mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-09 15:09:50 +03:00
367 lines
11 KiB
C++
367 lines
11 KiB
C++
/*
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by korenkonder
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GitHub/GitLab: korenkonder
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*/
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#include "shadow.hpp"
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#include "render_context.hpp"
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Shadow* shadow_ptr;
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extern render_context* rctx_ptr;
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Shadow::Shadow() : curr_render_textures(), shadow_range(), shadow_range_factor(), field_1C0(), field_1C8(),
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field_200(), field_208(), near_blur(), blur_filter(), far_blur(), field_2BC(), distance(), field_2C4(),
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z_near(), z_far(), field_2D0(), field_2D4(), field_2D8(), field_2DC(), field_2E0(), shadow_ambient(),
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show_texture(), num_light(), light_enable(), self_shadow(), blur_filter_enable(), separate() {
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reset();
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}
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Shadow::~Shadow() {
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free();
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}
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void Shadow::ctrl() {
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for (int32_t i = 0; i < 2; i++)
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light_enable[i] = false;
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if (rctx_ptr->render_manager->shadow) {
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view_mat[0] = rctx_ptr->camera->view;
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view_mat[1] = rctx_ptr->camera->inv_view;
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::light_set* set = &rctx_ptr->light_set[LIGHT_SET_MAIN];
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light_data* data = &set->lights[LIGHT_CHARA];
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vec3 position;
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data->get_position(position);
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float_t length = vec3::length(position);
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if (length < 0.000001f)
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direction = { 0.0f, 1.0f, 0.0f };
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else
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direction = -position * (1.0f / length);
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for (int32_t i = 0; i < 2; i++)
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if (rctx_ptr->disp_manager->get_obj_count((mdl::ObjType)((int32_t)mdl::OBJ_TYPE_SHADOW_CHARA + i)))
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light_enable[i] = true;
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}
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int32_t count = 0;
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num_light = 0;
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for (int32_t i = 0; i < 2; i++)
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if (light_enable[i] && field_1D0[i].size() > 0) {
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num_light++;
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count += (int32_t)field_1D0[i].size();
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}
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else
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light_enable[i] = false;
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if (count < 3) {
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for (int32_t i = 0; i < 2; i++) {
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field_1A8[i] = 0.0f;
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field_1C8[i] = 0.0f;
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if (!light_enable[i] || field_1D0[i].size() < 1)
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continue;
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vec3 v7 = 0.0f;
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for (vec3& j : field_1D0[i])
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v7 += j;
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float_t v14 = (float_t)(int64_t)field_1D0[i].size();
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if (v14 < 0.0f)
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v14 += (float_t)UINT64_MAX;
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v7 *= 1.0f / v14;
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float_t v15 = 0.0f;
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for (vec3& j : field_1D0[i]) {
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vec3 v22 = v7 - j;
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vec3 v25 = direction * vec3::dot(v22, direction);
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float_t v24 = vec3::distance(v25, v22);
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v24 -= 0.25f;
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if (v24 < 0.0f)
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v24 = 0.0f;
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if (v15 < v24)
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v15 = v24;
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}
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field_1A8[i] = v7;
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field_1C8[i] = v15;
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}
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if (num_light > 0) {
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vec3 view_point = 0.0f;
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vec3 interest = 0.0f;
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for (int32_t i = 0; i < 2; i++) {
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if (!light_enable[i])
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continue;
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vec3 v11 = field_1A8[i] - direction * field_208;
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float_t v9 = vec3::distance(this->view_point[i], v11);
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float_t v12 = vec3::distance(this->interest[i], field_1A8[i]);
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if (v9 > 0.1f || v12 > 0.1f) {
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this->view_point[i] = v11;
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this->interest[i] = field_1A8[i];
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}
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view_point += this->view_point[i];
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interest += this->interest[i];
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}
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view_point_shared = view_point * (1.0f / (float_t)num_light);
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interest_shared = interest * (1.0f / (float_t)num_light);
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}
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float_t v2 = max_def(field_1C8[0], field_1C8[1]);
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separate = false;
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shadow_range = v2 + 1.2f;
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field_200[0] = 0;
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field_200[1] = 1;
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if (num_light >= 2) {
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vec3 v12 = field_1A8[0] - interest_shared;
