Files
korenkonder_ReDIVA/src/CRE/render_manager.cpp
T
2024-09-30 14:09:12 +03:00

2245 lines
84 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "render_manager.hpp"
#include "../KKdLib/mat.hpp"
#include "Glitter/glitter.hpp"
#include "light_param/fog.hpp"
#include "light_param/light.hpp"
#include "mdl/draw_object.hpp"
#include "rob/rob.hpp"
#include "Vulkan/gl_wrap.hpp"
#include "config.hpp"
#include "clear_color.hpp"
#include "effect.hpp"
#include "gl_state.hpp"
#include "light_param.hpp"
#include "render.hpp"
#include "render_context.hpp"
#include "render_texture.hpp"
#include "shader_ft.hpp"
#include "sprite.hpp"
#include "static_var.hpp"
#include "texture.hpp"
#define REFLECT_STENCIL (1)
static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, int32_t a3);
static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int32_t a3);
static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2,
RenderTexture* a3, float_t sigma, float_t far_texel_offset, bool enable_lit_proj);
static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, RenderTexture* src);
static bool draw_pass_shadow_litproj(light_proj* litproj);
static void draw_pass_sss_contour(render_context* rctx, rndr::Render* rend);
static void draw_pass_sss_filter(render_context* rctx, sss_data* sss);
static int32_t draw_pass_3d_get_translucent_count(render_context* rctx);
static void draw_pass_3d_shadow_reset(render_context* rctx);
static void draw_pass_3d_shadow_set(Shadow* shad, render_context* rctx);
extern void draw_pass_3d_translucent(render_context* rctx, bool opaque_enable,
bool transparent_enable, bool translucent_enable, mdl::ObjType opaque,
mdl::ObjType transparent, mdl::ObjType translucent);
static int32_t draw_pass_3d_translucent_count_layers(render_context* rctx,
int32_t* alpha_array, mdl::ObjType opaque,
mdl::ObjType transparent, mdl::ObjType translucent);
static void draw_pass_3d_translucent_has_objects(render_context* rctx, bool* arr, mdl::ObjType type);
#if REFLECT_STENCIL
static void draw_pass_reflect_stencil(render_context* rctx, mdl::ObjType type);
#endif
static void blur_filter_apply(render_context* rctx, RenderTexture* dst, RenderTexture* src,
blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset);
static void render_manager_free_render_textures();
static void render_manager_init_render_textures(int32_t multisample);
static void set_reflect_mat(render_context* rctx);
extern render_context* rctx_ptr;
static bool reflect_enable = false;
static mat4 reflect_mat = mat4_identity;
namespace rndr {
struct RenderTextureData {
GLenum type;
int32_t width;
int32_t height;
int32_t max_level;
GLenum color_format;
GLenum depth_format;
};
static const RenderTextureData render_manager_render_texture_data_array[] = {
{ GL_TEXTURE_2D, 0x200, 0x100, 0, GL_RGBA8 , GL_DEPTH_COMPONENT24 },
#if REFLECT_STENCIL
{ GL_TEXTURE_2D, 0x200, 0x100, 0, GL_RGBA16F, GL_DEPTH24_STENCIL8 },
#else
{ GL_TEXTURE_2D, 0x200, 0x100, 0, GL_RGBA16F, GL_DEPTH_COMPONENT24 },
#endif
{ GL_TEXTURE_2D, 0x400, 0x400, 0, GL_RGBA8 , GL_ZERO },
{ GL_TEXTURE_2D, 0x400, 0x400, 0, GL_RGBA8 , GL_ZERO },
{ GL_TEXTURE_2D, 0x400, 0x400, 0, GL_RGBA8 , GL_ZERO },
{ GL_TEXTURE_2D, 0x100, 0x100, 0, GL_RGBA8 , GL_ZERO },
{ GL_TEXTURE_2D, 0x100, 0x100, 0, GL_RGBA32F, GL_ZERO },
{ GL_TEXTURE_2D, 0x100, 0x100, 0, GL_RGBA8 , GL_ZERO },
};
static const int32_t render_manager_render_texture_index_array[][3] = {
{ 1, 1, 1 },
