/* by korenkonder GitHub/GitLab: korenkonder */ #include "render_context.hpp" #include "app_system_detail.hpp" #include "shader_ft.hpp" #include "sound.hpp" #include "sprite.hpp" #include "task.hpp" extern float_t rob_frame; extern render_context* rctx_ptr; //extern void dw_gui_ctrl_disp(); static const GLuint POSITION_INDEX = 0; static const GLuint BONE_WEIGHT_INDEX = 1; static const GLuint NORMAL_INDEX = 2; static const GLuint COLOR0_INDEX = 3; static const GLuint COLOR1_INDEX = 4; static const GLuint MORPH_COLOR_INDEX = 5; static const GLuint TANGENT_INDEX = 6; static const GLuint UNKNOWN_INDEX = 7; static const GLuint TEXCOORD0_INDEX = 8; static const GLuint TEXCOORD1_INDEX = 9; static const GLuint MORPH_POSITION_INDEX = 10; static const GLuint MORPH_NORMAL_INDEX = 11; static const GLuint MORPH_TANGENT_INDEX = 12; static const GLuint MORPH_TEXCOORD0_INDEX = 13; static const GLuint MORPH_TEXCOORD1_INDEX = 14; static const GLuint BONE_INDEX_INDEX = 15; draw_state_stats::draw_state_stats() : object_draw_count(), object_translucent_draw_count(), object_reflect_draw_count(), field_C(), field_10(), draw_count(), draw_triangle_count(), field_1C() { } void draw_state_stats::reset() { object_draw_count = 0; object_translucent_draw_count = 0; object_reflect_draw_count = 0; field_C = 0; field_10 = 0; draw_count = 0; draw_triangle_count = 0; field_1C = 0; } draw_state::draw_state() : wireframe(), wireframe_overlay(), shadow(), self_shadow(), shader_debug_flag(), use_global_material(), fog_height(), ex_data_mat(), field_68() { shader = true; shader_index = -1; show = -1; bump_depth = 1.0f; intensity = 1.0f; reflectivity = 1.0f; reflect_uv_scale = 0.1f; refract_uv_scale = 0.1f; fresnel = 7.0f; } void draw_state::set_fog_height(bool value) { fog_height = value; } sss_data::sss_data() : init_data(), enable(), npr_contour(), param() { init_data = false; enable = true; npr_contour = true; param = 1.0f; } sss_data::~sss_data() { } void sss_data::free() { if (init_data) for (RenderTexture& i : textures) i.Free(); } void sss_data::init() { if (init_data) return; textures[0].Init(640, 360, 0, GL_RGBA16F, GL_ZERO /*GL_DEPTH_COMPONENT32F*/); textures[1].Init(320, 180, 0, GL_RGBA16F, GL_ZERO); textures[2].Init(320, 180, 0, GL_RGBA16F, GL_ZERO); textures[3].Init(320, 180, 0, GL_RGBA16F, GL_ZERO); param = { 0.0f, 0.0f, 0.0f, 1.0f }; init_data = true; } void sss_data::set_texture(int32_t texture_index) { gl_state_active_bind_texture_2d(16, textures[texture_index].GetColorTex()); gl_state_active_texture(0); } light_proj::light_proj(int32_t width, int32_t height) : enable(), texture_id() { shadow_texture[0].Init(2048, 512, 0, GL_R32F, GL_DEPTH_COMPONENT32F); shadow_texture[1].Init(2048, 512, 0, GL_R32F, GL_ZERO); draw_texture.Init(width, height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F); } light_proj::~light_proj() { } void light_proj::resize(int32_t width, int32_t height) { if (!this) return; draw_texture.Init(width, height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F); } bool light_proj::set() { if (!this) return false; static const vec4 color_clear = 0.0f; static const GLfloat depth_clear = 1.0f; shadow_texture[0].Bind(); gl_state_set_viewport(0, 0, 2048, 512); gl_state_enable_depth_test(); gl_state_set_depth_mask(GL_TRUE); glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear); glClearBufferfv(GL_DEPTH, 0, &depth_clear); if (set_mat(false)) { rctx_ptr->draw_state->shader_index = SHADER_FT_SIL; uniform_value[U_DEPTH] = 1; return true; } else { draw_texture.Bind(); draw_texture.SetViewport(); gl_state_enable_depth_test(); gl_state_set_depth_mask(GL_TRUE); glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear); glClearBufferfv(GL_DEPTH, 