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vec3 v14 = field_1A8[1] - interest_shared;
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float_t v6 = vec3::length(direction * vec3::dot(v12, direction) - v12);
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float_t v16 = v6 - 0.25f;
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if (v16 < 0.0f)
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v16 = 0.0f;
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if (v16 > 1.2f) {
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shadow_range = v2 + 2.4f;
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separate = true;
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}
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else
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shadow_range = v2 + 1.2f + v16;
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if (vec3::dot(v12, direction) < vec3::dot(v14, direction)) {
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field_200[1] = 0;
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field_200[0] = 1;
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}
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}
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}
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else {
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vec3 v3;
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vec3 v86;
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if (direction.y * direction.y < 0.99f) {
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v86 = vec3::cross(direction, vec3(0.0f, 1.0f, 0.0f));
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v3 = vec3::normalize(vec3::cross(v86, direction));
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v86 = vec3::normalize(v86);
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}
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else {
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v3 = { 0.0f, 0.0f, 1.0f };
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v86 = { 1.0f, 0.0f, 0.0f };
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}
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for (int32_t i = 0; i < 2; i++) {
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field_1A8[i] = 0.0f;
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field_1C8[i] = 0.0;
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if (!light_enable[i] || field_1D0[i].size() < 1)
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continue;
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vec3 v22 = 0.0f;
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for (vec3& j : field_1D0[i])
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v22 += j;
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float_t v29 = (float_t)(int64_t)field_1D0[i].size();
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if (v29 < 0.0f)
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v29 += (float_t)UINT64_MAX;
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float_t v30 = 0.0f;
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vec3 v31 = v22 * (1.0f / v29);
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for (vec3& j : field_1D0[i]) {
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vec3 v34 = v31 - j;
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float_t v38 = fabsf(vec3::dot(v34, v3));
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float_t v39 = fabsf(vec3::dot(v34, v86));
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if (v39 >= v38)
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v38 = v39;
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if (v30 < v38)
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v30 = v38;
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}
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field_1A8[i] = v31;
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field_1C8[i] = v30;
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}
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if (num_light > 0) {
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for (int32_t i = 0; i < 2; i++) {
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if (!light_enable[i])
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continue;
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vec3 v53 = field_1A8[i] - direction * field_208;
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float_t v51 = vec3::distance(view_point[i], v53);
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float_t v54 = vec3::distance(interest[i], field_1A8[i]);
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if (v51 > 0.1f || v54 > 0.1f) {
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view_point[i] = v53;
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interest[i] = field_1A8[i];
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}
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}
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vec3 view_point = 0.0f;
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vec3 interest = 0.0f;
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int32_t count = 0;
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for (int32_t i = 0; i < 2; i++) {
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int32_t c = (int32_t)field_1D0[i].size();
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view_point += this->view_point[i] * (float_t)c;
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interest += this->interest[i] * (float_t)c;
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count += c;
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}
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view_point_shared = view_point * (1.0f / (float_t)count);
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interest_shared = interest * (1.0f / (float_t)count);
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}
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float_t v2 = 0.0f;
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float_t v67 = max_def(field_1C8[0], field_1C8[1]);
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separate = false;
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shadow_range = v67 + 1.2f;
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field_200[0] = 0;
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field_200[1] = 1;
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if (num_light >= 2) {
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float_t v68 = 0.0f;
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float_t v69 = 0.0f;
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float_t v70 = 0.0f;
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for (int32_t i = 0; i < 2; i++) {
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if (!light_enable[i])
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continue;
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for (vec3& j : field_1D0[i]) {
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vec3 v74 = j - interest_shared;
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float_t v77 = vec3::dot(v74, v86);
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if (v2 > v77)
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v2 = v77;
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else if (v69 < v77)
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v69 = v77;
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float_t v78 = vec3::dot(v74, v3);
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if (v68 > v78)
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v68 = v78;
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else if (v70 < v78)
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v70 = v78;
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}
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}
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float_t v79 = -v2;