{ 0, 0, 0 },
{ 6, 6, 6 },
{ 6, 6, 6 },
{ 6, 6, 6 },
{ 2, 2, 2 },
{ 3, 3, 3 },
{ 4, 4, 4 },
{ 5, 5, 5 },
{ 6, 6, 6 },
{ 7, 7, 7 },
};
RenderManager::RenderManager() : pass_sw(), reflect_blur_num(), reflect_blur_filter(),
render(), sync_gpu(), cpu_time(), gpu_time(), draw_pass_3d(), field_11E(), field_11F(),
field_120(), show_ref_map(), reflect_type(), clear(), tex_index(), width(), height(),
multisample_framebuffer(), multisample_renderbuffer(), multisample(), check_state(), show_vector_flags(),
show_vector_length(), show_vector_z_offset(), show_stage_shadow(), effect_texture(), npr_param(),
field_31C(), reflect_texture_mask(), reflect_tone_curve(), field_31F(), light_stage_ambient(), npr() {
for (bool& i : pass_sw)
i = true;
set_pass_sw(RND_PASSID_2, false);
set_pass_sw(RND_PASSID_REFLECT, false);
set_pass_sw(RND_PASSID_REFRACT, false);
set_pass_sw(RND_PASSID_PRE_PROCESS, false);
set_pass_sw(RND_PASSID_SHOW_VECTOR, false);
shadow = true;
opaque_z_sort = true;
alpha_z_sort = true;
for (bool& i : draw_pass_3d)
i = true;
}
RenderManager::~RenderManager() {
}
void RenderManager::add_pre_process(int32_t type, draw_pre_process_func func, void* data) {
pre_process.push_back({ type, func, data });
}
void RenderManager::clear_pre_process(int32_t type) {
for (auto i = pre_process.begin(); i != pre_process.end(); i++)
if (i->type == type) {
pre_process.erase(i);
break;
}
}
RenderTexture& RenderManager::get_render_texture(int32_t index) {
return render_textures[render_manager_render_texture_index_array[index][tex_index[index]]];
}
void RenderManager::reset() {
for (int32_t i = 0; i < RND_PASSID_NUM; i++) {
pass_sw[i] = true;
cpu_time[i] = 0.0;
gpu_time[i] = 0.0;
}
set_pass_sw(RND_PASSID_2, false);
set_pass_sw(RND_PASSID_REFLECT, false);
set_pass_sw(RND_PASSID_REFRACT, false);
set_pass_sw(RND_PASSID_PRE_PROCESS, false);
set_pass_sw(RND_PASSID_SHOW_VECTOR, false);
shadow_ptr = 0;
sync_gpu = false;
time.get_timestamp();
shadow = true;
opaque_z_sort = true;
alpha_z_sort = true;
field_11F = false;
field_120 = false;
reflect_blur_num = 1;
reflect_blur_filter = BLUR_FILTER_4;
show_ref_map = false;
reflect_type = STAGE_DATA_REFLECT_DISABLE;
check_state = false;
show_vector_flags = 0;
show_vector_length = 0.05f;
show_vector_z_offset = 0.0f;
show_stage_shadow = false;
effect_texture = 0;
reflect = false;
refract = false;
npr_param = 0;
field_31C = false;
reflect_texture_mask = false;
reflect_tone_curve = false;
field_31F = false;
light_stage_ambient = false;
for (bool& i : draw_pass_3d)
i = true;
field_11E = false;
clear = false;
width = 0;
height = 0;
multisample_framebuffer = 0;
multisample_renderbuffer = 0;
multisample = false;//true;
npr = false;
}
void RenderManager::resize(int32_t width, int32_t height) {
if (this->width == width && this->height == height)
return;
this->width = width;
this->height = height;
#ifdef USE_OPENGL
if (!Vulkan::use) {
if (!multisample_framebuffer)
glGenFramebuffers(1, &multisample_framebuffer);
if (!multisample_renderbuffer)
glGenRenderbuffers(1, &multisample_renderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, multisample_framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, multisample_renderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8, GL_RGBA8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, multisample_renderbuffer);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
#endif
}
