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korenkonder_ReDIVA/src/CRE/render.cpp
T

2410 lines
92 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "render.hpp"
#include "rob/rob.hpp"
#include "gl_rend_state.hpp"
#include "gl_state.hpp"
#include "render_context.hpp"
#include "shader_ft.hpp"
#include "stage.hpp"
#include "stage_modern.hpp"
#include "static_var.hpp"
#include "texture.hpp"
extern bool task_stage_is_modern;
extern render_context* rctx_ptr;
extern dof_pv dof_pv_data;
#define MLAA_MAX_EDGE_DETECTION_LEN (3)
#define MLAA_GRID_SIDE_LEN (2 * MLAA_MAX_EDGE_DETECTION_LEN + 1)
#define MLAA_SIDE_LEN (5 * MLAA_GRID_SIDE_LEN)
#define TONE_MAP_SAT_GAMMA_SAMPLES 32
namespace rndr {
static void calculate_mlaa_area_texture_data(uint8_t* data, int32_t cross1, int32_t cross2);
static void calculate_mlaa_area_texture_data_inner(float_t* val_left,
float_t* val_right, int32_t cross1, int32_t cross2, int32_t dleft, int32_t dright);
Render::ExposureCharaData::ExposureCharaData() : spot_weight(), query(), query_data() {
reset();
}
Render::ExposureCharaData::~ExposureCharaData() {
}
void Render::ExposureCharaData::reset() {
for (GLuint& i : query_data)
i = -1;
spot_weight = 0.0f;
}
Render::FrameTextureData::FrameTextureData() : texture() {
type = FRAME_TEXTURE_MAX;
}
Render::FrameTextureData::~FrameTextureData() {
}
Render::FrameTexture::FrameTexture() : capture() {
}
Render::FrameTexture::~FrameTexture() {
}
Render::Render() : base_downsample(), ss_alpha_mask(), taa_tex(), aet_back_tex(), reduce_tex(),
reduce_tex_draw(), exposure_tex(), exposure_history(), tonemap_lut_texture(), mlaa_area_texture(),
texture_counter(), lens_shaft_query(), lens_flare_query(), lens_shaft_query_data(),
lens_flare_query_data(), lens_flare_query_index(), lens_flare_texture(), lens_shaft_texture(),
lens_ghost_texture(), lens_ghost_count(), width(), height(), inner_width(), inner_height(),
render_width(), render_height(), render_post_width(), render_post_height(), render_post_width_scale(),
render_post_height_scale(), reduce_width(), reduce_height(), taa_texture_selector(),
taa_texture(), reset_exposure(), screen_x_offset(), screen_y_offset(), screen_width(),
screen_height(), saturate_lock(), exposure_history_counter(), exposure_query_index(),
lens_shaft_scale(), lens_flare_power(), field_A10(), lens_flare_appear_power(),
render_textures_data(), movie_textures_data(), aet_back(), dof(), transparency_tex(),
transparency(), saturate_index(), scene_fade_index(), tone_trans_index(), saturate_coeff(),
scene_fade_alpha(), scene_fade_blend_func(), tone_map(), mag_filter(), fade(), update() {
exposure = 2.0f;
exposure_rate = 1.0f;
auto_exposure = 1;
taa_blend = -1.0f;
stage_index = -1;
stage_index_prev = -1;
reset_exposure = true;
gamma = 1.0;
gamma_rate = 1.0f;
mag_filter = MAG_FILTER_BILINEAR;
saturate_power = 1;
for (int32_t i = 0; i < 2; i++) {
reset_saturate_coeff(i, false);
reset_scene_fade(i);
reset_tone_trans(i);
}
fade_alpha = -1.0f;
update_lut = 1;
lens_shaft_inv_scale = 1.0f;
lens_flare = 1.0f;
lens_shaft = 1.0f;
lens_ghost = 1.0f;
radius = 2.0f;
intensity = 1.0f;
for (GLuint& i : lens_shaft_query_data)
i = -1;
for (GLuint& i : lens_flare_query_data)
i = -1;
}
Render::~Render() {
if (aet_back_tex)
texture_release(aet_back_tex);
if (dof) {
delete dof;
dof = 0;
}
if (transparency) {
delete transparency;
transparency = 0;
}
}
void Render::apply_post_process(render_data_context& rend_data_ctx,
const cam_data& cam, texture* light_proj_tex, int32_t npr_param) {
render_context* rctx = rctx_ptr;
for (int32_t i = 0; i < 8; i++)
rend_data_ctx.state.bind_sampler(i, 0);
dof->apply(rend_data_ctx, &rend_texture[0], &rctx_ptr->render_buffer);
draw_lens_ghost(rend_data_ctx);
downsample(rend_data_ctx);
reduce_tex_draw = 0;
get_blur(rend_data_ctx);
calc_exposure(rend_data_ctx, cam);
apply_tone_map(rend_data_ctx, light_proj_tex, npr_param);
apply_mlaa(rend_data_ctx, taa_texture_selector, 2, ss_alpha_mask);
for (int32_t i = 0; i < 16; i++) {
if (!render_textures_data[i])
continue;
render_textures[i].Bind(rend_data_ctx.state);
texture* t = render_textures_data[i];
if (render_width[0] > t->width * 2 || render_height[0] > t->height * 2)
rend_data_ctx.shader_flags.arr[U_REDUCE] = 1;
else
rend_data_ctx.shader_flags.arr[U_REDUCE] = 0;
rend_data_ctx.state.set_viewport(0, 0, t->width, t->height);
rend_data_ctx.state.active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[0]);
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
draw_quad(rend_data_ctx, 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);
}
copy_to_frame_texture(rend_data_ctx, rend_texture[0].GetColorTex(),
render_width[0], render_height[0], taa_tex[taa_texture_selector]->glid);
if (taa) {
if (taa_blend >= 0.0f)
calc_taa_blend();
else
taa_blend = 1.0f;
}
if (taa_blend < 0.0f || taa_blend >= 1.0f)
taa_texture = taa_texture_selector;
else {
rend_data_ctx.state.begin_event("taa_or_blur");
bool blur;
GLuint sampler;
if (taa_blend > 0.99f) {
blur = true;
sampler = rctx->render_samplers[0];
}
else {
blur = false;
sampler = rctx->render_samplers[1];
}
taa_texture = 2;
taa_buffer[2].Bind(rend_data_ctx.state);
rend_data_ctx.state.set_viewport(0, 0, render_width[0], render_height[0]);
rend_data_ctx.state.active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid);
rend_data_ctx.state.bind_sampler(0, sampler);
if (blur) {
rend_data_ctx.state.active_bind_texture_2d(2, rend_texture[0].depth_texture->glid);
rend_data_ctx.state.bind_sampler(2, sampler);
mat4 mat;
mat4_invert(&cam_view_projection, &mat);
mat4_mul(&cam_view_projection_prev, &mat, &mat);
rend_data_ctx.shader_flags.arr[U_REDUCE] = 6;
camera_blur_shader_data shader_data = {};
shader_data.g_transform[0] = mat.row0;
shader_data.g_transform[1] = mat.row1;
shader_data.g_transform[2] = mat.row2;
shader_data.g_transform[3] = mat.row3;
rctx->camera_blur_ubo.WriteMemory(rend_data_ctx.state, shader_data);
rend_data_ctx.state.bind_uniform_buffer_base(1, rctx->camera_blur_ubo);
}
else {
int32_t taa_texture_selector = this->taa_texture_selector + 1;
if (taa_texture_selector > taa)
taa_texture_selector = 0;
rend_data_ctx.state.active_bind_texture_2d(1, taa_tex[taa_texture_selector]->glid);
rend_data_ctx.state.bind_sampler(1, sampler);
rend_data_ctx.shader_flags.arr[U_REDUCE] = 5;
}
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
draw_quad(rend_data_ctx, 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);
rend_data_ctx.state.end_event();
}
if (taa) {
int32_t taa_texture_selector = this->taa_texture_selector + 1;
if (taa_texture_selector > taa)
taa_texture_selector = 0;
this->taa_texture_selector = taa_texture_selector;
}
rctx->screen_buffer.Bind(rend_data_ctx.state);
rend_data_ctx.state.set_viewport(0, 0, rctx->sprite_width, rctx->sprite_height);
if (ssaa) {
rend_data_ctx.state.active_bind_texture_2d(0, taa_tex[taa_texture]->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[0]);
rend_data_ctx.shader_flags.arr[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0;
rend_data_ctx.shader_flags.arr[U_REDUCE] = 0;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
draw_quad(rend_data_ctx, 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);
rend_data_ctx.shader_flags.arr[U_ALPHA_MASK] = 0;
}
else {
rend_data_ctx.state.active_bind_texture_2d(0, taa_tex[taa_texture]->glid);
if (mag_filter == MAG_FILTER_NEAREST)
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[1]);
else
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[0]);
switch (mag_filter) {
case MAG_FILTER_NEAREST:
case MAG_FILTER_BILINEAR:
default:
rend_data_ctx.shader_flags.arr[U_MAGNIFY] = 0;
break;
case MAG_FILTER_SHARPEN_5_TAP:
rend_data_ctx.shader_flags.arr[U_MAGNIFY] = 2;
break;
case MAG_FILTER_SHARPEN_4_TAP:
rend_data_ctx.shader_flags.arr[U_MAGNIFY] = 3;
break;
case MAG_FILTER_CONE_4_TAP:
rend_data_ctx.shader_flags.arr[U_MAGNIFY] = 4;
break;
case MAG_FILTER_CONE_2_TAP:
rend_data_ctx.shader_flags.arr[U_MAGNIFY] = 5;
break;
}
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_MAGNIFY);
draw_quad(rend_data_ctx, 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);
}
shader::unbind(rend_data_ctx.state);
for (int32_t i = 0; i < 8; i++)
rend_data_ctx.state.bind_sampler(i, 0);
}
void Render::bind_render_texture(p_gl_rend_state& p_gl_rend_st, bool aet_back) {
if (aet_back) {
aet_back_texture.Bind(p_gl_rend_st);
this->aet_back = 1;
}
else
rend_texture[0].Bind(p_gl_rend_st);
p_gl_rend_st.set_viewport(0, 0, render_width[0], render_height[0]);
}
void Render::calc_exposure_chara_data(render_data_context& rend_data_ctx, const cam_data& cam) {
shader::unbind(rend_data_ctx.state);
rend_data_ctx.state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