0, &depth_clear); } return false; } bool light_proj::set_mat(bool set_mat) { render_context* rctx = rctx_ptr; light_set* set = &rctx->light_set[LIGHT_SET_MAIN]; light_data* data = &set->lights[LIGHT_PROJECTION]; if (data->get_type() != LIGHT_SPOT) return false; vec3 position; vec3 spot_direction; data->get_position(position); data->get_spot_direction(spot_direction); if (vec3::length_squared(spot_direction) <= 0.000001f) return false; float_t spot_cutoff = data->get_spot_cutoff(); float_t fov = atanf(tanf(spot_cutoff * DEG_TO_RAD_FLOAT) * 0.25f) * 2.0f; vec3 interest = position + spot_direction; if (set_mat) { mat4 temp; mat4_translate(0.5f, 0.5f, 0.5f, &temp); mat4_scale_rot(&temp, 0.5f, 0.5f, 0.5f, &temp); mat4 proj; mat4_persp(fov, 4.0f, 0.1f, 10.0f, &proj); mat4_mul(&proj, &temp, &proj); mat4 view; vec3 up = { 0.0f, 1.0f, 0.0f }; mat4_look_at(&position, &interest, &up, &view); mat4 mat; mat4_mul(&view, &proj, &mat); rctx->obj_scene.set_g_light_projection(mat); } else { mat4_persp(fov, 4.0f, 0.1f, 10.0f, &rctx->proj_mat); vec3 up = { 0.0f, 1.0f, 0.0f }; mat4_look_at(&position, &interest, &up, &rctx->view_mat); rctx->obj_scene.set_projection_view(rctx->view_mat, rctx->proj_mat); } return true; } void obj_shader_shader_data::set_shader_flags(int32_t* shader_flags) { g_shader_flags.x.m.alpha_mask = shader_flags[U_ALPHA_MASK]; g_shader_flags.x.m.alpha_test = shader_flags[U_ALPHA_TEST]; g_shader_flags.x.m.aniso = shader_flags[U_ANISO]; g_shader_flags.x.m.aet_back = shader_flags[U_AET_BACK]; g_shader_flags.x.m.texture_blend = shader_flags[U_TEXTURE_BLEND]; g_shader_flags.x.m.unk = 0; //shader_flags[U_UNK_NEW_IN_MM_IDK_WHAT_TO_DO_WITH_IT]; g_shader_flags.x.m.chara_color = shader_flags[U_CHARA_COLOR]; g_shader_flags.x.m.clip_plane = shader_flags[U_CLIP_PLANE]; g_shader_flags.x.m.u08 = shader_flags[U08]; g_shader_flags.x.m.depth_peel = shader_flags[U_DEPTH_PEEL]; g_shader_flags.x.m.depth = shader_flags[U_DEPTH]; g_shader_flags.x.m.u0b = shader_flags[U0B]; g_shader_flags.x.m.alpha_blend = shader_flags[U_ALPHA_BLEND]; g_shader_flags.x.m.ripple_emit = shader_flags[U_RIPPLE_EMIT]; g_shader_flags.x.m.esm_filter = shader_flags[U_ESM_FILTER]; g_shader_flags.x.m.exposure = shader_flags[U_EXPOSURE]; g_shader_flags.x.m.scene_fade = shader_flags[U_SCENE_FADE]; g_shader_flags.x.m.fade = shader_flags[U_FADE]; g_shader_flags.x.m.stage_ambient = shader_flags[U_STAGE_AMBIENT]; g_shader_flags.x.m.flare = shader_flags[U_FLARE]; g_shader_flags.y.m.fog_stage = shader_flags[U_FOG_STAGE]; g_shader_flags.y.m.fog_chara = shader_flags[U_FOG_CHARA]; g_shader_flags.y.m.u16 = shader_flags[U16]; g_shader_flags.y.m.gauss = shader_flags[U_GAUSS]; g_shader_flags.y.m.eye_lens = shader_flags[U_EYE_LENS]; g_shader_flags.y.m.image_filter = shader_flags[U_IMAGE_FILTER]; g_shader_flags.y.m.instance = shader_flags[U_INSTANCE]; g_shader_flags.y.m.tone_curve = shader_flags[U_TONE_CURVE]; g_shader_flags.y.m.light_proj = shader_flags[U_LIGHT_PROJ]; g_shader_flags.y.m.magnify = shader_flags[U_MAGNIFY]; g_shader_flags.y.m.membrane = shader_flags[U_MEMBRANE]; g_shader_flags.y.m.mlaa = shader_flags[U_MLAA]; g_shader_flags.y.m.mlaa_search = shader_flags[U_MLAA_SEARCH]; g_shader_flags.y.m.morph_color = shader_flags[U_MORPH_COLOR]; g_shader_flags.y.m.morph = shader_flags[U_MORPH]; g_shader_flags.y.m.movie = shader_flags[U_MOVIE]; g_shader_flags.y.m.u24 = shader_flags[U24]; g_shader_flags.y.m.u25 = shader_flags[U25]; g_shader_flags.y.m.npr_normal = shader_flags[U_NPR_NORMAL]; g_shader_flags.z.m.npr = shader_flags[U_NPR]; g_shader_flags.z.m.stage_shadow2 = shader_flags[U_STAGE_SHADOW2]; g_shader_flags.z.m.reflect = shader_flags[U_REFLECT]; g_shader_flags.z.m.reduce = shader_flags[U_REDUCE]; g_shader_flags.z.m.chara_shadow = shader_flags[U_CHARA_SHADOW]; g_shader_flags.z.m.chara_shadow2 = shader_flags[U_CHARA_SHADOW2]; g_shader_flags.z.m.u2d = shader_flags[U2D]; g_shader_flags.z.m.u2e = shader_flags[U2E]; g_shader_flags.z.m.show_vector = shader_flags[U_SHOW_VECTOR]; g_shader_flags.z.m.skinning = shader_flags[U_SKINNING]; g_shader_flags.z.m.snow_particle = shader_flags[U_SNOW_PARTICLE]; g_shader_flags.z.m.specular_ibl = shader_flags[U_SPECULAR_IBL]; g_shader_flags.z.m.combiner = shader_flags[U_COMBINER]; g_shader_flags.z.m.tex_0_type = shader_flags[U_TEX_0_TYPE]; g_shader_flags.z.m.tex_1_type = shader_flags[U_TEX_1_TYPE]; g_shader_flags.z.m.sss_filter = shader_flags[U_SSS_FILTER]; g_shader_flags.w.m.sss_chara = shader_flags[U_SSS_CHARA]; g_shader_flags.w.m.star = shader_flags[U_STAR]; g_shader_flags.w.m.texture_count = shader_flags[U_TEXTURE_COUNT]; g_shader_flags.w.m.env_map = shader_flags[U_ENV_MAP]; g_shader_flags.w.m.ripple = shader_flags[U_RIPPLE]; g_shader_flags.w.m.translucency = shader_flags[U_TRANSLUCENCY]; g_shader_flags.w.m.normal = shader_flags[U_NORMAL]; g_shader_flags.w.m.transparency = shader_flags[U_TRANSPARENCY]; g_shader_flags.w.m.water_reflect = shader_flags[U_WATER_REFLECT]; g_shader_flags.w.m.u40 = shader_flags[U40]; g_shader_flags.w.m.u41 = shader_flags[U41]; g_shader_flags.w.m.stage_shadow = shader_flags[U_STAGE_SHADOW]; g_shader_flags.w.m.specular = shader_flags[U_SPECULAR]; g_shader_flags.w.m.tone_map = shader_flags[U_TONE_MAP]; g_shader_flags.w.m.u45 = shader_flags[U45]; } void obj_scene_shader_data::set_g_irradiance_r_transforms(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_irradiance_r_transforms[0] = temp.row0; g_irradiance_r_transforms[1] = temp.row1; g_irradiance_r_transforms[2] = temp.row2; g_irradiance_r_transforms[3] = temp.row3; } void obj_scene_shader_data::set_g_irradiance_g_transforms(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_irradiance_g_transforms[0] = temp.row0; g_irradiance_g_transforms[1] = temp.row1; g_irradiance_g_transforms[2] = temp.row2; g_irradiance_g_transforms[3] = temp.row3; } void obj_scene_shader_data::set_g_irradiance_b_transforms(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_irradiance_b_transforms[0] = temp.row0; g_irradiance_b_transforms[1] = temp.row1; g_irradiance_b_transforms[2] = temp.row2; g_irradiance_b_transforms[3] = temp.row3; } void obj_scene_shader_data::set_g_normal_tangent_transforms(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_normal_tangent_transforms[0] = temp.row0; g_normal_tangent_transforms[1] = temp.row1; g_normal_tangent_transforms[2] = temp.row2; } void obj_scene_shader_data::set_g_self_shadow_receivers(int32_t index, const mat4& mat) { size_t _index = index * 3LL; mat4 temp; mat4_transpose(&mat, &temp); g_self_shadow_receivers[_index + 0] = temp.row0; g_self_shadow_receivers[_index + 1] = temp.row1; g_self_shadow_receivers[_index + 2] = temp.row2; } void obj_scene_shader_data::set_g_light_projection(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_light_projection[0] = temp.row0; g_light_projection[1] = temp.row1; g_light_projection[2] = temp.row2; g_light_projection[3] = temp.row3; } void obj_scene_shader_data::set_projection_view(const mat4& view, const mat4& proj) { mat4 temp; mat4_transpose(&view, &temp); g_view[0] = temp.row0; g_view[1] = temp.row1; g_view[2] = temp.row2; mat4_invert(&view, &temp); mat4_transpose(&temp, &temp); g_view_inverse[0] = temp.row0; g_view_inverse[1] = temp.row1; g_view_inverse[2] = temp.row2; mat4_mul(&view, &proj, &temp); mat4_transpose(&temp, &temp); g_projection_view[0] = temp.row0; g_projection_view[1] = temp.row1; g_projection_view[2] = temp.row2; g_projection_view[3] = temp.row3; } void