable_blend();
gl_rend_state.set_blend_func(GL_ONE, GL_ONE);
gl_rend_state.set_depth_mask(GL_FALSE);
mat4_mul_translate(&cam->view, &position, &mat);
mat4_clear_rot(&mat, &mat);
@@ -560,13 +560,13 @@ namespace rndr {
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
gl_state_disable_blend();
gl_state_set_blend_func(GL_ONE, GL_ZERO);
gl_state_set_depth_mask(GL_TRUE);
gl_rend_state.disable_blend();
gl_rend_state.set_blend_func(GL_ONE, GL_ZERO);
gl_rend_state.set_depth_mask(GL_TRUE);
}
gl_state_active_bind_texture_2d(0, 0);
gl_state_bind_vertex_array(0);
gl_rend_state.active_bind_texture_2d(0, 0);
gl_rend_state.bind_vertex_array(0);
if (lens_flare_appear_power <= 0.01f)
lens_flare_appear_power = 0.0f;
@@ -1100,13 +1100,13 @@ namespace rndr {
texture* tex = task_movie_get_texture();
if (tex) {
movie_textures[0].Bind();
gl_state_active_bind_texture_2d(0, tex->glid);
gl_state_bind_sampler(0, rctx_ptr->render_samplers[0]);
gl_state_set_viewport(0, 0, movie_textures_data[0]->width, movie_textures_data[0]->height);
gl_rend_state.active_bind_texture_2d(0, tex->glid);
gl_rend_state.bind_sampler(0, rctx_ptr->render_samplers[0]);
gl_rend_state.set_viewport(0, 0, movie_textures_data[0]->width, movie_textures_data[0]->height);
uniform_value[U_REDUCE] = 0;
shaders_ft.set(SHADER_FT_REDUCE);
draw_quad(tex->width, tex->height, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
gl_state_bind_framebuffer(0);
gl_rend_state.bind_framebuffer(0);
}
}
}
@@ -1427,9 +1427,9 @@ namespace rndr {
shaders_ft.set(SHADER_FT_REDUCE);
for (int32_t i = 1; i < downsample_count - 1; i++) {
rend_texture[i].Bind();
gl_state_active_bind_texture_2d(0, rend_texture[i - 1].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_set_viewport(0, 0, render_width[i], render_height[i]);
gl_rend_state.active_bind_texture_2d(0, rend_texture[i - 1].GetColorTex());
gl_rend_state.bind_sampler(0, rctx->render_samplers[0]);
gl_rend_state.set_viewport(0, 0, render_width[i], render_height[i]);
draw_quad(
render_post_width[i - 1], render_post_height[i - 1],
render_post_width_scale, render_post_height_scale,
@@ -1440,18 +1440,18 @@ namespace rndr {
shaders_ft.set(SHADER_FT_REDUCE);
int32_t downsample = max_def(downsample_count - 2, 0);
gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]);
gl_rend_state.set_viewport(0, 0, reduce_width[0], reduce_height[0]);
reduce_texture[0].Bind();
gl_state_active_bind_texture_2d(0, rend_texture[downsample].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_rend_state.active_bind_texture_2d(0, rend_texture[downsample].GetColorTex());
gl_rend_state.bind_sampler(0, rctx->render_samplers[0]);
draw_quad(
render_post_width[downsample], render_post_height[downsample],
render_post_width_scale, render_post_height_scale,
0.0f, 0.0f, 1.0f, 1.1f, 1.1f, 1.1f, 0.0f);
downsample_texture.Bind();
gl_state_active_bind_texture_2d(0, reduce_tex[0]->glid);
gl_state_bind_sampler(0, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(0, reduce_tex[0]->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[2]);
for (int32_t i = 1; i < 5; i++) {
float_t scale;
if (i == 4) {
@@ -1466,11 +1466,11 @@ namespace rndr {
shaders_ft.set(SHADER_FT_REDUCE);
}
gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]);
gl_rend_state.set_viewport(0, 0, reduce_width[i], reduce_height[i]);
draw_quad(reduce_width[i - 1], reduce_height[i - 1],
1.0f, 1.0f, 0.0f, 0.0f, scale, 1.0f, 1.0f, 1.0f, 1.0f);
gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid);
gl_state_bind_sampler(0, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(0, reduce_tex[i]->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[2]);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]);
}
}
@@ -1551,11 +1551,11 @@ namespace rndr {