rend_data_ctx.state.set_depth_mask(GL_FALSE);
rend_data_ctx.state.disable_cull_face();
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_SUN_NO_TEXTURED);
rend_data_ctx.state.bind_vertex_array(rctx_ptr->common_vao);
rend_data_ctx.state.bind_uniform_buffer_base(0, rctx_ptr->sun_quad_ubo);
ExposureCharaData* chara_data = exposure_chara_data;
int32_t query_index = (this->exposure_query_index + 1) % 3;
this->exposure_query_index = query_index;
int32_t next_query_index = (query_index + 2) % 3;
for (int32_t i = 0; i < ROB_CHARA_COUNT; i++, chara_data++) {
rob_chara* rob_chr = rob_chara_array_get(i);
if (!rob_chr || !rob_chr->is_visible())
continue;
float_t max_face_depth = rob_chr->get_max_face_depth();
mat4 mat = mat4_identity;
rob_chr->sub_1405163C0(4, mat);
mat4_mul(&mat, &cam.get_view_mat(), &mat);
mat4_mul_translate(&mat, max_face_depth + 0.1f, 0.0f, -0.06f, &mat);
mat4_clear_rot(&mat, &mat);
mat4_scale_rot(&mat, 0.0035f, &mat);
mat4_mul(&mat, &cam.get_proj_mat(), &mat);
sun_quad_shader_data shader_data = {};
mat4_transpose(&mat, &mat);
shader_data.g_transform[0] = mat.row0;
shader_data.g_transform[1] = mat.row1;
shader_data.g_transform[2] = mat.row2;
shader_data.g_transform[3] = mat.row3;
shader_data.g_emission = 0.0f;
rctx_ptr->sun_quad_ubo.WriteMemory(rend_data_ctx.state, shader_data);
glBeginQuery(GL_SAMPLES_PASSED, chara_data->query[next_query_index]);
rend_data_ctx.state.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
glEndQuery(GL_SAMPLES_PASSED);
if (chara_data->query_data[next_query_index] == -1)
chara_data->query_data[next_query_index] = 0;
if (chara_data->query_data[query_index] != -1) {
int32_t res = 0;
glGetQueryObjectiv(chara_data->query[query_index],
GL_QUERY_RESULT_AVAILABLE, &res);
if (res)
glGetQueryObjectuiv(chara_data->query[query_index],
GL_QUERY_RESULT, chara_data->query_data);
else
chara_data->query_data[query_index] = 0;
}
}
rend_data_ctx.state.bind_vertex_array(0);
rend_data_ctx.state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
rend_data_ctx.state.set_depth_mask(GL_TRUE);
rend_data_ctx.state.enable_cull_face();
}
void Render::draw_quad(render_data_context& rend_data_ctx,
int32_t width, int32_t height, float_t s0, float_t t0, float_t s1, float_t t1,
float_t scale, float_t param_x, float_t param_y, float_t param_z, float_t param_w) {
s0 -= s1;
t0 -= t1;
const float_t w = (float_t)max_def(width, 1);
const float_t h = (float_t)max_def(height, 1);
quad_shader_data quad = {};
quad.g_texcoord_modifier = { 0.5f * s0, 0.5f * t0, 0.5f * s0 + s1, 0.5f * t0 + t1 }; // x * 0.5 * y0 + 0.5 * y0 + y1
quad.g_texel_size = { scale / w, scale / h, w, h };
quad.g_color = { param_x, param_y, param_z, param_w };
quad.g_texture_lod = 0.0f;
rctx_ptr->quad_ubo.WriteMemory(rend_data_ctx.state, quad);
rend_data_ctx.state.bind_uniform_buffer_base(0, rctx_ptr->quad_ubo);
rend_data_ctx.state.bind_vertex_array(rctx_ptr->common_vao);
rend_data_ctx.state.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
}
void Render::draw_lens_flare(render_data_context& rend_data_ctx, const cam_data& cam) {
static float_t flt_1411ACB84 = sinf(0.01365909819f);
static float_t flt_1411ACB8C = tanf(0.01365909819f) * 2.0f * 0.94f;
if (!lens_flare_texture)
return;
GLuint tex = objset_info_storage_get_obj_set_texture(5, 4549);
if (!tex)
return;
float_t v5 = tanf(cam.get_fov() * 0.5f);
light_set* set = &rctx_ptr->light_set[LIGHT_SET_MAIN];
light_data* data = &set->lights[LIGHT_SUN];
vec3 position;
vec4 emission;
if (data->get_type() == LIGHT_PARALLEL) {
data->get_position(position);
data->get_diffuse(emission);
}
else {
set->lights[LIGHT_STAGE].get_position(position);
position = vec3::normalize(position) * 500.0f;
set->lights[LIGHT_STAGE].get_ibl_color0(emission);
data->set_type(LIGHT_PARALLEL);
data->set_position(position);
data->set_diffuse(emission);
}
vec4 v44;
*(vec3*)&v44 = position;
v44.w = 1.0f;
mat4_transform_vector(&cam.get_view_proj_mat(), &v44, &v44);
float_t v13 = 1.0f / v44.w;
float_t v14 = v44.x * v13;
float_t v15 = v44.y * v13;
float_t v16 = (float_t)width * 0.01f / (float_t)height;
v14 = clamp_def(v14, -0.99f, 0.99f);
v15 = clamp_def(v15, v16 - 1.0f, 1.0f - v16);
v44.x = v14 * v44.w;
v44.y = v15 * v44.w;
mat4 inv_view_proj_mat;
mat4_invert(&cam.get_view_proj_mat(), &inv_view_proj_mat);
mat4_transform_vector(&inv_view_proj_mat, &v44, &v44);
((pos_scale*)&lens_flare_pos)->get_screen_pos_scale(cam.get_view_proj_mat(), position);
float_t v17 = lens_flare_pos.x - (float_t)width * 0.5f;
float_t v19 = v5 / (float_t)height * 0.5f;
float_t v20 = lens_flare_pos.y - (float_t)height * 0.5f;
float_t v22 = sqrtf(v17 * v19 * v17 * v19 + v20 * v19 * v20 * v19 + 1.0f);
float_t v23 = ((float_t)render_width[0] * (flt_1411ACB8C / v5)) * (v22 * v22 * 0.5f)
* ((float_t)render_height[0] * (flt_1411ACB8C / v5));
float_t v24 = vec3::distance(position, view_point) * flt_1411ACB84;
emission *= 1.0f / (float_t)(1.0f - cosf((float_t)(3.0 * DEG_TO_RAD)));
sun_quad_shader_data shader_data = {};
shader_data.g_emission = emission;
rend_data_ctx.state.active_bind_texture_2d(0, tex);
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_SUN);
rend_data_ctx.state.bind_vertex_array(rctx_ptr->common_vao);
rend_data_ctx.state.bind_uniform_buffer_base(0, rctx_ptr->sun_quad_ubo);
int32_t query_index = (lens_flare_query_index + 1) % 3;
lens_flare_query_index = query_index;
int32_t next_query_index = (query_index + 2) % 3;
if (lens_shaft_query_data[next_query_index] == -1)
lens_shaft_query_data[next_query_index] = 0;
if (lens_flare_query_data[next_query_index] == -1)
lens_flare_query_data[next_query_index] = 0;
rend_data_ctx.state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
rend_data_ctx.state.set_depth_mask(GL_FALSE);
rend_data_ctx.state.disable_cull_face();
mat4 mat;
mat4_mul_translate(&cam.get_view_mat(), &position, &mat);
mat4_clear_rot(&mat, &mat);
mat4_scale_rot(&mat, v24 * 0.2f, &mat);
mat4_mul(&mat, &cam.get_proj_mat(), &mat);
mat4_transpose(&mat, &mat);
shader_data.g_transform[0] = mat.row0;
shader_data.g_transform[1] = mat.row1;
shader_data.g_transform[2] = mat.row2;
shader_data.g_transform[3] = mat.row3;
rctx_ptr->sun_quad_ubo.WriteMemory(rend_data_ctx.state, shader_data);
glBeginQuery(GL_SAMPLES_PASSED, lens_shaft_query[next_query_index]);
rend_data_ctx.state.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
glEndQuery(GL_SAMPLES_PASSED);
mat4_mul_translate(&cam.get_view_mat(), (vec3*)&v44, &mat);
mat4_clear_rot(&mat, &mat);
mat4_scale_rot(&mat, v24 * 2.0f, &mat);
mat4_mul(&mat, &cam.get_proj_mat(), &mat);
mat4_transpose(&mat, &mat);
shader_data.g_transform[0] = mat.row0;
shader_data.g_transform[1] = mat.row1;
shader_data.g_transform[2] = mat.row2;
shader_data.g_transform[3] = mat.row3;
rctx_ptr->sun_quad_ubo.WriteMemory(rend_data_ctx.state, shader_data);
glBeginQuery(GL_SAMPLES_PASSED, lens_flare_query[next_query_index]);
rend_data_ctx.state.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
glEndQuery(GL_SAMPLES_PASSED);
rend_data_ctx.state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
rend_data_ctx.state.set_depth_mask(GL_TRUE);
rend_data_ctx.state.enable_cull_face();
if (lens_shaft_query_data[query_index] != -1) {
int32_t res = 0;
glGetQueryObjectiv(lens_shaft_query[query_index], GL_QUERY_RESULT_AVAILABLE, &res);
if (res)
glGetQueryObjectuiv(lens_shaft_query[query_index], GL_QUERY_RESULT, &lens_shaft_query_data[query_index]);
}
if (lens_flare_query_data[query_index] != -1) {
int32_t res = 0;
glGetQueryObjectiv(lens_flare_query[query_index], GL_QUERY_RESULT_AVAILABLE, &res);
if (res)
glGetQueryObjectuiv(lens_flare_query[query_index], GL_QUERY_RESULT, &lens_flare_query_data[query_index]);
}
if (emission.x + emission.y + emission.z > 0.0f) {
rend_data_ctx.state.enable_blend();
rend_data_ctx.state.set_blend_func(GL_ONE, GL_ONE);
rend_data_ctx.state.set_depth_mask(GL_FALSE);
mat4_mul_translate(&cam.get_view_mat(), &position, &mat);
mat4_clear_rot(&mat, &mat);
mat4_scale_rot(&mat, v24 * 1.1f, &mat);
mat4_mul(&mat, &cam.get_proj_mat(), &mat);
mat4_transpose(&mat, &mat);
shader_data.g_transform[0] = mat.row0;
shader_data.g_transform[1] = mat.row1;
shader_data.g_transform[2] = mat.row2;
shader_data.g_transform[3] = mat.row3;
rctx_ptr->sun_quad_ubo.WriteMemory(rend_data_ctx.state, shader_data);
rend_data_ctx.state.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
rend_data_ctx.state.disable_blend();
rend_data_ctx.state.set_blend_func(GL_ONE, GL_ZERO);
rend_data_ctx.state.set_depth_mask(GL_TRUE);
}
rend_data_ctx.state.active_bind_texture_2d(0, 0);
rend_data_ctx.state.bind_vertex_array(0);
if (lens_flare_appear_power <= 0.01f)
lens_flare_appear_power = 0.0f;
else
lens_flare_appear_power *= 0.93f;
lens_shaft_scale = 100.0f;
