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https://github.com/korenkonder/ReDIVA.git
synced 2026-10-11 00:28:21 +03:00
Renamed variables in Shadow
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@@ -480,9 +480,9 @@ namespace rndr {
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Shadow* shad = shadow_ptr;
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if (shadow && v3) {
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int32_t v11[2];
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v11[0] = shad->field_200[0];
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v11[1] = shad->field_200[1];
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int32_t index[2];
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index[0] = shad->index[0];
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index[1] = shad->index[1];
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shad->curr_render_textures[0] = &shad->render_textures[0];
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shad->curr_render_textures[1] = &shad->render_textures[1];
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shad->curr_render_textures[2] = &shad->render_textures[2];
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@@ -492,17 +492,17 @@ namespace rndr {
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if (!v10[i])
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continue;
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draw_pass_shadow_begin_make_shadowmap(shad, rend_data_ctx, cam, v11[i], j);
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draw_pass_shadow_begin_make_shadowmap(shad, rend_data_ctx, cam, index[i], j);
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rend_data_ctx.set_batch_scene_camera(cam);
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rctx->disp_manager->draw(rend_data_ctx, (mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i]), cam);
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if (rctx->disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) {
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rctx->disp_manager->draw(rend_data_ctx, (mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + index[i]), cam);
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if (rctx->disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + index[i])) > 0) {
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rend_data_ctx.state.set_color_mask(show_stage_shadow
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? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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rctx->disp_manager->draw(rend_data_ctx,
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(mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i), cam);
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rend_data_ctx.state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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draw_pass_shadow_end_make_shadowmap(shad, rend_data_ctx, v11[i], j);
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draw_pass_shadow_end_make_shadowmap(shad, rend_data_ctx, index[i], j);
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j++;
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}
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}
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@@ -1414,7 +1414,7 @@ static void draw_pass_shadow_end_make_shadowmap(Shadow* shad,
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if (a3 == shad->num_shadow - 1) {
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draw_pass_shadow_filter(rend_data_ctx, &shad->render_textures[3],
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&shad->render_textures[4], shad->curr_render_textures[0],
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shad->field_2DC, shad->field_2E0 / (shad->field_208 * 2.0f), false);
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shad->field_2DC, shad->field_2E0 / (shad->z_half_range * 2.0f), false);
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draw_pass_shadow_esm_filter(rend_data_ctx, &shad->render_textures[5],
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&shad->render_textures[6], &shad->render_textures[3]);
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}
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@@ -1807,7 +1807,7 @@ static void draw_pass_3d_shadow_set(render_data_context& rend_data_ctx, Shadow*
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rend_data_ctx.state.active_bind_texture_2d(19, shad->render_textures[3].GetColorTex());
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rend_data_ctx.state.active_bind_texture_2d(20, shad->render_textures[5].GetColorTex());
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rend_data_ctx.state.active_texture(0);
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esm_param = (shad->field_2D8 * shad->field_208 * 2.0f) * 1.442695f;
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esm_param = (shad->field_2D8 * shad->z_half_range * 2.0f) * 1.442695f;
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rend_data_ctx.set_self_shadow(true);
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}
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else {
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