obj_batch_shader_data::set_g_joint(const mat4& mat) { mat4 temp; mat4_transpose(&mat, &temp); g_joint[0] = temp.row0; g_joint[1] = temp.row1; g_joint[2] = temp.row2; mat4_invert(&mat, &temp); mat4_transpose(&temp, &temp); g_joint_inverse[0] = temp.row0; g_joint_inverse[1] = temp.row1; g_joint_inverse[2] = temp.row2; } void obj_batch_shader_data::set_g_texcoord_transforms(int32_t index, const mat4& mat) { size_t _index = index * 2LL; mat4 temp; mat4_transpose(&mat, &temp); g_texcoord_transforms[_index + 0] = temp.row0; g_texcoord_transforms[_index + 1] = temp.row1; } void obj_batch_shader_data::set_transforms(const mat4& model, const mat4& view, const mat4& proj) { mat4 temp; mat4_transpose(&model, &temp); g_worlds[0] = temp.row0; g_worlds[1] = temp.row1; g_worlds[2] = temp.row2; mat4_invert(&model, &temp); g_worlds_invtrans[0] = temp.row0; g_worlds_invtrans[1] = temp.row1; g_worlds_invtrans[2] = temp.row2; mat4 mv; mat4_mul(&model, &view, &mv); mat4_transpose(&mv, &temp); g_worldview[0] = temp.row0; g_worldview[1] = temp.row1; g_worldview[2] = temp.row2; mat4_invert(&mv, &temp); mat4_transpose(&temp, &temp); g_worldview_inverse[0] = temp.row0; g_worldview_inverse[1] = temp.row1; g_worldview_inverse[2] = temp.row2; mat4_mul(&mv, &proj, &temp); mat4_transpose(&temp, &temp); g_transforms[0] = temp.row0; g_transforms[1] = temp.row1; g_transforms[2] = temp.row2; g_transforms[3] = temp.row3; } render_context::render_context() : litproj(), chara_reflect(), chara_refract(), box_vao(), lens_ghost_vao(), common_vao(), empty_texture_2d(), empty_texture_cube_map(), samplers(), render_samplers(), sprite_samplers(), sprite_width(), sprite_height(), screen_x_offset(), screen_y_offset(), screen_width(), screen_height() { camera = new ::camera; draw_state = new ::draw_state; disp_manager = new mdl::DispManager; render_manager = new rndr::RenderManager; sss_data = new ::sss_data; static const float_t box_texcoords[] = { 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f, 3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f, 3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f, 3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f, 3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f, 3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f, 3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f, 3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f, }; glGenVertexArrays(1, &box_vao); gl_state_bind_vertex_array(box_vao); box_vbo.Create(sizeof(box_texcoords), box_texcoords); box_vbo.Bind(); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 4)); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 8)); glEnableVertexAttribArray(3); glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 12)); glGenVertexArrays(1, &lens_ghost_vao); gl_state_bind_vertex_array(lens_ghost_vao); lens_ghost_vbo.Create(sizeof(float_t) * 5 * (6 * 16)); lens_ghost_vbo.Bind(); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float_t) * 5, (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float_t) * 5, (void*)(sizeof(float_t) * 