lens_flare_power = 0.0f;
float_t v34 = lens_flare_pos.x;
float_t v35 = lens_flare_pos.y;
float_t v32 = lens_flare_pos.z;
float_t v33 = 0.0f;
if (v32 >= 0.0f
|| v34 < (float_t)-width || v34 >(float_t)(2 * width)
|| v35 < (float_t)-height || v35 >(float_t)(2 * height))
lens_flare_texture = 0;
else {
for (GLuint& i : lens_flare_query_data)
if (i != -1)
v33 += min_def((float_t)i, v23);
v33 /= (v23 * 3.0f);
lens_flare_power = powf(v33, 0.7f);
if (v33 > 0.0f && lens_shaft_query_data[query_index]) {
float_t v41 = max_def(v33 - 0.4f, 0.005f);
lens_shaft_scale = ((0.6f / v41) * lens_shaft_inv_scale) * (v5 * 3.4f);
}
}
if (v32 >= 0.0f
|| v34 < -12.0f || v34 >(float_t)(width + 12)
|| v35 < -12.0f || v35 >(float_t)(height + 12)) {
field_A10 = 0.0f;
}
else if (v34 > -2.0f && v34 < (float_t)(width + 2)
&& v35 > -2.0f && v35 < (float_t)(height + 2)) {
if (v33 > 0.4f && field_A10 == 0.0f && lens_flare_appear_power < 0.02f && !reset_exposure)
lens_flare_appear_power = 8.0f;
field_A10 = 1.0f;
}
}
bool Render::frame_texture_cont_capture_set(bool value) {
frame_texture[0].capture = value;
return true;
}
void Render::frame_texture_free() {
for (Render::FrameTexture& i : frame_texture) {
for (Render::FrameTextureData& j : i.data) {
j.texture = 0;
j.render_texture.Free();
j.type = FRAME_TEXTURE_MAX;
}
i.capture = false;
}
}
int32_t Render::frame_texture_load(int32_t slot, Render::FrameTextureType type, texture* tex) {
if (!tex || slot < 0 || slot >= 6)
return -1;
for (Render::FrameTextureData& i : frame_texture[slot].data)
if (!i.texture) {
i.render_texture.SetColorDepthTextures(tex->glid);
i.texture = tex;
i.type = type;
return (int32_t)(&i - frame_texture[slot].data);
}
return -1;
}
void Render::frame_texture_reset() {
for (Render::FrameTexture& i : frame_texture) {
for (Render::FrameTextureData& j : i.data) {
j.texture = 0;
j.type = FRAME_TEXTURE_MAX;
}
i.capture = false;
}
}
bool Render::frame_texture_slot_capture_set(int32_t index) {
if (index < 1 || index >= 5)
return false;
frame_texture[index].capture = true;
return true;
}
bool Render::frame_texture_unload(int32_t slot, texture* tex) {
if (!tex || slot < 0 || slot >= 6)
return false;
for (Render::FrameTextureData& i : frame_texture[slot].data)
if (i.texture == tex) {
i.render_texture.Free();
i.texture = 0;
i.type = FRAME_TEXTURE_MAX;
return true;
}
return false;
}
void Render::free() {
if (transparency) {
delete transparency;
transparency = 0;
}
for (int32_t i = 0; i < 1; i++)
if (transparency_tex[i]) {
texture_release(transparency_tex[i]);
transparency_tex[i] = 0;
texture_counter--;
}
if (dof) {
delete dof;
dof = 0;
}
if (!texture_counter)
return;
for (int32_t i = 0; i < downsample_max_count; i++)
rend_texture[i].Free();
for (int32_t i = 0; i < 3; i++) {
taa_buffer[i].Free();
if (taa_tex[i]) {
texture_release(taa_tex[i]);
taa_tex[i] = 0;
texture_counter--;
}
}
aet_back_texture.Free();
if (aet_back_tex) {
texture_release(aet_back_tex);
aet_back_tex = 0;
texture_counter--;
}
mlaa_buffer.Free();
temp_buffer.Free();
sss_contour_texture = 0;
downsample_texture.Free();
field_3E8.Free();
for (int32_t i = 0; i < 5; i++)
reduce_texture->Free();
for (int32_t i = 0; i < 5; i++)
if (reduce_tex[i]) {
texture_release(reduce_tex[i]);
reduce_tex[i] = 0;
texture_counter--;
}
if (exposure_history) {
texture_release(exposure_history);
exposure_history = 0;
texture_counter--;
}
exposure_texture.Free();
if (exposure_tex) {
glDeleteTextures(1, &exposure_tex);
exposure_tex = 0;
}
if (tonemap_lut_texture) {
glDeleteTextures(1, &tonemap_lut_texture);
tonemap_lut_texture = 0;
}
if (mlaa_area_texture) {
glDeleteTextures(1, &mlaa_area_texture);
mlaa_area_texture = 0;
}
glDeleteQueries(3, lens_shaft_query);
glDeleteQueries(3, lens_flare_query);
for (ExposureCharaData& i : exposure_chara_data) {
glDeleteQueries(3, i.query);
i.query[0] = 0;
}
}
bool Render::get_auto_exposure() {
return auto_exposure;
}
int32_t Render::get_cam_blur() {
return cam_blur;
}
void Render::get_dof_data(float_t& focus, float_t& focus_range, float_t& fuzzing_range, float_t& ratio) {
focus = dof_pv_data.f2.focus;
focus_range = dof_pv_data.f2.focus_range;
fuzzing_range = dof_pv_data.f2.fuzzing_range;
ratio = dof_pv_data.f2.ratio;
}
bool Render::get_dof_enable() {
return dof_pv_data.enable;
}
bool Render::get_dof_update() {
return dof_pv_data.update;
}
float_t Render::get_exposure() {
return exposure;
}
float_t Render::get_exposure_rate() {
return exposure_rate;
}
float_t Render::get_gamma() {
return gamma;
}
float_t Render::get_gamma_rate() {
return gamma_rate;
}
vec3 Render::get_lens() {
vec3 value;
value.x = lens_flare;
value.y = lens_shaft;
value.z = lens_ghost;
return value;
}
float_t Render::get_lens_flare_appear_power() {
return lens_flare_appear_power;
}
float_t Render::get_lens_flare_power() {
return lens_flare_power;
}
vec3 Render::get_intensity() {
return intensity;
}
Render::MagFilterType Render::get_mag_filter() {
return mag_filter;
}
int32_t Render::get_mlaa() {
return mlaa;
}
vec3 Render::get_radius() {
return radius;
}
float_t Render::get_saturate_coeff() {
return saturate_coeff[0];
}
int32_t Render::get_saturate_power() {
return saturate_power;
}
vec4 Render::get_scene_fade() {
vec4 scene_fade;
*(vec3*)&scene_fade = scene_fade_color[0];
scene_fade.w = scene_fade_alpha[0];
return scene_fade;
}
float_t Render::get_scene_fade_alpha() {
return scene_fade_alpha[0];
}
int32_t Render::get_scene_fade_blend_func() {
return scene_fade_blend_func[0];
}
vec3 Render::get_scene_fade_color() {
return scene_fade_color[0];
}
int32_t Render::get_taa() {
return taa;
}
vec2 Render::get_taa_offset() {
if (taa) {
float_t offset = taa_texture_selector == 1 ? -0.25f : 0.25f;
return -offset / vec2((float_t)render_width[0], (float_t)render_height[0]);
}
return 0.0;
}
tone_map_method Render::get_tone_map() {
return tone_map;
}
void Render::get_tone_trans(vec3& start, vec3& end) {
start = tone_trans_start[0];
end = tone_trans_end[0];
}
void Render::init_render_buffers(int32_t width, int32_t height,
int32_t ssaa, int32_t hd_res, int32_t ss_alpha_mask) {
this->ssaa = ssaa;
this->hd_res = hd_res;
this->ss_alpha_mask = ss_alpha_mask;
mlaa = 1;
taa = ssaa || ss_alpha_mask ? 0 : 1;
mag_filter = hd_res ? MAG_FILTER_SHARPEN_4_TAP : MAG_FILTER_BILINEAR;
this->width = width;
this->height = height;
if (ssaa) {
inner_width = 2 * width;
inner_height = 2 * height;
}
else {
inner_width = width;
inner_height = height;
}
screen_x_offset = 0;
screen_y_offset = 0;
screen_width = width;
screen_height = height;
reduce_width[0] = 256;
reduce_height[0] = 144;
reduce_width[1] = 128;
reduce_height[1] = 72;
reduce_width[2] = 64;
reduce_height[2] = 36;
reduce_width[3] = 32;
reduce_height[3] = 18;
reduce_width[4] = 8;
reduce_height[4] = 8;
update_res(true, 1);
rend_texture[0].Init(render_post_width[0], render_post_height[0], 0, GL_RGBA16F, GL_DEPTH_COMPONENT24);
gl_state.bind_texture_2d(rend_texture[0].GetColorTex());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl_state.bind_texture_2d(rend_texture[0].GetDepthTex());
GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
gl_state.bind_texture_2d(0);
for (int32_t i = 0; i < 3; i++) {
taa_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++),
GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0);
taa_buffer[i].SetColorDepthTextures(taa_tex[i]->glid, 0, rend_texture[0].GetDepthTex());
}
aet_back_tex = texture_load_tex_2d(texture_id(0x25, texture_counter++),
GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0);
aet_back_texture.SetColorDepthTextures(aet_back_tex->glid, 0, rend_texture[0].GetDepthTex());
mlaa_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_DEPTH_COMPONENT24);
temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO);
sss_contour_texture = &mlaa_buffer;
gl_state.bind_texture_2d(mlaa_buffer.GetDepthTex());
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
gl_state.bind_texture_2d(0);
for (int32_t i = 1; i < downsample_count; i++) {
rend_texture[i].Init(render_post_width[i], render_post_height[i], 0, GL_RGBA16F, GL_ZERO);
gl_state.bind_texture_2d(rend_texture[i].GetColorTex());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl_state.bind_texture_2d(0);
}
downsample_texture.Init(reduce_width[0], reduce_height[0], 0, GL_RGBA16F, GL_ZERO);
gl_state.bind_texture_2d(downsample_texture.GetColorTex());
const vec4 border_color = 0.0f;
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
gl_state.bind_texture_2d(0);
field_3E8.Init(512, 256, 0, GL_RGBA8, GL_ZERO);
dof = new renderer::DOF3(render_post_width[0], render_post_height[0]);
for (int32_t i = 0; i < 1; i++)
transparency_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++),
GL_RGBA16F, render_post_width[0], render_post_height[0], 0, 0, 0);
