mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-07 22:28:10 +03:00
Renamed render_texture to RenderTexture
This commit is contained in:
+18
-18
@@ -102,10 +102,10 @@ sss_data::sss_data() : init(), enable(), npr_contour(), param() {
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npr_contour = true;
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param = { 0.0f, 0.0f, 0.0f, 1.0f };
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textures[0].init(640, 360, 0, GL_RGBA16F, GL_ZERO /*GL_DEPTH_COMPONENT32F*/);
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textures[1].init(320, 180, 0, GL_RGBA16F, GL_ZERO);
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textures[2].init(320, 180, 0, GL_RGBA16F, GL_ZERO);
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textures[3].init(320, 180, 0, GL_RGBA16F, GL_ZERO);
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textures[0].Init(640, 360, 0, GL_RGBA16F, GL_ZERO /*GL_DEPTH_COMPONENT32F*/);
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textures[1].Init(320, 180, 0, GL_RGBA16F, GL_ZERO);
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textures[2].Init(320, 180, 0, GL_RGBA16F, GL_ZERO);
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textures[3].Init(320, 180, 0, GL_RGBA16F, GL_ZERO);
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}
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sss_data::~sss_data() {
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@@ -342,9 +342,9 @@ namespace mdl {
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}
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light_proj::light_proj(int32_t width, int32_t height) : enable(), texture_id() {
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shadow_texture[0].init(2048, 512, 0, GL_R32F, GL_DEPTH_COMPONENT32F);
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shadow_texture[1].init(2048, 512, 0, GL_R32F, GL_ZERO);
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draw_texture.init(width, height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);
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shadow_texture[0].Init(2048, 512, 0, GL_R32F, GL_DEPTH_COMPONENT32F);
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shadow_texture[1].Init(2048, 512, 0, GL_R32F, GL_ZERO);
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draw_texture.Init(width, height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);
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}
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light_proj::~light_proj() {
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@@ -355,7 +355,7 @@ void light_proj::resize(int32_t width, int32_t height) {
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if (!this)
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return;
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draw_texture.init(width, height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);
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draw_texture.Init(width, height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);
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}
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bool light_proj::set(render_context* rctx) {
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@@ -365,7 +365,7 @@ bool light_proj::set(render_context* rctx) {
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static const vec4 color_clear = 1.0f;
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static const GLfloat depth_clear = 1.0f;
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shadow_texture[0].bind();
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shadow_texture[0].Bind();
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glViewport(0, 0, 2048, 512);
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gl_state_enable_depth_test();
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gl_state_set_depth_mask(GL_TRUE);
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@@ -378,7 +378,7 @@ bool light_proj::set(render_context* rctx) {
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return true;
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}
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else {
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draw_texture.bind();
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draw_texture.Bind();
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glViewport(0, 0, draw_texture.color_texture->width,
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draw_texture.color_texture->height);
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gl_state_enable_depth_test();
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@@ -3101,9 +3101,9 @@ namespace rndr {
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if (v2->type != GL_TEXTURE_2D)
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continue;
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render_texture& rt = render_textures[i];
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rt.init(v2->width, v2->height, v2->max_level, v2->color_format, v2->depth_format);
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rt.bind();
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RenderTexture& rt = render_textures[i];
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rt.Init(v2->width, v2->height, v2->max_level, v2->color_format, v2->depth_format);
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rt.Bind();
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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@@ -3204,7 +3204,7 @@ namespace rndr {
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}
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}
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render_texture& RenderManager::get_render_texture(int32_t index) {
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RenderTexture& RenderManager::get_render_texture(int32_t index) {
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return render_textures[stru_140A244E0[index][tex_index[index]]];
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}
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@@ -4056,7 +4056,7 @@ int32_t Shadow::InitData() {
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shadow_texture_init_params* v3 = init_params;
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for (int32_t i = 0; i < 8; i++, v3++)
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if (render_textures[i].init(v3->width, v3->height,
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if (render_textures[i].Init(v3->width, v3->height,
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v3->max_level, v3->color_format, v3->depth_format) < 0)
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return -1;
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@@ -4073,8 +4073,8 @@ int32_t Shadow::InitData() {
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}
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void Shadow::Reset() {
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for (render_texture& i : render_textures)
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i.free();
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for (RenderTexture& i : render_textures)
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i.Free();
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ResetData();
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}
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@@ -4090,7 +4090,7 @@ void Shadow::ResetData() {
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field_200[i] = i;
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}
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for (render_texture*& i : curr_render_textures)
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for (RenderTexture*& i : curr_render_textures)
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i = 0;
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view_mat[0] = mat4_identity;
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