2)); gl_state_bind_array_buffer(0); gl_state_bind_vertex_array(0); glGenVertexArrays(1, &common_vao); camera_blur_ubo.Create(sizeof(camera_blur_shader_data)); contour_coef_ubo.Create(sizeof(contour_coef_shader_data)); contour_params_ubo.Create(sizeof(contour_params_shader_data)); filter_scene_ubo.Create(sizeof(filter_scene_shader_data)); esm_filter_batch_ubo.Create(sizeof(esm_filter_batch_shader_data)); imgfilter_batch_ubo.Create(sizeof(imgfilter_batch_shader_data)); exposure_measure_ubo.Create(sizeof(exposure_measure_shader_data)); gaussian_coef_ubo.Create(sizeof(gaussian_coef_shader_data)); glass_eye_batch_ubo.Create(sizeof(glass_eye_batch_shader_data)); glitter_batch_ubo.Create(sizeof(glitter_batch_shader_data)); quad_ubo.Create(sizeof(quad_shader_data)); sprite_scene_ubo.Create(sizeof(sprite_scene_shader_data)); sss_filter_gaussian_coef_ubo.Create(sizeof(sss_filter_gaussian_coef_shader_data)); sun_quad_ubo.Create(sizeof(sun_quad_shader_data)); tone_map_ubo.Create(sizeof(tone_map_shader_data)); transparency_batch_ubo.Create(sizeof(transparency_batch_shader_data)); obj_shader = {}; obj_scene = {}; obj_batch = {}; obj_skinning = {}; obj_shader_ubo.Create(sizeof(obj_shader_shader_data)); obj_scene_ubo.Create(sizeof(obj_scene_shader_data)); obj_batch_ubo.Create(sizeof(obj_batch_shader_data)); obj_skinning_ubo.Create(sizeof(obj_skinning_shader_data)); static const vec4 border_color = 0.0f; glGenSamplers(18, samplers); for (int32_t i = 0; i < 18; i++) { GLuint sampler = samplers[i]; glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, i % 2 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); GLuint wrap_s; switch (i / 2 % 3) { case 0: wrap_s = GL_CLAMP_TO_EDGE; break; case 1: wrap_s = GL_REPEAT; break; case 2: wrap_s = GL_MIRRORED_REPEAT; break; } glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, wrap_s); GLenum wrap_t; switch (i / 6 % 3) { case 0: wrap_t = GL_CLAMP_TO_EDGE; break; case 1: wrap_t = GL_REPEAT; break; case 2: wrap_t = GL_MIRRORED_REPEAT; break; } glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, wrap_t); } GLuint sampler; glGenSamplers(4, render_samplers); sampler = render_samplers[0]; glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); sampler = render_samplers[1]; glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); sampler = render_samplers[2]; glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); sampler = render_samplers[3]; glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); glGenSamplers(3, sprite_samplers); sampler = sprite_samplers[0]; glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); sampler = sprite_samplers[1]; glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT); glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); sampler = sprite_samplers[2]; glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); } render_context::~render_context() { glDeleteSamplers(3, sprite_samplers); glDeleteSamplers(4, render_samplers); glDeleteSamplers(18, samplers); obj_skinning_ubo.Destroy(); obj_batch_ubo.Destroy(); obj_scene_ubo.Destroy(); obj_shader_ubo.Destroy(); transparency_batch_ubo.Destroy(); tone_map_ubo.Destroy(); sun_quad_ubo.Destroy(); sss_filter_gaussian_coef_ubo.Destroy(); sprite_scene_ubo.Destroy(); quad_ubo.Destroy(); glitter_batch_ubo.Destroy(); glass_eye_batch_ubo.Destroy(); gaussian_coef_ubo.Destroy(); exposure_measure_ubo.Destroy(); imgfilter_batch_ubo.Destroy(); esm_filter_batch_ubo.Destroy(); filter_scene_ubo.Destroy(); contour_params_ubo.Destroy(); contour_coef_ubo.Destroy(); camera_blur_ubo.Destroy(); if (common_vao) { glDeleteVertexArrays(1, &common_vao); common_vao = 0; } if (lens_ghost_vao) { glDeleteVertexArrays(1, &lens_ghost_vao); lens_ghost_vao = 0; } lens_ghost_vbo.Destroy(); if (box_vao) { glDeleteVertexArrays(1, &box_vao); box_vao = 0; } box_vbo.Destroy(); if (sss_data) { delete sss_data; sss_data = 0; } if (render_manager) { delete render_manager; render_manager = 0; } if (disp_manager) { delete disp_manager; disp_manager = 0; } if (draw_state) { delete draw_state; draw_state = 0; } if (camera) { delete