transparency = new renderer::Transparency(transparency_tex[0]->glid,
rend_texture[0].GetDepthTex(), render_post_width[0], render_post_height[0]);
}
void Render::init_post_process_buffers() {
for (int32_t i = 0; i < 5; i++) {
reduce_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++),
GL_RGBA16F, reduce_width[i], reduce_height[i], 0, 0, 0);
gl_state.bind_texture_2d(reduce_tex[i]->glid);
const vec4 border_color = 0.0f;
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
}
gl_state.bind_texture_2d(0);
reduce_texture[0].SetColorDepthTextures(reduce_tex[0]->glid);
exposure_history = texture_load_tex_2d(texture_id(0x25, texture_counter++),
GL_RGBA16F, 32, 2, 0, 0, 0);
glGenTextures(1, &exposure_tex);
gl_state.bind_texture_2d(exposure_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 2, 2, 0, GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_state.bind_texture_2d(0);
exposure_texture.SetColorDepthTextures(exposure_tex);
glGenTextures(1, &tonemap_lut_texture);
gl_state.bind_texture_2d(tonemap_lut_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, 16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, 0, GL_RG, GL_HALF_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
const GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
gl_state.bind_texture_2d(0);
generate_mlaa_area_texture();
glGenQueries(3, lens_shaft_query);
glGenQueries(3, lens_flare_query);
for (GLuint& i : lens_shaft_query_data)
i = -1;
for (GLuint& i : lens_flare_query_data)
i = -1;
for (ExposureCharaData& i : exposure_chara_data) {
glGenQueries(3, i.query);
for (GLuint& j : i.query_data)
j = -1;
}
}
int32_t Render::movie_texture_set(texture* movie_texture) {
if (!movie_texture)
return -1;
int32_t index = 0;
while (movie_textures_data[index])
if (++index >= 1)
return -1;
movie_textures_data[index] = movie_texture;
movie_textures[index].SetColorDepthTextures(movie_texture->glid);
return index;
}
void Render::movie_texture_free(texture* movie_texture) {
if (!movie_texture)
return;
int32_t index = 0;
while (movie_textures_data[index] != movie_texture)
if (++index >= 1)
return;
movie_textures_data[index] = 0;
movie_textures[index].Free();
}
void Render::post_proc() {
lens_flare_texture = 0;
aet_back = 0;
}
void Render::pre_proc(render_data_context& rend_data_ctx) {
cam_data& cam = rctx_ptr->render_manager->cam;
view_point_prev = view_point;
interest_prev = interest;
view_point = cam.get_view_point();
interest = cam.get_interest();
stage_index_prev = stage_index;
if (task_stage_is_modern)
stage_index = (int32_t)task_stage_modern_get_current_stage_hash();
else
stage_index = task_stage_get_current_stage_index();
cam_view_projection_prev = cam_view_projection;
cam_view_projection = cam.get_view_proj_mat();
reset_exposure = rctx_ptr->camera->fast_change_hist1 && !rctx_ptr->camera->fast_change_hist0;
if (reset_exposure) {
float_t view_point_dist = vec3::distance(view_point, view_point_prev);
vec3 dir = vec3::normalize(interest - view_point);
vec3 dir_prev = vec3::normalize(interest_prev - view_point_prev);
float_t dir_diff_angle = vec3::dot(dir, dir_prev);
if (dir_diff_angle < 0.5f)
dir_diff_angle = 0.0f;
if (view_point_dist < dir_diff_angle * 0.4f)
reset_exposure = false;
}
else if (stage_index != stage_index_prev)
reset_exposure = true;
if (movie_textures_data[0]) {
extern texture* task_movie_get_texture(int32_t index = 0);
texture* tex = task_movie_get_texture();
if (tex) {
movie_textures[0].Bind(rend_data_ctx.state);
rend_data_ctx.state.active_bind_texture_2d(0, tex->glid);
rend_data_ctx.state.bind_sampler(0, rctx_ptr->render_samplers[0]);
rend_data_ctx.state.set_viewport(0, 0, movie_textures_data[0]->width, movie_textures_data[0]->height);
rend_data_ctx.shader_flags.arr[U_REDUCE] = 0;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
draw_quad(rend_data_ctx, tex->width, tex->height,
1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
rend_data_ctx.state.bind_framebuffer(0);
}
}
}
int32_t Render::render_texture_set(texture* render_texture, bool task_photo) {
if (!render_texture)
return -1;
int32_t index = 0;
if (task_photo)
index = 15;
else
while (render_textures_data[index])
if (++index >= 15)
return -1;
render_textures_data[index] = render_texture;
render_textures[index].SetColorDepthTextures(render_texture->glid);
return index;
}
void Render::render_texture_free(texture* render_texture, bool task_photo) {
if (!render_texture)
return;
int32_t index = 0;
if (task_photo)
index = 15;
else
while (render_textures_data[index] != render_texture)
if (++index >= 15)
return;
render_textures_data[index] = 0;
render_textures[index].Free();
}
void Render::reset_saturate_coeff(int32_t index, bool lock) {
set_saturate_coeff(1.0f, index, lock);
if (index == 1)
saturate_index = 0;
}
void Render::reset_scene_fade(int32_t index) {
scene_fade_color[index] = 0.0f;
scene_fade_alpha[index] = 0.0f;
scene_fade_blend_func[index] = 0;
if (index == 1)
scene_fade_index = 0;
update = 1;
}
void Render::reset_tone_trans(int32_t index) {
tone_trans_scale[index] = 1.0f;
tone_trans_offset[index] = 0.0f;
tone_trans_start[index] = 0.0f;
tone_trans_end[index] = 1.0f;
if (index == 1)
tone_trans_index = 0;
update = 1;
}
void Render::resize(int32_t width, int32_t height) {
this->width = width;
this->height = height;
if (ssaa) {
inner_width = 2 * width;
inner_height = 2 * height;
}
else {
inner_width = width;
inner_height = height;
}
screen_x_offset = 0;
screen_y_offset = 0;
screen_width = width;
screen_height = height;
update_res(true, 1);
rend_texture[0].Init(render_post_width[0], render_post_height[0], 0, GL_RGBA16F, GL_DEPTH_COMPONENT24);
gl_state.bind_texture_2d(rend_texture[0].GetColorTex());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl_state.bind_texture_2d(rend_texture[0].GetDepthTex());
GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
gl_state.bind_texture_2d(0);
for (int32_t i = 0; i < 3; i++) {
texture_id id = taa_tex[i]->id;
texture_release(taa_tex[i]);
taa_tex[i] = texture_load_tex_2d(id, GL_RGBA8,
render_post_width[0], render_post_height[0], 0, 0, 0);
taa_buffer[i].SetColorDepthTextures(taa_tex[i]->glid, 0, rend_texture[0].GetDepthTex());
}
texture_id aet_back_tex_id = aet_back_tex->id;
texture_release(aet_back_tex);
aet_back_tex = texture_load_tex_2d(aet_back_tex_id, GL_RGBA8,
render_post_width[0], render_post_height[0], 0, 0, 0);
aet_back_texture.SetColorDepthTextures(aet_back_tex->glid, 0, rend_texture[0].GetDepthTex());
mlaa_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_DEPTH_COMPONENT24);
temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO);
sss_contour_texture = &mlaa_buffer;
gl_state.bind_texture_2d(mlaa_buffer.GetDepthTex());
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
for (int32_t i = 1; i < downsample_count; i++) {
rend_texture[i].Init(render_post_width[i], render_post_height[i], 0, GL_RGBA16F, GL_ZERO);
gl_state.bind_texture_2d(rend_texture[i].GetColorTex());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
gl_state.bind_texture_2d(0);
dof->resize(render_post_width[0], render_post_height[0]);
for (int32_t i = 0; i < 1; i++) {
texture_id id = transparency_tex[i]->id;
texture_release(transparency_tex[i]);
transparency_tex[i] = texture_load_tex_2d(id, GL_RGBA16F,
render_post_width[0], render_post_height[0], 0, 0, 0);
}
transparency->resize(transparency_tex[0]->glid, rend_texture[0].GetDepthTex(),
render_post_width[0], render_post_height[0]);
}
void Render::set_auto_exposure(bool value) {
auto_exposure = value;
update = 1;
}
void Render::set_cam_blur(int32_t value) {
cam_blur = value;
update = 1;
}
void Render::set_dof_data(float_t focus, float_t focus_range, float_t fuzzing_range, float_t ratio) {
dof_pv_data.f2.focus = focus;
dof_pv_data.f2.focus_range = focus_range;
dof_pv_data.f2.ratio = ratio;
dof_pv_data.f2.fuzzing_range = fuzzing_range;
}
void Render::set_dof_enable(bool value) {
dof_pv_data.enable = value;
}
void Render::set_dof_update(bool value) {
dof_pv_data.update = value;
}
void Render::set_exposure(float_t value) {
exposure = value;
update = 1;
}
void Render::set_exposure_rate(float_t value) {
exposure_rate = value;
update = 1;
}
void Render::set_gamma(float_t value) {
if (value != gamma) {
gamma = value;
update_lut = 1;
}
}
void Render::set_gamma_rate(float_t value) {
if (value != gamma_rate) {
gamma_rate = value;
update_lut = 1;
}
}
void Render::set_intensity(const vec3& value) {
intensity = vec3::clamp(value, 0.0f, 2.0f);
update = 1;
}
void Render::set_lens(vec3 value) {
lens_flare = value.x;
lens_shaft = value.y;
lens_ghost = value.z;
update = 1;
}
void Render::set_mag_filter(MagFilterType value) {
mag_filter = value;
update = 1;
}
void Render::set_mlaa(int32_t value) {