void RenderManager::set_clear(bool value) {
clear = value;
}
void RenderManager::set_effect_texture(texture* value) {
effect_texture = value;
}
void RenderManager::set_multisample(bool value) {
multisample = value;
}
void RenderManager::set_npr_param(int32_t value) {
npr_param = value;
}
void RenderManager::set_pass_sw(RenderPassID id, bool value) {
pass_sw[id] = value;
}
void RenderManager::set_reflect(bool value) {
reflect = value;
}
void RenderManager::set_reflect_blur(int32_t reflect_blur_num, blur_filter_mode reflect_blur_filter) {
this->reflect_blur_num = reflect_blur_num;
this->reflect_blur_filter = reflect_blur_filter;
}
void RenderManager::set_reflect_resolution_mode(reflect_refract_resolution_mode mode) {
tex_index[0] = mode;
}
void RenderManager::set_reflect_type(int32_t type) {
reflect_type = type;
}
void RenderManager::set_refract(bool value) {
refract = value;
}
void RenderManager::set_refract_resolution_mode(reflect_refract_resolution_mode mode) {
tex_index[1] = mode;
}
void RenderManager::set_shadow_false() {
shadow = false;
}
void RenderManager::set_shadow_true() {
shadow = true;
}
void RenderManager::render_all() {
light_param_data_storage_data_set_ibl();
static const vec4 color_clear = 0.0f;
gl_state_bind_framebuffer(0);
glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
rctx_ptr->set_scene_framebuffer_size(render->render_width[0],
render->render_height[0], render->render_width[0], render->render_height[0]);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LEQUAL);
gl_state_set_depth_mask(GL_TRUE);
gl_state_begin_event("rndpass_render_all_pass::Caller::execute_pre3d");
for (int32_t i = RND_PASSID_SHADOW; i <= RND_PASSID_CLEAR; i++)
RenderManager::render_single_pass((RenderPassID)i);
gl_state_end_event();
gl_state_begin_event("rndpass_render_all_pass::Caller::execute_3d");
for (int32_t i = RND_PASSID_PRE_SPRITE; i <= RND_PASSID_3D; i++)
RenderManager::render_single_pass((RenderPassID)i);
gl_state_end_event();
gl_state_begin_event("rndpass_render_all_pass::Caller::execute_2d");
for (int32_t i = RND_PASSID_SHOW_VECTOR; i <= RND_PASSID_12; i++)
RenderManager::render_single_pass((RenderPassID)i);
gl_state_end_event();
rctx_ptr->disp_manager->check_vertex_arrays();
gl_state_bind_vertex_array(0);
gl_state_disable_primitive_restart();
gl_state_bind_uniform_buffer_base(0, 0);
gl_state_bind_uniform_buffer_base(1, 0);
gl_state_bind_uniform_buffer_base(2, 0);
gl_state_bind_uniform_buffer_base(3, 0);
gl_state_bind_uniform_buffer_base(4, 0);
}
void RenderManager::render_single_pass(RenderPassID id) {
cpu_time[id] = 0.0;
gpu_time[id] = 0.0;
if (!pass_sw[id]) {
gl_state_get_error();
return;
}
render_pass_begin();
switch (id) {
case RND_PASSID_SHADOW:
pass_shadow();
break;
case RND_PASSID_SS_SSS:
pass_ss_sss();
break;
case RND_PASSID_REFLECT:
pass_reflect();
break;
case RND_PASSID_REFRACT:
pass_refract();
break;
case RND_PASSID_PRE_PROCESS:
pass_pre_process();
break;
case RND_PASSID_CLEAR:
pass_clear();
break;
case RND_PASSID_PRE_SPRITE:
pass_pre_sprite();
break;
case RND_PASSID_3D:
pass_3d();
break;
case RND_PASSID_SHOW_VECTOR:
pass_show_vector();
break;
case RND_PASSID_POST_PROCESS:
pass_post_process();
break;
case RND_PASSID_SPRITE:
pass_sprite();
break;
}
render_pass_end(id);
gl_state_get_error();
}
void RenderManager::render_pass_begin() {
if (sync_gpu)
glFinish();
time.get_timestamp();
}
void RenderManager::render_pass_end(RenderPassID id) {