camera; camera = 0; } } void render_context::ctrl() { rctx_ptr = this; start_frame_process(); extern bool game_state_get_pause(); if (!get_pause() || !game_state_get_pause()) app::TaskWork::ctrl(); sound_ctrl(); file_handler_storage_ctrl(); finish_calc_process(); } void render_context::disp() { rctx_ptr = this; start_render_process(); disp_manager->refresh(); draw_state->stats_prev = draw_state->stats; draw_state->stats.reset(); sprite_manager_reset_req_list(); camera->update(); app::TaskWork::disp(); shadow_ptr_get()->ctrl(); int32_t sprite_index = sprite_manager_get_index(); //sprite_manager_set_index(3); sprite_manager_set_index(0); extern void dw_gui_ctrl_disp(); dw_gui_ctrl_disp(); sprite_manager_set_index(sprite_index); render.ctrl(camera); render_manager->render_all(); render.lens_flare_texture = 0; render.aet_back = 0; render_manager->field_31C = false; if (!get_pause()) app::TaskWork::basic(); finish_render_process(); } void render_context::free() { shadow_buffer.Free(); screen_buffer.Free(); render_buffer.Free(); reflect_buffer.Free(); texture_release(empty_texture_cube_map); texture_release(empty_texture_2d); } void render_context::init() { static const uint8_t empty_texture_data[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const void* empty_texture_2d_array[] = { empty_texture_data, }; empty_texture_2d = texture_load_tex_2d(texture_id(0x2F, 0), GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_2d_array, false); static const void* empty_texture_cube_map_array[] = { empty_texture_data, empty_texture_data, empty_texture_data, empty_texture_data, empty_texture_data, empty_texture_data, }; empty_texture_cube_map = texture_load_tex_cube_map(texture_id(0x2F, 1), GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_cube_map_array); auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) { dst.Init(src.GetWidth(), src.GetHeight(), 0, src.color_texture->internal_format, src.depth_texture ? src.depth_texture->internal_format : GL_ZERO); }; RenderTexture& render_buffer = render.rend_texture[0]; RenderTexture& reflect_buffer = render_manager->get_render_texture(1); RenderTexture& shadow_buffer = shadow_ptr_get()->render_textures[1]; init_copy_buffer(reflect_buffer, this->reflect_buffer); init_copy_buffer(render_buffer, this->render_buffer); init_copy_buffer(shadow_buffer, this->shadow_buffer); screen_buffer.Init(sprite_width, sprite_height, 0, GL_RGBA8, 0); } void render_context::resize(int32_t render_width, int32_t render_height, int32_t sprite_width, int32_t sprite_height, int32_t screen_width, int32_t screen_height) { bool render_res_change = render.inner_width != render_width || render.inner_height != render_height; bool sprite_res_change = this->sprite_width != sprite_width || this->sprite_height != sprite_height; bool screen_res_change = this->screen_width != screen_width || this->screen_height != screen_height; if (!render_res_change && !sprite_res_change && !screen_res_change) return; this->sprite_width = sprite_width; this->sprite_height = sprite_height; screen_x_offset = (screen_width - sprite_width) / 2 + (screen_width - sprite_width) % 2; screen_y_offset = (screen_height - sprite_height) / 2 + (screen_height - sprite_height) % 2; this->screen_width = screen_width; this->screen_height = screen_height; if (render_res_change) render.resize(render_width, render_height); if (sprite_res_change) render_manager->resize(sprite_width, sprite_height); if (render_res_change) litproj->resize(render_width, render_height); sprite_manager_set_res((double_t)sprite_width / (double_t)sprite_height, sprite_width, sprite_height); if (render_res_change) { free(); init(); } }