mlaa = value;
update = 1;
}
void Render::set_radius(const vec3& value) {
radius = vec3::clamp(value, 1.0f, 3.0f);
update = 1;
}
void Render::set_saturate_coeff(float_t value, int32_t index, bool lock) {
if (saturate_lock)
return;
saturate_coeff[index] = value;
update_lut = 1;
update = 1;
if (lock) {
saturate_lock = 1;
saturate_index = 0;
}
else if (index == 1)
saturate_index = 1;
}
void Render::set_saturate_power(int32_t value) {
if (value != saturate_power) {
saturate_power = value;
update_lut = 1;
}
}
void Render::set_scene_fade(const vec4& value, int32_t index) {
scene_fade_color[index] = *(vec3*)&value;
scene_fade_alpha[index] = value.w;
if (index == 1)
scene_fade_index = 1;
update = true;
}
void Render::set_scene_fade_alpha(float_t value, int32_t index) {
scene_fade_alpha[index] = value;
if (index == 1)
scene_fade_index = 1;
update = 1;
}
void Render::set_scene_fade_blend_func(int32_t value, int32_t index) {
if (value < 0 || value > 2)
return;
scene_fade_blend_func[index] = value;
if (index == 1)
scene_fade_index = 1;
update = 1;
}
void Render::set_scene_fade_color(const vec3& value, int32_t index) {
scene_fade_color[index] = value;
if (index == 1)
scene_fade_index = 1;
update = 1;
}
void Render::set_screen_res(int32_t x_offset, int32_t y_offset, int32_t width, int32_t height) {
screen_x_offset = x_offset;
screen_y_offset = y_offset;
screen_width = min_def(width, this->width);
screen_height = min_def(height, this->height);
update_res(false, -1);
update = 1;
}
void Render::set_taa(int32_t value) {
taa = value;
taa_blend = -1.0f;
update = 1;
}
void Render::set_tone_map(tone_map_method value) {
tone_map = value;
}
void Render::set_tone_trans(const vec3& start, const vec3& end, int32_t index) {
for (int32_t i = 0; i < 3; i++)
if (fabsf((&end.x)[i] - (&start.x)[i]) < 0.0001f) {
reset_tone_trans(0);
return;
}
tone_trans_end[index] = end;
tone_trans_start[index] = start;
vec3 scale = vec3::rcp(end - start);
tone_trans_scale[index] = scale;
tone_trans_offset[index] = -(scale * start);
if (index == 1)
tone_trans_index = 1;
update = 1;
}
void Render::downsample(render_data_context& rend_data_ctx) {
render_context* rctx = rctx_ptr;
rend_data_ctx.shader_flags.arr[U_REDUCE] = 1;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
for (int32_t i = 1; i < downsample_count - 1; i++) {
rend_texture[i].Bind(rend_data_ctx.state);
rend_data_ctx.state.active_bind_texture_2d(0, rend_texture[i - 1].GetColorTex());
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[0]);
rend_data_ctx.state.set_viewport(0, 0, render_width[i], render_height[i]);
draw_quad(rend_data_ctx,
render_post_width[i - 1], render_post_height[i - 1],
render_post_width_scale, render_post_height_scale,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
}
rend_data_ctx.shader_flags.arr[U_REDUCE] = 3;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
int32_t downsample = max_def(downsample_count - 2, 0);
rend_data_ctx.state.set_viewport(0, 0, reduce_width[0], reduce_height[0]);
reduce_texture[0].Bind(rend_data_ctx.state);
rend_data_ctx.state.active_bind_texture_2d(0, rend_texture[downsample].GetColorTex());
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[0]);
draw_quad(rend_data_ctx,
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(rend_data_ctx.state);
rend_data_ctx.state.active_bind_texture_2d(0, reduce_tex[0]->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[2]);
for (int32_t i = 1; i < 5; i++) {
float_t scale;
if (i == 4) {
scale = 1.0f;
rend_data_ctx.shader_flags.arr[U_EXPOSURE] = 0;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_EXPOSURE);
}
else
{
scale = 0.75;
rend_data_ctx.shader_flags.arr[U_REDUCE] = 1;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
}
rend_data_ctx.state.set_viewport(0, 0, reduce_width[i], reduce_height[i]);
draw_quad(rend_data_ctx, 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);
rend_data_ctx.state.active_bind_texture_2d(0, reduce_tex[i]->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[2]);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]);
}
}
void Render::transparency_combine(render_data_context& rend_data_ctx, float_t alpha) {
transparency->combine(rend_data_ctx, rend_texture, alpha);
}
void Render::transparency_copy(render_data_context& rend_data_ctx) {
transparency->copy(rend_data_ctx, rend_texture[0].GetColorTex());
}
void Render::update_res(bool set, int32_t base_downsample) {
int32_t hd_res_widths[4];
int32_t hd_res_heights[4];
hd_res_widths[0] = 1280;
hd_res_heights[0] = 720;
hd_res_widths[1] = 1024;
hd_res_heights[1] = 576;
hd_res_widths[2] = 1024;
hd_res_heights[2] = 576;
hd_res_widths[3] = 960;
hd_res_heights[3] = 544;
base_downsample = min_def(base_downsample, 3);
if (set)
this->base_downsample = base_downsample;
else
base_downsample = max_def(base_downsample, this->base_downsample);
base_downsample = clamp_def(base_downsample, 0, 3);
int32_t hd_res_width = hd_res_widths[base_downsample];
int32_t hd_res_height = hd_res_heights[base_downsample];
if (hd_res && (screen_width > hd_res_width || screen_height > hd_res_height)) {
render_width[0] = hd_res_width;
render_height[0] = hd_res_height;
if (set) {
inner_width = render_width[0];
inner_height = render_height[0];
}
}
else {
float_t round_val = ssaa ? 1.0f : 16.0f;
render_width[0] = (int32_t)(prj::ceilf((float_t)screen_width
* (float_t)inner_width / (float_t)width * (1.0f / round_val)) * round_val);
render_height[0] = (int32_t)(prj::ceilf((float_t)screen_height
* (float_t)inner_height / (float_t)height * (1.0f / round_val)) * round_val);
}
int32_t downsample = 1;
for (int32_t i = 0; i < 4; i++) {
int32_t width = (render_width[i] + 1) / 2;
int32_t height = (render_height[i] + 1) / 2;
if (width <= reduce_width[0] && height <= reduce_height[0])
break;
render_width[i + 1] = width;
render_height[i + 1] = height;
downsample++;
}
this->downsample_count = downsample;
if (set) {
downsample_max_count = downsample;
for (int32_t i = 0; i < downsample; i++) {
render_post_width[i] = render_width[i];
render_post_height[i] = render_height[i];
}
}
render_post_width_scale = (float_t)render_width[0] / (float_t)render_post_width[0];
render_post_height_scale = (float_t)render_height[0] / (float_t)render_post_height[0];
taa_blend = -1.0f;
}
void Render::apply_mlaa(render_data_context& rend_data_ctx,
int32_t destination, int32_t source, int32_t ss_alpha_mask) {
rend_data_ctx.state.begin_event("PostProcess::mlaa");
if (mlaa) {
mlaa_buffer.Bind(rend_data_ctx.state);
rend_data_ctx.state.active_bind_texture_2d(0, taa_tex[source]->glid);
rend_data_ctx.state.bind_sampler(0, rctx_ptr->render_samplers[1]);
rend_data_ctx.shader_flags.arr[U_MLAA] = 0;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_MLAA);
draw_quad(rend_data_ctx, 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);
temp_buffer.Bind(rend_data_ctx.state);
rend_data_ctx.state.active_bind_texture_2d(0, mlaa_buffer.GetColorTex());
rend_data_ctx.state.active_bind_texture_2d(1, mlaa_area_texture);
rend_data_ctx.state.bind_sampler(0, rctx_ptr->render_samplers[0]);
rend_data_ctx.state.bind_sampler(1, rctx_ptr->render_samplers[3]);
rend_data_ctx.shader_flags.arr[U_MLAA] = 1;
rend_data_ctx.shader_flags.arr[U_MLAA_SEARCH] = 2;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_MLAA);
draw_quad(rend_data_ctx, 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);
taa_buffer[destination].Bind(rend_data_ctx.state);
rend_data_ctx.state.active_bind_texture_2d(0, taa_tex[source]->glid);
rend_data_ctx.state.active_bind_texture_2d(1, temp_buffer.GetColorTex());
rend_data_ctx.state.bind_sampler(0, rctx_ptr->render_samplers[1]);
rend_data_ctx.state.bind_sampler(1, rctx_ptr->render_samplers[1]);
rend_data_ctx.shader_flags.arr[U_MLAA] = 2;
rend_data_ctx.shader_flags.arr[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_MLAA);
draw_quad(rend_data_ctx, 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);
rend_data_ctx.shader_flags.arr[U_ALPHA_MASK] = 0;
rend_data_ctx.state.active_bind_texture_2d(0, 0);
rend_data_ctx.state.active_bind_texture_2d(1, 0);
}
else {
taa_buffer[destination].Bind(rend_data_ctx.state);
rend_data_ctx.state.active_bind_texture_2d(0, taa_tex[source]->glid);
rend_data_ctx.state.bind_sampler(0, rctx_ptr->render_samplers[1]);
rend_data_ctx.shader_flags.arr[U_REDUCE] = 0;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
draw_quad(rend_data_ctx, 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);
}
rend_data_ctx.state.end_event();
}
void Render::apply_tone_map(render_data_context& rend_data_ctx, texture* light_proj_tex, int32_t npr_param) {
render_context* rctx = rctx_ptr;
rend_data_ctx.state.begin_event("PostProcess::tone_map");
update_tone_map_lut();