cpu_time[id] = time.calc_time();
if (sync_gpu) {
time_struct t;
glFinish();
gpu_time[id] = t.calc_time();
}
else
gpu_time[id] = 0;
}
void RenderManager::pass_shadow() {
render_context* rctx = rctx_ptr;
gl_state_begin_event("pass_shadow");
gl_state_begin_event("texproj");
if (rctx->litproj->set()) {
rctx->disp_manager->draw(mdl::OBJ_TYPE_OPAQUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT);
rctx->disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT);
rctx->draw_state->shader_index = -1;
uniform_value[U_DEPTH] = 0;
draw_pass_shadow_filter(&rctx->litproj->shadow_texture[0],
&rctx->litproj->shadow_texture[1], 0, 1.5f, 0.01f, true);
if (draw_pass_shadow_litproj(rctx->litproj)) {
draw_pass_set_camera();
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
rctx->disp_manager->draw(mdl::OBJ_TYPE_OPAQUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT);
rctx->disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_state_enable_blend();
rctx->disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT);
gl_state_disable_blend();
rctx->draw_state->shader_index = -1;
gl_state_bind_framebuffer(0);
}
}
gl_state_end_event();
bool v3 = false;
int32_t v10[2];
for (int32_t i = 0; i < 2; i++) {
v10[i] = rctx->disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + i));
if (v10[i])
v3 = true;
}
Shadow* shad = shadow_ptr;
if (shadow && v3) {
int32_t v11[2];
v11[0] = shad->field_200[0];
v11[1] = shad->field_200[1];
shad->curr_render_textures[0] = &shad->render_textures[0];
shad->curr_render_textures[1] = &shad->render_textures[1];
shad->curr_render_textures[2] = &shad->render_textures[2];
for (int32_t i = 0, j = 0; i < 2; i++) {
if (!v10[i])
continue;
draw_pass_shadow_begin_make_shadowmap(shad, v11[i], j);
rctx->disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i]));
if (rctx->disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) {
gl_state_set_color_mask(show_stage_shadow
? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
rctx->disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i));
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
draw_pass_shadow_end_make_shadowmap(shad, v11[i], j);
j++;
}
}
else {
shad->curr_render_textures[0] = &shad->render_textures[0];
shad->curr_render_textures[1] = &shad->render_textures[1];
shad->curr_render_textures[2] = &shad->render_textures[2];
for (int32_t i = 1; i < 3; i++) {
shad->curr_render_textures[i]->Bind();
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
}
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_ss_sss() {
render_context* rctx = rctx_ptr;
::sss_data* sss = rctx->sss_data;
if (!sss->init_data || !sss->enable)
return;
gl_state_begin_event("pass_ss_sss");
rndr::Render* rend = render;
if (sv_better_reflect && reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP
&& rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_SSS)) {
gl_state_begin_event("reflect");
reflect_enable = true;
rndr::Render* rend = render;
RenderTexture& refl_tex = rctx->render_manager->get_render_texture(0);
//if (refl_tex.GetWidth() > 1280.0)
// sss->npr_contour = false;
//if (sss->npr_contour) {
refl_tex.Bind();
refl_tex.SetViewport();
//}
//else {
// sss->textures[0].Bind();
// gl_state_set_viewport(0, 0, 640, 360);
//}
glClearColor(sss->param.x, sss->param.y, sss->param.z, 0.0f);
#if REFLECT_STENCIL
glClearStencil(0x00);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#else
