diff --git a/src/CRE/effect.cpp b/src/CRE/effect.cpp index c71e983d..12da7dff 100644 --- a/src/CRE/effect.cpp +++ b/src/CRE/effect.cpp @@ -1250,7 +1250,7 @@ static void water_particle_init(); static void water_particle_free(); static void sub_1403B6ED0(RenderTexture* a1, RenderTexture* a2, RenderTexture* a3, ripple_emit_params& params); -static void sub_1403B6F60(GLuint a1, GLuint a2, GLuint a3, ripple_emit_params& params); +static void sub_1403B6F60(texture* a1, texture* a2, texture* a3, ripple_emit_params& params); particle_event_data::particle_event_data() : type(), count(), size(), force() { @@ -3303,7 +3303,7 @@ void EffectRipple::sub_1403584A0(RenderTexture* rt) { field_BB8.SetColorDepthTextures(ripple_tex->glid); field_BB8.Bind(); - image_filter_scale(ripple_tex->glid, rt->GetColorTex(), 1.0f); + image_filter_scale(&field_BB8, rt->color_texture); gl_state_bind_framebuffer(0); } @@ -6564,19 +6564,16 @@ static void sub_1403B6ED0(RenderTexture* a1, RenderTexture* a2, RenderTexture* a uniform_value[U_RIPPLE] = 1; else uniform_value[U_RIPPLE] = 0; - sub_1403B6F60(a1->GetColorTex(), a2->GetColorTex(), a3->GetColorTex(), params); + sub_1403B6F60(a1->color_texture, a2->color_texture, a3->color_texture, params); gl_state_bind_framebuffer(0); } -static void sub_1403B6F60(GLuint a1, GLuint a2, GLuint a3, ripple_emit_params& params) { - if (!a1 || !a2 || !a3) +static void sub_1403B6F60(texture* a1, texture* a2, texture* a3, ripple_emit_params& params) { + if (!a1 || !a1->glid || !a2 || !a2->glid || !a3 || !a3->glid) return; - texture_param tex_params[2]; - texture_params_get(0, 0, a1, &tex_params[0], a2, &tex_params[1]); - - int32_t width = tex_params[1].width; - int32_t height = tex_params[1].height; + int32_t width = a2->width; + int32_t height = a2->height; GLint v43[4]; glGetIntegerv(GL_VIEWPORT, v43); @@ -6591,21 +6588,19 @@ static void sub_1403B6F60(GLuint a1, GLuint a2, GLuint a3, ripple_emit_params& p ripple_scene_ubo.WriteMemory(ripple_scene); ripple_batch_shader_data ripple_batch = {}; - ripple_batch.g_params = { params.wake_attn, params.speed, params.field_8, params.field_C }; + ripple_batch.g_params = { params.wake_attn, 0.0f, 0.0f, 0.0f }; ripple_batch_ubo.WriteMemory(ripple_batch); gl_state_bind_vertex_array(rctx_ptr->common_vao); shaders_ft.set(SHADER_FT_RIPPLE); ripple_scene_ubo.Bind(0); ripple_batch_ubo.Bind(1); - gl_state_active_bind_texture_2d(0, a2); - gl_state_active_bind_texture_2d(1, a3); + gl_state_active_bind_texture_2d(0, a2->glid); + gl_state_active_bind_texture_2d(1, a3->glid); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); gl_state_active_bind_texture_2d(1, 0); gl_state_active_bind_texture_2d(0, 0); gl_state_bind_vertex_array(0); glViewport(v43[0], v43[1], v43[2], v43[3]); - - texture_params_restore(&tex_params[0], &tex_params[1]); } diff --git a/src/CRE/render_manager.cpp b/src/CRE/render_manager.cpp index 22bb9b1b..b6aa652b 100644 --- a/src/CRE/render_manager.cpp +++ b/src/CRE/render_manager.cpp @@ -617,7 +617,7 @@ namespace rndr { for (int32_t i = reflect_blur_num, j = 0; i > 0; i--, j++) { blur_filter_apply(rctx, &refl_buf_tex, &refl_tex, reflect_blur_filter, 1.0f, 1.0f, 0.0f); - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, refl_tex.GetWidth(), refl_tex.GetHeight()); + image_filter_scale(&refl_tex, refl_buf_tex.color_texture); } } else { @@ -1113,15 +1113,16 @@ namespace rndr { } } -void image_filter_scale(GLuint dst, GLuint src, const vec4 