}
void Render::apply_mlaa(int32_t destination, int32_t source, int32_t ss_alpha_mask) {
gl_state_begin_event("PostProcess::mlaa");
gl_rend_state.begin_event("PostProcess::mlaa");
if (mlaa) {
mlaa_buffer.Bind();
gl_state_active_bind_texture_2d(0, taa_tex[source]->glid);
gl_state_bind_sampler(0, rctx_ptr->render_samplers[1]);
gl_rend_state.active_bind_texture_2d(0, taa_tex[source]->glid);
gl_rend_state.bind_sampler(0, rctx_ptr->render_samplers[1]);
uniform_value[U_MLAA] = 0;
shaders_ft.set(SHADER_FT_MLAA);
draw_quad(render_post_width[0], render_post_height[0],
@@ -1563,10 +1563,10 @@ namespace rndr {
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
temp_buffer.Bind();
gl_state_active_bind_texture_2d(0, mlaa_buffer.GetColorTex());
gl_state_active_bind_texture_2d(1, mlaa_area_texture);
gl_state_bind_sampler(0, rctx_ptr->render_samplers[0]);
gl_state_bind_sampler(1, rctx_ptr->render_samplers[3]);
gl_rend_state.active_bind_texture_2d(0, mlaa_buffer.GetColorTex());
gl_rend_state.active_bind_texture_2d(1, mlaa_area_texture);
gl_rend_state.bind_sampler(0, rctx_ptr->render_samplers[0]);
gl_rend_state.bind_sampler(1, rctx_ptr->render_samplers[3]);
uniform_value[U_MLAA] = 1;
uniform_value[U_MLAA_SEARCH] = 2;
shaders_ft.set(SHADER_FT_MLAA);
@@ -1575,10 +1575,10 @@ namespace rndr {
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
taa_buffer[destination].Bind();
gl_state_active_bind_texture_2d(0, taa_tex[source]->glid);
gl_state_active_bind_texture_2d(1, temp_buffer.GetColorTex());
gl_state_bind_sampler(0, rctx_ptr->render_samplers[1]);
gl_state_bind_sampler(1, rctx_ptr->render_samplers[1]);
gl_rend_state.active_bind_texture_2d(0, taa_tex[source]->glid);
gl_rend_state.active_bind_texture_2d(1, temp_buffer.GetColorTex());
gl_rend_state.bind_sampler(0, rctx_ptr->render_samplers[1]);
gl_rend_state.bind_sampler(1, rctx_ptr->render_samplers[1]);
uniform_value[U_MLAA] = 2;
uniform_value[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0;
shaders_ft.set(SHADER_FT_MLAA);
@@ -1586,26 +1586,26 @@ namespace rndr {
render_post_width_scale, render_post_height_scale,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
uniform_value[U_ALPHA_MASK] = 0;
gl_state_active_bind_texture_2d(0, 0);
gl_state_active_bind_texture_2d(1, 0);
gl_rend_state.active_bind_texture_2d(0, 0);
gl_rend_state.active_bind_texture_2d(1, 0);
}
else {
taa_buffer[destination].Bind();
gl_state_active_bind_texture_2d(0, taa_tex[source]->glid);
gl_state_bind_sampler(0, rctx_ptr->render_samplers[1]);
gl_rend_state.active_bind_texture_2d(0, taa_tex[source]->glid);
gl_rend_state.bind_sampler(0, rctx_ptr->render_samplers[1]);
uniform_value[U_REDUCE] = 0;
shaders_ft.set(SHADER_FT_REDUCE);
draw_quad(render_post_width[0], render_post_height[0],
render_post_width_scale, render_post_height_scale,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
}
gl_state_end_event();
gl_rend_state.end_event();
}
void Render::apply_tone_map(texture* light_proj_tex, int32_t npr_param) {
render_context* rctx = rctx_ptr;
gl_state_begin_event("PostProcess::tone_map");
gl_rend_state.begin_event("PostProcess::tone_map");
update_tone_map_lut();
@@ -1639,21 +1639,21 @@ namespace rndr {
shader_data.g_texcoord_transforms[2] = { 1.0f, 0.0f, 0.0f, 0.0f };
shader_data.g_texcoord_transforms[3] = { 0.0f, 1.0f, 0.0f, 0.0f };
gl_state_active_bind_texture_2d(0, rend_texture[0].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[1]);
gl_state_active_bind_texture_2d(1, reduce_tex_draw);
gl_state_bind_sampler(1, rctx->render_samplers[2]);
gl_state_active_bind_texture_2d(2, tonemap_lut_texture);
gl_state_bind_sampler(2, rctx->render_samplers[0]);
gl_state_active_bind_texture_2d(3, exposure_tex);