rend_data_ctx.shader_flags.arr[U_TONE_MAP] = (int32_t)tone_map;
rend_data_ctx.shader_flags.arr[U_FLARE] = 0;
rend_data_ctx.shader_flags.arr[U_AET_BACK] = 0;
rend_data_ctx.shader_flags.arr[U_LIGHT_PROJ] = 0;
int32_t scene_fade_blend_func = this->scene_fade_blend_func[scene_fade_index];
tone_map_shader_data shader_data;
shader_data.g_exposure.x = exposure * exposure_rate;
shader_data.g_exposure.y = 0.0625f;
shader_data.g_exposure.z = exposure * exposure_rate * 0.5f;
shader_data.g_exposure.w = auto_exposure ? 1.0f : 0.0f;
shader_data.g_flare_coef.x = (lens_flare * 2.0f) * (lens_flare_appear_power + lens_flare_power);
shader_data.g_flare_coef.y = lens_shaft * 2.0f;
shader_data.g_flare_coef.z = 0.0f;
shader_data.g_flare_coef.w = 0.0f;
*(vec3*)&shader_data.g_fade_color = scene_fade_color[scene_fade_index];
shader_data.g_fade_color.w = scene_fade_alpha[scene_fade_index];
if (scene_fade_blend_func == 1 || scene_fade_blend_func == 2)
*(vec3*)&shader_data.g_fade_color *= shader_data.g_fade_color.w;
*(vec3*)&shader_data.g_tone_scale = tone_trans_scale[tone_trans_index];
*(vec3*)&shader_data.g_tone_offset = tone_trans_offset[tone_trans_index];
shader_data.g_tone_scale.w = (float_t)scene_fade_blend_func;
shader_data.g_tone_offset.w = gamma > 0.0f ? 2.0f / (gamma * 3.0f) : 0.0f;
shader_data.g_texcoord_transforms[0] = { 1.0f, 0.0f, 0.0f, 0.0f };
shader_data.g_texcoord_transforms[1] = { 0.0f, 1.0f, 0.0f, 0.0f };
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 };
rend_data_ctx.state.active_bind_texture_2d(0, rend_texture[0].GetColorTex());
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[1]);
rend_data_ctx.state.active_bind_texture_2d(1, reduce_tex_draw);
rend_data_ctx.state.bind_sampler(1, rctx->render_samplers[2]);
rend_data_ctx.state.active_bind_texture_2d(2, tonemap_lut_texture);
rend_data_ctx.state.bind_sampler(2, rctx->render_samplers[0]);
rend_data_ctx.state.active_bind_texture_2d(3, exposure_tex);
rend_data_ctx.state.bind_sampler(3, rctx->render_samplers[3]);
if (lens_flare_texture) {
const float_t aspect = (float_t)height / (float_t)width;
rend_data_ctx.shader_flags.arr[U_FLARE] = 1;
rend_data_ctx.state.active_bind_texture_2d(4, lens_flare_texture);
rend_data_ctx.state.bind_sampler(4, rctx->render_samplers[2]);
mat4 mat;
mat4_translate(0.5f, 0.5f, 0.0f, &mat);
mat4_scale_rot(&mat, 0.75f, 0.75f, 1.0f, &mat);
mat4_mul_rotate_z(&mat, (lens_flare_pos.x / (float_t)width)
* 25.0f * DEG_TO_RAD_FLOAT, &mat);
mat4_mul_translate(&mat, -((1.0f / (float_t)width) * lens_flare_pos.x),
(lens_flare_pos.y - (float_t)height) * (1.0f / (float_t)width), 0.0f, &mat);
mat4_scale_rot(&mat, 1.0f, aspect, 1.0f, &mat);
mat4_transpose(&mat, &mat);
shader_data.g_texcoord_transforms[4] = mat.row0;
shader_data.g_texcoord_transforms[5] = mat.row1;
if (lens_shaft_scale < 50.0f) {
rend_data_ctx.shader_flags.arr[U_FLARE] = 2;
rend_data_ctx.state.active_bind_texture_2d(5, lens_shaft_texture);
rend_data_ctx.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);
mat4_mul_rotate_z(&mat, (lens_flare_pos.x / (float_t)width)
* 60.0f * DEG_TO_RAD_FLOAT, &mat);
mat4_mul_translate(&mat, -((1.0f / (float_t)width) * lens_flare_pos.x),
(lens_flare_pos.y - (float_t)height) * (1.0f / (float_t)width), 0.0f, &mat);
mat4_scale_rot(&mat, 1.0f, aspect, 1.0f, &mat);
mat4_transpose(&mat, &mat);
shader_data.g_texcoord_transforms[6] = mat.row0;
shader_data.g_texcoord_transforms[7] = mat.row1;
}
else {
rend_data_ctx.state.active_bind_texture_2d(5, rctx->empty_texture_2d->glid);
rend_data_ctx.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 {
rend_data_ctx.state.active_bind_texture_2d(4, rctx->empty_texture_2d->glid);
rend_data_ctx.state.bind_sampler(4, rctx->render_samplers[2]);
rend_data_ctx.state.active_bind_texture_2d(5, rctx->empty_texture_2d->glid);
rend_data_ctx.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 };
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 };
}
if (aet_back) {
rend_data_ctx.state.active_bind_texture_2d(6, aet_back_tex->glid);
rend_data_ctx.state.bind_sampler(6, rctx->render_samplers[2]);
rend_data_ctx.shader_flags.arr[U_AET_BACK] = 1;
}
if (light_proj_tex) {
rend_data_ctx.shader_flags.arr[U_LIGHT_PROJ] = 1;
rend_data_ctx.state.active_bind_texture_2d(7, light_proj_tex->glid);
rend_data_ctx.state.bind_sampler(7, rctx->render_samplers[2]);
shader_data.g_flare_coef.z = 1.0f;
}
else {
rend_data_ctx.state.active_bind_texture_2d(7, rctx->empty_texture_2d->glid);
rend_data_ctx.state.bind_sampler(7, rctx->render_samplers[2]);
}
if (aet_back && npr_param == 1) {
rend_data_ctx.state.active_bind_texture_2d(14, rend_texture[0].GetDepthTex());
rend_data_ctx.state.bind_sampler(14, rctx->render_samplers[1]);
}
rctx->tone_map_ubo.WriteMemory(rend_data_ctx.state, shader_data);
rend_data_ctx.state.set_viewport(0, 0, render_width[0], render_height[0]);
taa_buffer[2].Bind(rend_data_ctx.state);
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_TONEMAP);
rend_data_ctx.state.bind_uniform_buffer_base(1, rctx->tone_map_ubo);
rend_data_ctx.state.bind_vertex_array(rctx->common_vao);
rend_data_ctx.state.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
rend_data_ctx.state.active_bind_texture_2d(2, 0);
rend_data_ctx.state.end_event();
}
void Render::calc_exposure(render_data_context& rend_data_ctx, const cam_data& cam) {
render_context* rctx = rctx_ptr;
bool v2 = false;
if (!reset_exposure) {
ExposureCharaData* chara_data = exposure_chara_data;
for (int32_t i = 0; i < ROB_CHARA_COUNT; i++, chara_data++) {
rob_chara* rob_chr = rob_chara_array_get(i);
if (!rob_chr || !rob_chr->is_visible())
continue;
vec4 v34 = { 0.05f, 0.0f, -0.04f, 1.0f };
vec4 v33 = { 1.0f, 0.0f, 0.0f, 0.0f };
mat4 v44 = mat4_identity;
rob_chr->sub_1405163C0(4, v44);
mat4 v42;
mat4 v43;
mat4_mul(&v44, &cam.view_mat, &v42);
mat4_mul(&v42, &cam.proj_mat, &v43);
vec4 v41;
vec4 v40;
mat4_transform_vector(&v42, &v34, &v41);
mat4_transform_vector(&v43, &v34, &v40);
float_t v12 = 1.0f / v40.w;
float_t v13 = v40.x * v12;
float_t v14 = v40.y * v12;
if (v41.z >= 0.0f || fabsf(v13) >= 1.0f || fabsf(v14) >= 1.0f)
continue;
float_t v31 = 0.5f - (fabsf(v14) - 1.0f) * 2.5f;
float_t v32 = 0.5f - (fabsf(v13) - 1.0f) * 2.5f;
float_t v16 = min_def(min_def(v31, v32), 1.0f);
vec4 v39;
mat4_transform_vector(&v42, &v33, &v39);
float_t v17 = (v39.z + 1.0f) * 0.5f;
if (v17 > 0.8f)
v17 = 0.8f;
else if (v17 < 0.2f)
v17 = 0.0f;
float_t v18 = (float_t)height / (float_t)width;
float_t v20 = tanf(cam.fov * 0.5f * DEG_TO_RAD_FLOAT);
float_t v21 = 0.25f / sqrtf(powf(v20 * 3.4f, 2.0f) * (v41.z * v41.z));
float_t v22;
if (v21 < 0.055f)
v22 = max_def((v21 - 0.035f) * 50.0f, 0.0f);
else if (v21 > 0.5f)
v22 = max_def(1.0f - (v21 - 0.5f) * 3.3333333f, 0.0f);
else
v22 = 1.0f;
chara_data->spot_coefficients[0].x = (v13 + v21 * 0.0f * v18 + 1.0f) * 0.5f;
chara_data->spot_coefficients[0].y = (v14 + v21 * 0.1f + 1.0f) * 0.5f;
chara_data->spot_coefficients[0].z = 0.0f;
chara_data->spot_coefficients[0].w = 4.0f;
chara_data->spot_coefficients[1].x = (v13 + v21 * 0.0f * v18 + 1.0f) * 0.5f;
chara_data->spot_coefficients[1].y = (v14 - v21 * 0.3f + 1.0f) * 0.5f;
chara_data->spot_coefficients[1].z = 0.0f;
chara_data->spot_coefficients[1].w = 4.0f;
chara_data->spot_coefficients[2].x = (v13 + v21 * -0.5f * v18 + 1.0f) * 0.5f;
chara_data->spot_coefficients[2].y = (v14 + v21 * -0.5f + 1.0f) * 0.5f;
chara_data->spot_coefficients[2].z = 0.0f;
chara_data->spot_coefficients[2].w = 3.0f;
chara_data->spot_coefficients[3].x = (v13 - v21 * 0.6f * v18 + 1.0f) * 0.5f;
chara_data->spot_coefficients[3].y = (v14 - v21 * 0.1f + 1.0f) * 0.5f;
chara_data->spot_coefficients[3].z = 0.0f;
chara_data->spot_coefficients[3].w = 2.0f;
chara_data->spot_coefficients[4].x = (v13 + v21 * 0.6f * v18 + 1.0f) * 0.5f;
chara_data->spot_coefficients[4].y = (v14 - v21 * 0.1f + 1.0f) * 0.5f;
chara_data->spot_coefficients[4].z = 0.0f;
chara_data->spot_coefficients[4].w = 2.0f;
chara_data->spot_coefficients[5].x = (v13 + v21 * 0.5f * v18 + 1.0f) * 0.5f;
chara_data->spot_coefficients[5].y = (v14 + v21 * -0.5f + 1.0f) * 0.5f;
chara_data->spot_coefficients[5].z = 0.0f;
chara_data->spot_coefficients[5].w = 3.0f;
chara_data->spot_coefficients[6].x = (v13 + v21 * 0.0f * v18 + 1.0f) * 0.5f;
chara_data->spot_coefficients[6].y = (v14 - v21 * 0.8f + 1.0f) * 0.5f;
chara_data->spot_coefficients[6].z = 0.0f;
chara_data->spot_coefficients[6].w = 3.0f;
chara_data->spot_weight = v16 * 1.6f * v17 * v22;
if (chara_data->spot_weight > 0.0f && !chara_data->query_data[exposure_query_index])
v2 = true;
}
}
if (!v2 || reset_exposure) {
exposure_measure_shader_data exposure_measure = {};
exposure_measure.g_spot_weight = {
exposure_chara_data[0].spot_weight,
exposure_chara_data[1].spot_weight,