scale) { - if (!dst || !src) +void image_filter_scale(RenderTexture* dst, texture* src, const vec4& scale) { + if (!dst || !dst->color_texture->glid || !dst->color_texture || !src || !src->glid) return; render_context* rctx = rctx_ptr; gl_state_begin_event("`anonymous-namespace'::Impl::apply_no_filter_sub"); - texture_param tex_params[2]; - texture_params_get(dst, &tex_params[0], src, &tex_params[1]); + glViewport(0, 0, dst->color_texture->width, dst->color_texture->height); + + dst->Bind(); filter_scene_shader_data filter_scene = {}; filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f }; @@ -1129,7 +1130,7 @@ void image_filter_scale(GLuint dst, GLuint src, const vec4 scale) { rctx->filter_scene_ubo.WriteMemory(filter_scene); imgfilter_batch_shader_data imgfilter_batch = {}; - imgfilter_batch.g_color_scale = 1.0f; + imgfilter_batch.g_color_scale = scale; imgfilter_batch.g_color_offset = 0.0f; imgfilter_batch.g_texture_lod = 0.0f; rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch); @@ -1138,12 +1139,10 @@ void image_filter_scale(GLuint dst, GLuint src, const vec4 scale) { shaders_ft.set(SHADER_FT_IMGFILT); rctx->filter_scene_ubo.Bind(0); rctx->imgfilter_batch_ubo.Bind(1); - gl_state_active_bind_texture_2d(0, src); + gl_state_active_bind_texture_2d(0, src->glid); gl_state_bind_sampler(0, rctx->render_samplers[0]); gl_state_bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - - texture_params_restore(&tex_params[0], &tex_params[1]); gl_state_end_event(); } @@ -1261,15 +1260,15 @@ static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int RenderTexture& rend_buf_tex = rctx_ptr->shadow_buffer; rend_tex->Bind(); - image_filter_scale(rend_tex->GetColorTex(), - shad->curr_render_textures[0]->GetColorTex(), 1.0f); + image_filter_scale(rend_tex, + shad->curr_render_textures[0]->color_texture); rend_buf_tex.Bind(); if (shad->blur_filter_enable[index]) { for (int32_t i = shad->near_blur, j = 0; i > 0; i--, j++) { blur_filter_apply(rctx, &rend_buf_tex, rend_tex, shad->blur_filter, 1.0f, 1.0f, 0.0f); - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, rend_buf_tex.GetWidth(), rend_buf_tex.GetHeight()); + image_filter_scale(rend_tex, rend_buf_tex.color_texture); } } else { @@ -1285,19 +1284,13 @@ static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2, RenderTexture* a3, float_t sigma, float_t far_texel_offset, bool enable_lit_proj) { - GLuint v7 = a1->GetColorTex(); - GLuint v9 = a2->GetColorTex(); - GLuint v11 = v7; + texture* v7 = a1->color_texture; + texture* v9 = a2->color_texture; + texture* v11 = v7; if (a3) - v11 = a3->GetDepthTex(); + v11 = a3->depth_texture; - if (!v7 || !v9 || !v11) - return; - - texture_param tex_params[2]; - texture_params_get(v7, &tex_params[0], v9, &tex_params[1]); - if (tex_params[0].width != tex_params[1].width - || tex_params[0].height != tex_params[1].height) + if (!v7 || !v9 || !v11 || v7->width != v9->width || v7->height != v9->height) return; render_context* rctx = rctx_ptr; @@ -1309,7 +1302,7 @@ static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2, rctx->filter_scene_ubo.WriteMemory(filter_scene); esm_filter_batch_shader_data esm_filter_batch = {}; - esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset }; + esm_filter_batch.g_params = { 1.0f / (float_t)v7->width, 0.0f, far_texel_offset, far_texel_offset }; double_t v6 = 1.0 / (sqrt(M_PI * 2.0) * sigma); double_t v8 = -1.0 / (2.0 * sigma * sigma); for (int32_t i = 0; i < 8; i++) @@ -1320,11 +1313,13 @@ static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2, rctx->filter_scene_ubo.Bind(0); rctx->esm_filter_batch_ubo.Bind(1); + glViewport(0, 0, v7->width, v7->height); + a2->Bind(); - esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset }; + esm_filter_batch.g_params = { 1.0f / (float_t)v7->width, 0.0f, far_texel_offset, far_texel_offset }; rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); - gl_state_active_bind_texture_2d(0, v11); + gl_state_active_bind_texture_2d(0, v11->glid); if (a3) { GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); @@ -1339,25 +1334,23 @@ static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2, a1->Bind(); - esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)tex_params[0].height, far_texel_offset, far_texel_offset }; + esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)v7->height, far_texel_offset, far_texel_offset }; rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); - gl_state_active_bind_texture_2d(0, v9); + gl_state_active_bind_texture_2d(0, v9->glid); gl_state_bind_sampler(0, rctx->render_samplers[0]); gl_state_bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); shader::unbind(); - - texture_params_restore(&tex_params[0], &tex_params[1]); gl_state_end_event(); } static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, RenderTexture* src) { - GLuint dst_tex = dst->GetColorTex(); - GLuint buf_tex = buf->GetColorTex(); - GLuint src_tex = src->GetColorTex(); + texture* dst_tex = dst->color_texture; + texture* buf_tex = buf->color_texture; + texture* src_tex = src->color_texture; gl_state_begin_event("`anonymous-namespace'::Impl::apply_esm_min_filter"); - if (!dst_tex || !buf_tex || !src_tex) { + if (!dst_tex || !dst_tex->glid || !buf_tex || !buf_tex->glid || !src_tex || !src_tex->glid) { gl_state_end_event(); return; } @@ -1377,17 +1370,16 @@ static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, rctx->filter_scene_ubo.Bind(0); rctx->esm_filter_batch_ubo.Bind(1); - texture_param tex_params[3]; - texture_params_get(dst_tex, &tex_params[0], src_tex, &tex_params[1], buf_tex, &tex_params[2]); + glViewport(0, 0, dst_tex->width, dst_tex->height); buf->Bind(); - esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[1].width, - 1.0f / (float_t)tex_params[1].height, 0.0f, 0.0f }; + esm_filter_batch.g_params = { 1.0f / (float_t)src_tex->width, + 1.0f / (float_t)src_tex->height, 0.0f, 0.0f }; rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); uniform_value[U_ESM_FILTER] = 0; shaders_ft.set(SHADER_FT_ESMFILT); - gl_state_active_bind_texture_2d(0, src_tex); + gl_state_active_bind_texture_2d(0, src_tex->glid); gl_state_bind_sampler(0, rctx->render_samplers[0]); gl_state_bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); @@ -1395,18 +1387,16 @@ static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, gl_state_begin_event("erosion"); dst->Bind(); - esm_filter_batch.g_params = { 0.75f / (float_t)tex_params[2].width, - 0.75f / (float_t)tex_params[2].height, 0.0f, 0.0f }; + esm_filter_batch.g_params = { 0.75f / (float_t)buf_tex->width, + 0.75f / (float_t)buf_tex->height, 0.0f, 0.0f }; rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); uniform_value[U_ESM_FILTER] = 1; shaders_ft.set(SHADER_FT_ESMFILT); - gl_state_active_bind_texture_2d(0, buf_tex); + gl_state_active_bind_texture_2d(0, buf_tex->glid); gl_state_bind_sampler(0, rctx->render_samplers[0]); gl_state_bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - - texture_params_restore(&tex_params[0], &tex_params[1], &tex_params[2]); gl_state_end_event(); gl_state_end_event(); } diff --git a/src/CRE/render_manager.hpp b/src/CRE/render_manager.hpp index 9d74e452..593f8494 100644 --- a/src/CRE/render_manager.hpp +++ b/src/CRE/render_manager.hpp @@ -133,7 +133,7 @@ namespace rndr { }; } -extern void image_filter_scale(GLuint dst, GLuint src, const vec4 scale); +extern void image_filter_scale(RenderTexture* dst, texture* src, const vec4& scale = 1.0f); extern void draw_pass_set_camera(); diff --git a/src/CRE/texture.cpp b/src/CRE/texture.cpp index 910565f4..d0cda153 100644 --- a/src/CRE/texture.cpp +++ b/src/CRE/texture.cpp @@ -299,52 +299,6 @@ void texture_set_params(GLenum target, int32_t max_mipmap_level, bool use_high_a glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy); } -void texture_params_get(GLuint tex_0, texture_param* tex_0_param, - GLuint tex_1, texture_param* tex_1_param, GLuint tex_2, texture_param* tex_2_param) { - gl_state_disable_depth_test(); - if (tex_0_param) { - tex_0_param->width = 0; - tex_0_param->height = 0; - if (tex_0) { - gl_state_bind_texture_2d(tex_0); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &tex_0_param->width); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &tex_0_param->height); - } - } - - if (tex_1_param) { - tex_1_param->width = 0; - tex_1_param->height = 0; - if (tex_1) { - gl_state_bind_texture_2d(tex_1); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &tex_1_param->width); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &tex_1_param->height); - } - } - - if (tex_2_param) { - tex_2_param->width = 0; - tex_2_param->height = 0; - if (tex_2) { - gl_state_bind_texture_2d(tex_2); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &tex_2_param->width); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &tex_2_param->height); - } - } - gl_state_bind_texture_2d(0); - - if (tex_0_param) - glViewport(0, 0, tex_0_param->width, tex_0_param->height); -} - -void texture_params_restore(texture_param* tex_0_param, - texture_param* tex_1_param, texture_param* tex_2_param) { - for (int32_t i = 0; i < 4; i++) { - gl_state_active_bind_texture_2d(i, 0); - gl_state_bind_sampler(i, 0); - } -} - bool texture_txp_set_load(txp_set* t, texture*** texs, uint32_t* ids) { if (!t || !texs || !ids) return false; diff --git a/src/CRE/texture.hpp b/src/CRE/texture.hpp index 7c607650..eda90cfa 100644 --- a/src/CRE/texture.hpp +++ b/src/CRE/texture.hpp @@ -94,11 +94,6 @@ struct texture_manager { ~texture_manager(); }; -struct texture_param { - GLint width; - GLint height; -}; - extern texture* texture_alloc(texture_id id); extern void texture_apply_color_tone(texture* chg_tex, texture* org_tex, const color_tone* col_tone); @@ -116,11 +111,6 @@ extern void texture_array_free(texture** arr); extern void texture_set_params(GLenum target, int32_t max_mipmap_level, bool use_high_anisotropy); -extern void texture_params_get(GLuint tex_0 = 0, texture_param* tex_0_param = 0, - GLuint tex_1 = 0, texture_param* tex_1_param = 0, GLuint tex_2 = 0, texture_param* tex_2_param = 0); -extern void texture_params_restore(texture_param* tex_0_param = 0, - texture_param* tex_1_param = 0, texture_param* tex_2_param = 0); - extern bool texture_txp_set_load(txp_set* t, texture*** texs, uint32_t* ids); extern bool texture_txp_set_load(txp_set* t, texture*** texs, texture_id* ids);