gl_state_bind_sampler(3, rctx->render_samplers[3]);
gl_rend_state.active_bind_texture_2d(0, rend_texture[0].GetColorTex());
gl_rend_state.bind_sampler(0, rctx->render_samplers[1]);
gl_rend_state.active_bind_texture_2d(1, reduce_tex_draw);
gl_rend_state.bind_sampler(1, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(2, tonemap_lut_texture);
gl_rend_state.bind_sampler(2, rctx->render_samplers[0]);
gl_rend_state.active_bind_texture_2d(3, exposure_tex);
gl_rend_state.bind_sampler(3, rctx->render_samplers[3]);
if (lens_flare_texture) {
const float_t aspect = (float_t)height / (float_t)width;
uniform_value[U_FLARE] = 1;
gl_state_active_bind_texture_2d(4, lens_flare_texture);
gl_state_bind_sampler(4, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(4, lens_flare_texture);
gl_rend_state.bind_sampler(4, rctx->render_samplers[2]);
mat4 mat;
mat4_translate(0.5f, 0.5f, 0.0f, &mat);
@@ -1669,8 +1669,8 @@ namespace rndr {
if (lens_shaft_scale < 50.0f) {
uniform_value[U_FLARE] = 2;
gl_state_active_bind_texture_2d(5, lens_shaft_texture);
gl_state_bind_sampler(5, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(5, lens_shaft_texture);
gl_rend_state.bind_sampler(5, rctx->render_samplers[2]);
mat4_translate(0.5f, 0.5f, 0.0f, &mat);
mat4_scale_rot(&mat, lens_shaft_scale, lens_shaft_scale, 1.0f, &mat);
@@ -1684,18 +1684,18 @@ namespace rndr {
shader_data.g_texcoord_transforms[7] = mat.row1;
}
else {
gl_state_active_bind_texture_2d(5, rctx->empty_texture_2d->glid);
gl_state_bind_sampler(5, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(5, rctx->empty_texture_2d->glid);
gl_rend_state.bind_sampler(5, rctx->render_samplers[2]);
shader_data.g_texcoord_transforms[6] = { 1.0f, 0.0f, 0.0f, 0.0f };
shader_data.g_texcoord_transforms[7] = { 0.0f, 1.0f, 0.0f, 0.0f };
}
}
else {
gl_state_active_bind_texture_2d(4, rctx->empty_texture_2d->glid);
gl_state_bind_sampler(4, rctx->render_samplers[2]);
gl_state_active_bind_texture_2d(5, rctx->empty_texture_2d->glid);
gl_state_bind_sampler(5, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(4, rctx->empty_texture_2d->glid);
gl_rend_state.bind_sampler(4, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(5, rctx->empty_texture_2d->glid);
gl_rend_state.bind_sampler(5, rctx->render_samplers[2]);
shader_data.g_texcoord_transforms[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
shader_data.g_texcoord_transforms[5] = { 0.0f, 1.0f, 0.0f, 0.0f };
@@ -1704,38 +1704,38 @@ namespace rndr {
}
if (aet_back) {
gl_state_active_bind_texture_2d(6, aet_back_tex->glid);
gl_state_bind_sampler(6, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(6, aet_back_tex->glid);
gl_rend_state.bind_sampler(6, rctx->render_samplers[2]);
uniform_value[U_AET_BACK] = 1;
}
if (light_proj_tex) {
uniform_value[U_LIGHT_PROJ] = 1;
gl_state_active_bind_texture_2d(7, light_proj_tex->glid);
gl_state_bind_sampler(7, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(7, light_proj_tex->glid);
gl_rend_state.bind_sampler(7, rctx->render_samplers[2]);
shader_data.g_flare_coef.z = 1.0f;
}
else {
gl_state_active_bind_texture_2d(7, rctx->empty_texture_2d->glid);
gl_state_bind_sampler(7, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(7, rctx->empty_texture_2d->glid);
gl_rend_state.bind_sampler(7, rctx->render_samplers[2]);
}
if (aet_back && npr_param == 1) {
gl_state_active_bind_texture_2d(14, rend_texture[0].GetDepthTex());
gl_state_bind_sampler(14, rctx->render_samplers[1]);
gl_rend_state.active_bind_texture_2d(14, rend_texture[0].GetDepthTex());
gl_rend_state.bind_sampler(14, rctx->render_samplers[1]);
}
rctx->tone_map_ubo.WriteMemory(shader_data);
gl_state_set_viewport(0, 0, render_width[0], render_height[0]);
gl_rend_state.set_viewport(0, 0, render_width[0], render_height[0]);