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if (v79 < v69)
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v79 = v69;
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if (v79 < -v68)
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v79 = -v68;
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if (v79 < v70)
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v79 = v70;
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if (v79 > v67 + 1.2f) {
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shadow_range = v67 + 2.4f;
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separate = true;
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}
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else
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shadow_range = v79 + 1.2f;
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if (vec3::dot(field_1A8[0] - interest_shared, direction)
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< vec3::dot(field_1A8[1] - interest_shared, direction)) {
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field_200[1] = 0;
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field_200[0] = 1;
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}
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}
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}
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for (std::vector<vec3>& i : field_1D0)
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i.clear();
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}
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void Shadow::free() {
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for (RenderTexture& i : render_textures)
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i.Free();
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reset();
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}
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float_t Shadow::get_shadow_range() {
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return shadow_range * shadow_range_factor;
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}
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int32_t Shadow::init() {
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struct shadow_texture_init_params {
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int32_t width;
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int32_t height;
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int32_t max_level;
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GLenum color_format;
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GLenum depth_format;
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} init_params[] = {
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{ 0x800, 0x800, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F },
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{ 0x200, 0x200, 3, GL_RGBA8, GL_ZERO },
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{ 0x200, 0x200, 3, GL_RGBA8, GL_ZERO },
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{ 0x800, 0x800, 0, GL_R32F , GL_ZERO },
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{ 0x800, 0x800, 0, GL_R32F , GL_ZERO },
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{ 0x200, 0x200, 0, GL_R32F , GL_ZERO },
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{ 0x200, 0x200, 0, GL_R32F , GL_ZERO },
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};
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shadow_texture_init_params* v3 = init_params;
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for (int32_t i = 0; i < 7; i++, v3++)
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if (render_textures[i].Init(v3->width, v3->height,
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v3->max_level, v3->color_format, v3->depth_format) < 0)
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return -1;
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for (int32_t i = 0; i < 3; i++) {
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gl_state_bind_texture_2d(render_textures[i].GetColorTex());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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static const vec4 border_color = 1.0f;
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
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}
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gl_state_bind_texture_2d(0);
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gl_state_get_error();
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return 0;
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}
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void Shadow::reset() {
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shadow_range = 1.2f;
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shadow_range_factor = 1.0f;
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for (int32_t i = 0; i < 2; i++) {
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view_point[i] = 1.0f;
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field_1C0[i] = 0.0f;
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field_1C8[i] = 0.0f;
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field_200[i] = i;
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}
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for (RenderTexture*& i : curr_render_textures)
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i = 0;
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view_mat[0] = mat4_identity;
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view_mat[1] = mat4_identity;
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blur_filter = BLUR_FILTER_9;
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near_blur = 1;
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field_2BC = 2;
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far_blur = 1;
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distance = 4.0f;
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field_2C4 = 0.4f;
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z_near = 0.1f;
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z_far = 20.0f;
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field_2D0 = 1.4f;
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field_2D4 = 10000.0f;
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field_2D8 = 80.0f;
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field_2DC = 2.0f;
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field_2E0 = 0.05f;
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shadow_ambient = 0.4f;
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num_light = 0;
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direction = vec3(0.0f, -1.0f, -1.0f) * (1.0f / sqrtf(2.0f));
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show_texture = false;
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self_shadow = true;
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separate = false;
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field_208 = (z_far - z_near) * 0.5f;
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}
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void shadow_ptr_init() {
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shadow_ptr = new Shadow;
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}
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Shadow* shadow_ptr_get() {
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return shadow_ptr;
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}
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void shadow_ptr_free() {
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if (shadow_ptr) {
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delete shadow_ptr;
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shadow_ptr = 0;
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}
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}
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