exposure_chara_data[2].spot_weight,
exposure_chara_data[3].spot_weight
};
ExposureCharaData* chara_data = exposure_chara_data;
for (int32_t i = 0; i < 4 && i < ROB_CHARA_COUNT; i++, chara_data++)
for (int32_t j = 0; j < 8; j++)
exposure_measure.g_spot_coefficients[i * 8 + j] = chara_data->spot_coefficients[j];
rctx->exposure_measure_ubo.WriteMemory(rend_data_ctx.state, exposure_measure);
rend_data_ctx.state.set_viewport(0, 0, 32, 1);
downsample_texture.Bind(rend_data_ctx.state);
rend_data_ctx.shader_flags.arr[U_EXPOSURE] = 1;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_EXPOSURE);
rend_data_ctx.state.bind_uniform_buffer_base(1, rctx->exposure_measure_ubo);
rend_data_ctx.state.active_bind_texture_2d(0, reduce_tex[4]->glid);
rend_data_ctx.state.active_bind_texture_2d(1, reduce_tex[2]->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[2]);
rend_data_ctx.state.bind_sampler(1, rctx->render_samplers[2]);
draw_quad(rend_data_ctx, 1, 1, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
rend_data_ctx.state.active_bind_texture_2d(0, exposure_history->glid);
if (reset_exposure)
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 32, 1);
else
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, exposure_history_counter, 0, 0, 0, 1, 1);
exposure_history_counter = (exposure_history_counter + 1) % 32;
}
rend_data_ctx.state.set_viewport(0, 0, 1, 1);
exposure_texture.Bind(rend_data_ctx.state);
rend_data_ctx.shader_flags.arr[U_EXPOSURE] = 2;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_EXPOSURE);
rend_data_ctx.state.active_bind_texture_2d(0, exposure_history->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[0]);
draw_quad(rend_data_ctx, 1, 1, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
}
void Render::calc_gaussian_blur(render_data_context& rend_data_ctx, float_t start, float_t step,
int32_t kernel_size, float_t radius_scale, float_t intensity_scale) {
auto calculate_gaussian_kernel = [&](float_t* gaussian_kernel,
float_t radius, int32_t stride, int32_t offset) {
float_t first_val = (start - step * 0.5f) * 2.0f;
for (int32_t i = 0; i < kernel_size; i++)
gaussian_kernel[i * stride + offset] = 0.0f;
float_t temp_gaussian_kernel[20];
float_t s = radius * radius_scale;
s = 1.0f / (2.0f * s * s);
double_t sum = first_val;
temp_gaussian_kernel[0] = first_val;
float_t val = start;
for (size_t i = 1; i < kernel_size; i++) {
sum += temp_gaussian_kernel[i] = expf(-(val * val * s)) * step;
val += step;
}
sum = 1.0f / sum;
for (size_t i = 0; i < kernel_size; i++)
gaussian_kernel[i * stride + offset] = (float_t)(temp_gaussian_kernel[i] * sum);
};
vec3 gauss[20];
calculate_gaussian_kernel((float_t*)gauss, radius.x, 3, 0);
calculate_gaussian_kernel((float_t*)gauss, radius.y, 3, 1);
calculate_gaussian_kernel((float_t*)gauss, radius.z, 3, 2);
vec3 intensity = this->intensity * (intensity_scale * 0.5f);
gaussian_coef_shader_data gaussian_coef = {};
for (int32_t i = 0; i < kernel_size && i < 8; i++) {
*(vec3*)&gaussian_coef.g_coef[i] = gauss[i] * intensity;
gaussian_coef.g_coef[i].w = 0.0f;
}
rctx_ptr->gaussian_coef_ubo.WriteMemory(rend_data_ctx.state, gaussian_coef);
}
void Render::calc_taa_blend() {
taa_blend = 1.0f;
float_t view_point_dist = vec3::distance(view_point, view_point_prev);
float_t interest_dist = vec3::distance(interest, interest_prev);
float_t dist = max_def(view_point_dist, interest_dist);
if (!reset_exposure) {
if (dist < 0.0001f)
taa_blend = 0.5f;
else if (dist < 0.005f)
taa_blend = 0.75f;
else if (dist < 0.03f)
taa_blend = 0.875f;
else if (dist <= 0.05f && cam_blur)
taa_blend = 0.999f;
}
}
void Render::copy_to_frame_texture(render_data_context& rend_data_ctx,
GLuint pre_pp_tex, int32_t wight, int32_t height, GLuint post_pp_tex) {
for (Render::FrameTexture& i : frame_texture) {
if (!i.capture)
continue;
for (auto& j : i.data) {
if (!j.texture || j.render_texture.Bind(rend_data_ctx.state) < 0)
continue;
texture* dst_tex = j.texture;
rend_data_ctx.state.active_bind_texture_2d(0, j.type == FRAME_TEXTURE_PRE_PP ? pre_pp_tex : post_pp_tex);
rend_data_ctx.state.bind_sampler(0, rctx_ptr->render_samplers[0]);
rend_data_ctx.state.set_viewport(0, 0, dst_tex->width, dst_tex->height);
rend_data_ctx.shader_flags.arr[U_REDUCE] = 0;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
draw_quad(rend_data_ctx, dst_tex->width, dst_tex->height,
1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
rend_data_ctx.state.bind_framebuffer(0);
}
if (&i - frame_texture)
i.capture = false;
}
}
static void make_ghost_quad(uint8_t flags, float_t opacity, mat4* mat, float_t*& data) {
const float_t x0 = flags & 0x01 ? 0.5f : 0.0f;
const float_t x1 = flags & 0x01 ? 1.0f : 0.5f;
const float_t y0 = flags & 0x02 ? 0.5f : 0.0f;
const float_t y1 = flags & 0x02 ? 1.0f : 0.5f;
vec4 p0 = { -0.5f, -0.5f, x0, y0 };
vec4 p1 = { 0.5f, -0.5f, x1, y0 };
vec4 p2 = { -0.5f, 0.5f, x0, y1 };
vec4 p3 = { 0.5f, 0.5f, x1, y1 };
mat4_transform_point(mat, (vec2*)&p0, (vec2*)&p0);
mat4_transform_point(mat, (vec2*)&p1, (vec2*)&p1);
mat4_transform_point(mat, (vec2*)&p2, (vec2*)&p2);
mat4_transform_point(mat, (vec2*)&p3, (vec2*)&p3);
*(vec4*)&data[0] = p0;
data[4] = opacity;
*(vec4*)&data[5] = p1;
data[9] = opacity;
*(vec4*)&data[10] = p2;
data[14] = opacity;
*(vec4*)&data[15] = p2;
data[19] = opacity;
*(vec4*)&data[20] = p1;
data[24] = opacity;
*(vec4*)&data[25] = p3;
data[29] = opacity;
data += 30;
}
void Render::draw_lens_ghost(render_data_context& rend_data_ctx) {
static const float_t v13[16] = {
-0.70f, -0.30f, 0.35f, 0.50f,
-0.45f, -0.80f, 0.20f, 0.41f,
0.17f, -0.10f, 0.06f, 0.10f,
0.14f, 0.04f, -0.13f, -0.22f,
};
static const float_t v14[16] = {
0.8f, 1.0f, 1.0f, 1.0f,
0.4f, 0.5f, 0.8f, 0.8f,
0.6f, 0.7f, 0.8f, 0.7f,
0.8f, 0.7f, 0.6f, 0.8f,
};
static const float_t v15[16] = {
1.3f, 1.5f, 1.00f, 1.1f,
2.5f, 0.8f, 0.50f, 0.5f,
0.7f, 0.4f, 0.35f, 0.5f,
0.4f, 0.3f, 0.60f, 0.4f,
};
if (!lens_flare_texture || lens_ghost_count <= 0)
return;
if (lens_ghost_count > 16)
lens_ghost_count = 16;
const float_t aspect = (float_t)render_width[0] / (float_t)render_height[0];
const float_t v7 = (lens_flare_pos.x - (float_t)(width / 2)) / (float_t)width;
const float_t v8 = -((lens_flare_pos.y - (float_t)(height / 2)) / (float_t)height);
const float_t v9 = (float_t)((1.1 - sqrtf(v8 * v8 + v7 * v7)) * lens_flare_power);
if (v9 < 0.001f)
return;
const float_t v9a = v9 * v9;
float_t angle = atan2f(v8, v7) - (float_t)M_PI_2;
const float_t angle_sin = sinf(angle);
const float_t angle_cos = cosf(angle);
float_t* data = (float_t*)rctx_ptr->lens_ghost_vbo.MapMemory(rend_data_ctx.state);
if (!data)
return;
const float_t lens_ghost = this->lens_ghost;
const int32_t lens_ghost_count = this->lens_ghost_count;
for (int32_t i = 0; i < lens_ghost_count; i++) {
float_t opacity = v9 * v14[i] * lens_ghost;
float_t scale = (v9a * 0.03f + 0.02f) * v15[i];
mat4 mat;
mat4_translate(v13[i] * v7 + 0.5f, v13[i] * v8 + 0.5f, 0.0f, &mat);
mat4_scale_rot(&mat, scale, scale * aspect, 1.0f, &mat);
mat4_mul_rotate_z(&mat, angle_sin, angle_cos, &mat);
make_ghost_quad((uint8_t)(i & 0x03), opacity, &mat, data);
}
rctx_ptr->lens_ghost_vbo.UnmapMemory(rend_data_ctx.state);
rend_data_ctx.state.set_viewport(0, 0, render_width[0], render_height[0]);
rend_texture[0].Bind(rend_data_ctx.state);
rend_data_ctx.state.enable_blend();
rend_data_ctx.state.set_blend_func(GL_ONE, GL_ONE);
rend_data_ctx.shader_flags.arr[U_REDUCE] = 4;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
rend_data_ctx.state.active_bind_texture_2d(0, lens_ghost_texture);
rend_data_ctx.state.bind_sampler(0, rctx_ptr->render_samplers[0]);
rend_data_ctx.state.bind_vertex_array(rctx_ptr->lens_ghost_vao);
rend_data_ctx.state.draw_arrays(GL_TRIANGLES, 0, (GLsizei)(lens_ghost_count * 6LL));
rend_data_ctx.state.bind_vertex_array(0);
rend_data_ctx.state.disable_blend();
rend_data_ctx.state.set_blend_func(GL_ONE, GL_ZERO);
}
void Render::generate_mlaa_area_texture() {
uint8_t* data = force_malloc<uint8_t>(MLAA_SIDE_LEN * MLAA_SIDE_LEN * 2);
if (!data)
return;
for (int32_t cross2 = 0; cross2 < 5; cross2++)
for (int32_t cross1 = 0; cross1 < 5; cross1++)
calculate_mlaa_area_texture_data(data, cross1, cross2);
glGenTextures(1, &mlaa_area_texture);
gl_state.bind_texture_2d(mlaa_area_texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, MLAA_SIDE_LEN, MLAA_SIDE_LEN, 0, GL_RG, GL_UNSIGNED_BYTE, data);
gl_state.bind_texture_2d(0);
free_def(data);
}
void Render::get_blur(render_data_context& rend_data_ctx) {
render_context* rctx = rctx_ptr;
rend_data_ctx.shader_flags.arr[U_ALPHA_MASK] = 0;
rend_data_ctx.shader_flags.arr[U_GAUSS] = 0;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_GAUSS);