taa_buffer[2].Bind();
shaders_ft.set(SHADER_FT_TONEMAP);
rctx->tone_map_ubo.Bind(1);
gl_state_bind_vertex_array(rctx->common_vao);
gl_rend_state.bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
gl_state_active_bind_texture_2d(2, 0);
gl_state_end_event();
gl_rend_state.active_bind_texture_2d(2, 0);
gl_rend_state.end_event();
}
void Render::calc_exposure(camera* cam) {
@@ -1845,21 +1845,21 @@ namespace rndr {
exposure_measure.g_spot_coefficients[i * 8 + j] = chara_data->spot_coefficients[j];
rctx->exposure_measure_ubo.WriteMemory(exposure_measure);
gl_state_set_viewport(0, 0, 32, 1);
gl_rend_state.set_viewport(0, 0, 32, 1);
downsample_texture.Bind();
uniform_value[U_EXPOSURE] = 1;
shaders_ft.set(SHADER_FT_EXPOSURE);
rctx->exposure_measure_ubo.Bind(1);
gl_state_active_bind_texture_2d(0, reduce_tex[4]->glid);
gl_state_active_bind_texture_2d(1, reduce_tex[2]->glid);
gl_state_bind_sampler(0, rctx->render_samplers[2]);
gl_state_bind_sampler(1, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(0, reduce_tex[4]->glid);
gl_rend_state.active_bind_texture_2d(1, reduce_tex[2]->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[2]);
gl_rend_state.bind_sampler(1, rctx->render_samplers[2]);
draw_quad(1, 1, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
gl_state_active_bind_texture_2d(0, exposure_history->glid);
gl_state_bind_sampler(0, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(0, exposure_history->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[2]);
if (reset_exposure)
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 32, 1);
else
@@ -1867,12 +1867,12 @@ namespace rndr {
exposure_history_counter = (exposure_history_counter + 1) % 32;
}
gl_state_set_viewport(0, 0, 1, 1);
gl_rend_state.set_viewport(0, 0, 1, 1);
exposure_texture.Bind();
uniform_value[U_EXPOSURE] = 2;
shaders_ft.set(SHADER_FT_EXPOSURE);
gl_state_active_bind_texture_2d(0, exposure_history->glid);
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_rend_state.active_bind_texture_2d(0, exposure_history->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[0]);
draw_quad(1, 1, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
}
@@ -1947,14 +1947,14 @@ namespace rndr {
texture* dst_tex = j.texture;
gl_state_active_bind_texture_2d(0, j.type == FRAME_TEXTURE_PRE_PP ? pre_pp_tex : post_pp_tex);
gl_state_bind_sampler(0, rctx_ptr->render_samplers[0]);
gl_state_set_viewport(0, 0, dst_tex->width, dst_tex->height);
gl_rend_state.active_bind_texture_2d(0, j.type == FRAME_TEXTURE_PRE_PP ? pre_pp_tex : post_pp_tex);
gl_rend_state.bind_sampler(0, rctx_ptr->render_samplers[0]);
gl_rend_state.set_viewport(0, 0, dst_tex->width, dst_tex->height);
uniform_value[U_REDUCE] = 0;
shaders_ft.set(SHADER_FT_REDUCE);
draw_quad(dst_tex->width, dst_tex->height,
1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
gl_state_bind_framebuffer(0);
gl_rend_state.bind_framebuffer(0);
}
if (&i - frame_texture)
@@ -2054,21 +2054,21 @@ namespace rndr {
rctx_ptr->lens_ghost_vbo.UnmapMemory();
gl_state_set_viewport(0, 0, render_width[0], render_height[0]);
gl_rend_state.set_viewport(0, 0, render_width[0], render_height[0]);
rend_texture[0].Bind();
gl_state_enable_blend();
gl_state_set_blend_func(GL_ONE, GL_ONE);
gl_rend_state.enable_blend();
gl_rend_state.set_blend_func(GL_ONE, GL_ONE);
uniform_value[U_REDUCE] = 4;
shaders_ft.set(SHADER_FT_REDUCE);
gl_state_active_bind_texture_2d(0, lens_ghost_texture);
gl_state_bind_sampler(0, rctx_ptr->render_samplers[0]);
gl_state_bind_vertex_array(rctx_ptr->lens_ghost_vao);
gl_rend_state.active_bind_texture_2d(0, lens_ghost_texture);
gl_rend_state.bind_sampler(0, rctx_ptr->render_samplers[0]);
gl_rend_state.bind_vertex_array(rctx_ptr->lens_ghost_vao);