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
draw_pass_set_camera();
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
if (shadow)
draw_pass_3d_shadow_set(shadow_ptr, rctx);
else
draw_pass_3d_shadow_reset(rctx);
set_reflect_mat(rctx);
uniform_value[U_REFLECT] = 1;
rctx->draw_state->shader_index = SHADER_FT_SSS_SKIN;
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LEQUAL);
gl_state_set_depth_mask(GL_TRUE);
gl_state_set_cull_face_mode(GL_FRONT);
rctx->disp_manager->draw(mdl::OBJ_TYPE_SSS);
gl_state_set_cull_face_mode(GL_BACK);
gl_state_disable_depth_test();
rctx->draw_state->shader_index = -1;
draw_pass_3d_shadow_reset(rctx);
uniform_value[U_NPR] = 0;
if (npr_param == 1) {
if (sss->enable && sss->npr_contour) {
uniform_value[U_NPR] = 1;
draw_pass_sss_contour(rctx, rend);
}
else if (npr) {
refl_tex.Bind();
refl_tex.SetViewport();
glClear(GL_DEPTH_BUFFER_BIT);
rctx->draw_state->shader_index = SHADER_FT_SSS_SKIN;
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
gl_state_set_cull_face_mode(GL_FRONT);
rctx->disp_manager->draw(mdl::OBJ_TYPE_SSS);
gl_state_set_cull_face_mode(GL_BACK);
gl_state_disable_depth_test();
rctx->draw_state->shader_index = -1;
gl_state_bind_framebuffer(0);
uniform_value[U_NPR] = 1;
draw_pass_sss_contour(rctx, rend);
}
}
uniform_value[U_REFLECT] = 0;
if (!sss->npr_contour) {
sss->textures[0].Bind();
gl_state_set_viewport(0, 0, 640, 360);
filter_scene_shader_data filter_scene = {};
filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f };
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
rctx->filter_scene_ubo.WriteMemory(filter_scene);
imgfilter_batch_shader_data imgfilter_batch = {};
imgfilter_batch.g_color_scale = 1.0f;
imgfilter_batch.g_color_offset = 0.0f;
imgfilter_batch.g_texture_lod = 0.0f;
rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
uniform_value[U_IMAGE_FILTER] = 5;
shaders_ft.set(SHADER_FT_IMGFILT);
rctx->filter_scene_ubo.Bind(0);
rctx->imgfilter_batch_ubo.Bind(1);
gl_state_active_bind_texture_2d(0, refl_tex.GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
}
draw_pass_sss_filter(rctx, sss);
reflect_enable = false;
gl_state_end_event();
}
//if (rend->render_width > 1280.0)
// sss->npr_contour = false;
//if (sss->npr_contour) {
rend->rend_texture[0].Bind();
rend->rend_texture[0].SetViewport();
//}
//else {
// sss->textures[0].Bind();
// gl_state_set_viewport(0, 0, 640, 360);
//}
glClearColor(sss->param.x, sss->param.y, sss->param.z, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw_pass_set_camera();
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
if (shadow)
draw_pass_3d_shadow_set(shadow_ptr, rctx);
else
draw_pass_3d_shadow_reset(rctx);
rctx->draw_state->shader_index = SHADER_FT_SSS_SKIN;
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LEQUAL);
gl_state_set_depth_mask(GL_TRUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_SSS);
gl_state_disable_depth_test();
rctx->draw_state->shader_index = -1;
draw_pass_3d_shadow_reset(rctx);
uniform_value[U_NPR] = 0;
if (npr_param == 1) {
if (sss->enable && sss->npr_contour) {
uniform_value[U_NPR] = 1;
draw_pass_sss_contour(rctx, rend);
}
else if (npr) {
rend->rend_texture[0].Bind();
rend->rend_texture[0].SetViewport();
glClear(GL_DEPTH_BUFFER_BIT);
rctx->draw_state->shader_index = SHADER_FT_SSS_SKIN;
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_SSS);
gl_state_disable_depth_test();
rctx->draw_state->shader_index = -1;