calc_gaussian_blur(rend_data_ctx, 1.0f, 1.0f, 7, 0.8f, 1.0f);
rend_data_ctx.state.bind_uniform_buffer_base(1, rctx->gaussian_coef_ubo);
downsample_texture.Bind(rend_data_ctx.state);
for (int32_t i = 1; i < 4; i++) {
rend_data_ctx.state.set_viewport(0, 0, reduce_width[i], reduce_height[i]);
rend_data_ctx.state.active_bind_texture_2d(0, reduce_tex[i]->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[2]);
draw_quad(rend_data_ctx, 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++) {
rend_data_ctx.state.set_viewport(0, 0, reduce_width[i], reduce_height[i]);
rend_data_ctx.state.active_bind_texture_2d(0, reduce_tex[i]->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[2]);
draw_quad(rend_data_ctx, 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]);
}
rend_data_ctx.shader_flags.arr[U_GAUSS] = 1;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_GAUSS);
rend_data_ctx.state.set_viewport(0, 0, reduce_width[0], reduce_height[0]);
rend_data_ctx.state.active_bind_texture_2d(0, reduce_tex[0]->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[2]);
draw_quad(rend_data_ctx, 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);
rend_data_ctx.shader_flags.arr[U_REDUCE] = 7;
shaders_ft.set(rend_data_ctx.state, rend_data_ctx.shader_flags, SHADER_FT_REDUCE);
rend_data_ctx.state.set_viewport(0, 0, reduce_width[0], reduce_height[0]);
reduce_texture[0].Bind(rend_data_ctx.state);
rend_data_ctx.state.active_bind_texture_2d(0, downsample_texture.GetColorTex());
rend_data_ctx.state.active_bind_texture_2d(1, reduce_tex[1]->glid);
rend_data_ctx.state.active_bind_texture_2d(2, reduce_tex[2]->glid);
rend_data_ctx.state.active_bind_texture_2d(3, reduce_tex[3]->glid);
rend_data_ctx.state.bind_sampler(0, rctx->render_samplers[2]);
rend_data_ctx.state.bind_sampler(1, rctx->render_samplers[2]);
rend_data_ctx.state.bind_sampler(2, rctx->render_samplers[2]);
rend_data_ctx.state.bind_sampler(3, rctx->render_samplers[2]);
draw_quad(rend_data_ctx, 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;
}
void Render::update_tone_map_lut() {
if (!update_lut)
return;
update_lut = 0;
saturate_lock = 0;
const float_t tone_map_scale = (float_t)(1.0 / (double_t)TONE_MAP_SAT_GAMMA_SAMPLES);
const int32_t tone_map_size = 16 * TONE_MAP_SAT_GAMMA_SAMPLES;
vec2 tex_data[16 * TONE_MAP_SAT_GAMMA_SAMPLES];
float_t gamma_power = gamma * gamma_rate * 1.5f;
int32_t saturate_power = this->saturate_power;
float_t saturate_coeff = this->saturate_coeff[saturate_index];
tex_data[0].x = 0.0f;
tex_data[0].y = 0.0f;
for (int32_t i = 1; i < tone_map_size; i++) {
float_t gamma = powf(1.0f - expf((float_t)-i * tone_map_scale), gamma_power);
float_t saturation = gamma * 2.0f - 1.0f;
for (int32_t j = 0; j < saturate_power; j++) {
saturation *= saturation;
saturation *= saturation;
saturation *= saturation;
saturation *= saturation;
}
tex_data[i].x = gamma;
tex_data[i].y = gamma * saturate_coeff
* ((float_t)TONE_MAP_SAT_GAMMA_SAMPLES / (float_t)i) * (1.0f - saturation);
}
if (GLAD_GL_VERSION_4_5)
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);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, GL_RG, GL_FLOAT, tex_data);
}
}
static void calculate_mlaa_area_texture_data(uint8_t* data, int32_t cross1, int32_t cross2) {
uint8_t* _data = &data[(MLAA_SIDE_LEN * MLAA_GRID_SIDE_LEN * cross2 + MLAA_GRID_SIDE_LEN * cross1) * 2];
for (int32_t dright = 0; dright < MLAA_GRID_SIDE_LEN; dright++) {
for (int32_t dleft = 0; dleft < MLAA_GRID_SIDE_LEN; dleft++) {
float_t val_left = 0.0f;
float_t val_right = 0.0f;
calculate_mlaa_area_texture_data_inner(&val_left, &val_right, cross1, cross2, dleft, dright);
_data[0] = (uint8_t)(val_left * 255.9f);
_data[1] = (uint8_t)(val_right * 255.9f);
_data += 2;
}
_data += MLAA_GRID_SIDE_LEN * 4 * 2;
}
}
static float_t calc_area_tex_val(int32_t a1, int32_t a2) {
float_t v2 = (float_t)(-0.5 / ((float_t)a2 - 0.5));
float_t v3 = (float_t)a1 * v2 + 0.5f;
if (a1 >= a2 - 1)
return (v3 * 0.5f) * 0.5f;
else
return ((float_t)(a1 + 1) * v2 + 0.5f + v3) * 0.5f;
};
static void calculate_mlaa_area_texture_data_inner(float_t* val_left,
float_t* val_right, int32_t cross1, int32_t cross2, int32_t dleft, int32_t dright) {
int32_t d = dleft + dright + 1;
float_t _val_left = 0.0f;
float_t _val_right = 0.0f;
switch (cross2) {
case 0:
switch (cross1) {
case 1:
_val_right = calc_area_tex_val(dleft, min_def(d, MLAA_GRID_SIDE_LEN));
break;
case 3:
_val_left = calc_area_tex_val(dleft, min_def(d, MLAA_GRID_SIDE_LEN));
break;
}
break;
case 1:
switch (cross1) {
case 0:
_val_right = calc_area_tex_val(dright, min_def(d, MLAA_GRID_SIDE_LEN));
break;
case 1:
if (d % 2) {
int32_t v12 = d / 2 + 1;
int32_t v15 = d / 2;
if (dleft < v15)
_val_right = calc_area_tex_val(dleft, v12);
else if (dright < v15)
_val_right = calc_area_tex_val(dright, v12);
else
_val_right = calc_area_tex_val(v15, v12) * 2.0f;
}
else {
int32_t v12 = d / 2;
float_t v14 = -0.5f / (float_t)v12;
if (dleft >= v12)
_val_right = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f;
else
_val_right = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f;
}
break;
case 3:
if (d % 2) {
int32_t v12 = d / 2 + 1;
int32_t v15 = d / 2;
if (dleft < v15)
_val_left = calc_area_tex_val(dleft, v12);
else if (dright < v15)
_val_right = calc_area_tex_val(dright, v12);
else
_val_left = _val_right = calc_area_tex_val(v15, v12);
}
else {
int32_t v12 = d / 2;
float_t v14 = -0.5f / (float_t)v12;
if (dleft < v12)
_val_left = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f;
else
_val_right = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f;
}
break;
case 4:
if (d % 2) {
int32_t v12 = d / 2 + 1;
int32_t v15 = d / 2;
if (dleft < v15)
_val_left = calc_area_tex_val(dleft, v12);
else if (dright < v15)
_val_right = calc_area_tex_val(dright, v12);
else
_val_left = _val_right = calc_area_tex_val(v15, v12);
}
else {
int32_t v12 = d / 2;
float_t v14 = -0.5f / (float_t)v12;
if (dleft < v12)
_val_left = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f;
else
_val_right = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f;
}
break;
}
break;
case 3:
switch (cross1) {
case 0:
_val_left = calc_area_tex_val(dright, min_def(d, MLAA_GRID_SIDE_LEN));
break;
case 1:
if (d % 2) {
int32_t v12 = d / 2 + 1;
int32_t v15 = d / 2;
if (dleft < v15)
_val_right = calc_area_tex_val(dleft, v12);
else if (dright < v15)
_val_left = calc_area_tex_val(dright, v12);
else
_val_left = _val_right = calc_area_tex_val(v15, v12);
}
else {
int32_t v12 = d / 2;
float_t v14 = -0.5f / (float_t)v12;
if (dleft < v12)
_val_right = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f;
else
_val_left = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f;
}
break;
case 3:
if (d % 2) {
int32_t v12 = d / 2 + 1;
int32_t v15 = d / 2;
if (dleft < v15)
_val_left = calc_area_tex_val(dleft, v12);
else if (dright < v15)
_val_left = calc_area_tex_val(dright, v12);
else
_val_left = calc_area_tex_val(v15, v12) * 2.0f;
}
else {
int32_t v12 = d / 2;
float_t v14 = -0.5f / (float_t)v12;
if (dleft < v12)
_val_left = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f;
else
_val_left = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f;
}
break;
case 4:
if (d % 2) {
int32_t v12 = d / 2 + 1;
int32_t v15 = d / 2;
if (dleft < v15)
_val_right = calc_area_tex_val(dleft, v12);
else if (dright < v15)
_val_left = calc_area_tex_val(dright, v12);
else
_val_left = _val_right = calc_area_tex_val(v15, v12);
}
else {
int32_t v12 = d / 2;
float_t v14 = -0.5f / (float_t)v12;
if (dleft < v12)
_val_right = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f;
else
_val_left = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f;
}
break;
}
break;
case 4:
switch (cross1) {
case 1:
if (d % 2) {
int32_t v12 = d / 2 + 1;
int32_t v15 = d / 2;
if (dleft < v15)
_val_right = calc_area_tex_val(dleft, v12);
else if (dright < v15)
_val_left = calc_area_tex_val(dright, v12);
else
_val_left = _val_right = calc_area_tex_val(v15, v12);
}
else {
int32_t v12 = d / 2;
float_t v14 = -0.5f / (float_t)v12;
if (dleft < v12)
_val_right = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f;
else
_val_left = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f;
}
break;
case 3:
if (d % 2) {
int32_t v12 = d / 2 + 1;
int32_t v15 = d / 2;
if (dleft < v15)
_val_left = calc_area_tex_val(dleft, v12);
else if (dright < v15)
_val_right = calc_area_tex_val(dright, v12);
else
_val_left = _val_right = calc_area_tex_val(v15, v12);
}
else {
int32_t v12 = d / 2;
float_t v14 = -0.5f / (float_t)v12;
if (dleft < v12)
_val_left = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f;
else
_val_right = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f;
}
break;
}
break;
}
*val_left = _val_left;
*val_right = _val_right;
return;
}
}