shaders_ft.draw_arrays(GL_TRIANGLES, 0, (GLsizei)(lens_ghost_count * 6LL));
gl_state_bind_vertex_array(0);
gl_rend_state.bind_vertex_array(0);
gl_state_disable_blend();
gl_state_set_blend_func(GL_ONE, GL_ZERO);
gl_rend_state.disable_blend();
gl_rend_state.set_blend_func(GL_ONE, GL_ZERO);
}
void Render::generate_mlaa_area_texture() {
@@ -2099,18 +2099,18 @@ namespace rndr {
downsample_texture.Bind();
for (int32_t i = 1; i < 4; i++) {
gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]);
gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid);
gl_state_bind_sampler(0, rctx->render_samplers[2]);
gl_rend_state.set_viewport(0, 0, reduce_width[i], reduce_height[i]);
gl_rend_state.active_bind_texture_2d(0, reduce_tex[i]->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[2]);
draw_quad(reduce_width[i], reduce_height[i],
1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]);
}
for (int32_t i = 1; i < 4; i++) {
gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]);
gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid);
gl_state_bind_sampler(0, rctx->render_samplers[2]);
gl_rend_state.set_viewport(0, 0, reduce_width[i], reduce_height[i]);
gl_rend_state.active_bind_texture_2d(0, reduce_tex[i]->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[2]);
draw_quad(reduce_width[i], reduce_height[i],
1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]);
@@ -2119,9 +2119,9 @@ namespace rndr {
uniform_value[U_GAUSS] = 1;
shaders_ft.set(SHADER_FT_GAUSS);
gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]);
gl_state_active_bind_texture_2d(0, reduce_tex[0]->glid);
gl_state_bind_sampler(0, rctx->render_samplers[2]);
gl_rend_state.set_viewport(0, 0, reduce_width[0], reduce_height[0]);
gl_rend_state.active_bind_texture_2d(0, reduce_tex[0]->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[2]);
draw_quad(reduce_width[0], reduce_height[0],
1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
intensity.x * 0.5f, intensity.y * 0.5f, intensity.z * 0.5f, 1.0f);
@@ -2129,16 +2129,16 @@ namespace rndr {
uniform_value[U_REDUCE] = 7;
shaders_ft.set(SHADER_FT_REDUCE);
gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]);
gl_rend_state.set_viewport(0, 0, reduce_width[0], reduce_height[0]);
reduce_texture[0].Bind();
gl_state_active_bind_texture_2d(0, downsample_texture.GetColorTex());
gl_state_active_bind_texture_2d(1, reduce_tex[1]->glid);
gl_state_active_bind_texture_2d(2, reduce_tex[2]->glid);
gl_state_active_bind_texture_2d(3, reduce_tex[3]->glid);
gl_state_bind_sampler(0, rctx->render_samplers[2]);
gl_state_bind_sampler(1, rctx->render_samplers[2]);
gl_state_bind_sampler(2, rctx->render_samplers[2]);
gl_state_bind_sampler(3, rctx->render_samplers[2]);
gl_rend_state.active_bind_texture_2d(0, downsample_texture.GetColorTex());
gl_rend_state.active_bind_texture_2d(1, reduce_tex[1]->glid);
gl_rend_state.active_bind_texture_2d(2, reduce_tex[2]->glid);
gl_rend_state.active_bind_texture_2d(3, reduce_tex[3]->glid);
gl_rend_state.bind_sampler(0, rctx->render_samplers[2]);
gl_rend_state.bind_sampler(1, rctx->render_samplers[2]);
gl_rend_state.bind_sampler(2, rctx->render_samplers[2]);
gl_rend_state.bind_sampler(3, rctx->render_samplers[2]);
draw_quad(reduce_width[3], reduce_height[3],
1.0f, 1.0f, 0.0f, 0.0f, 0.25f, 0.15f, 0.25f, 0.25f, 0.25f);
reduce_tex_draw = reduce_tex[0]->glid;
@@ -2180,7 +2180,7 @@ namespace rndr {
glTextureSubImage2D(tonemap_lut_texture, 0, 0, 0,
16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, GL_RG, GL_FLOAT, tex_data);
else {
gl_state_bind_texture_2d(tonemap_lut_texture);
gl_rend_state.bind_texture_2d(tonemap_lut_texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, GL_RG, GL_FLOAT, tex_data);
}