gl_state_bind_framebuffer(0);
uniform_value[U_NPR] = 1;
draw_pass_sss_contour(rctx, rend);
}
}
if (!sss->npr_contour) {
sss->textures[0].Bind();
gl_state_set_viewport(0, 0, 640, 360);
filter_scene_shader_data filter_scene = {};
filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f };
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
rctx->filter_scene_ubo.WriteMemory(filter_scene);
imgfilter_batch_shader_data imgfilter_batch = {};
imgfilter_batch.g_color_scale = 1.0f;
imgfilter_batch.g_color_offset = 0.0f;
imgfilter_batch.g_texture_lod = 0.0f;
rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
uniform_value[U_IMAGE_FILTER] = 5;
shaders_ft.set(SHADER_FT_IMGFILT);
rctx->filter_scene_ubo.Bind(0);
rctx->imgfilter_batch_ubo.Bind(1);
gl_state_active_bind_texture_2d(0, rend->rend_texture[0].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
}
draw_pass_sss_filter(rctx, sss);
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_reflect() {
render_context* rctx = rctx_ptr;
gl_state_begin_event("pass_reflect");
RenderTexture& refl_tex = rctx->render_manager->get_render_texture(0);
RenderTexture& refl_buf_tex = rctx->reflect_buffer;
refl_tex.Bind();
if (rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_OPAQUE)
|| rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_TRANSPARENT)
|| rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_TRANSLUCENT)
|| rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_CHARA_OPAQUE)
|| rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_CHARA_TRANSPARENT)
|| rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFLECT_CHARA_TRANSLUCENT)) {
refl_tex.SetViewport();
draw_pass_set_camera();
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++)
rctx->fog[i].data_set((fog_id)i);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
#if REFLECT_STENCIL
glClearStencil(0x00);
#endif
if (sv_better_reflect && rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_SSS))
glClear(GL_COLOR_BUFFER_BIT);
else
#if REFLECT_STENCIL
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#else
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
#if REFLECT_STENCIL
if (sv_better_reflect) {
gl_state_set_stencil_mask(0xFF);
rctx->draw_state->shader_index = SHADER_FT_SIL;
gl_state_disable_depth_test();
gl_state_set_depth_func(GL_LEQUAL);
gl_state_set_depth_mask(GL_TRUE);
draw_pass_reflect_stencil(rctx, mdl::OBJ_TYPE_OPAQUE);
draw_pass_reflect_stencil(rctx, mdl::OBJ_TYPE_TRANSLUCENT);
draw_pass_reflect_stencil(rctx, mdl::OBJ_TYPE_TRANSLUCENT_SORT_BY_RADIUS);
draw_pass_reflect_stencil(rctx, mdl::OBJ_TYPE_TRANSPARENT);
fbo_blit(refl_tex.fbos[0], refl_buf_tex.fbos[0],
0, 0, refl_tex.GetWidth(), refl_tex.GetHeight(),
0, 0, refl_buf_tex.GetWidth(), refl_buf_tex.GetHeight(),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
refl_tex.Bind();
glClear(GL_COLOR_BUFFER_BIT);
gl_state_enable_stencil_test();
gl_state_set_stencil_op(GL_KEEP, GL_KEEP, GL_REPLACE);
gl_state_set_stencil_func(GL_ALWAYS, 0x01, 0x01);
gl_state_bind_texture_2d(refl_buf_tex.GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
shaders_ft.set(SHADER_FT_REFLECT_STENCIL);
rctx->render.draw_quad(refl_buf_tex.GetWidth(), refl_buf_tex.GetHeight(), 1.0f, 1.0f,
0.0f, 0.0f, 6.0f, 1.0f, 1.0f, 1.0f, 1.0f);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_state_set_stencil_op(GL_KEEP, GL_KEEP, GL_KEEP);
gl_state_set_stencil_func(GL_EQUAL, 0x01, 0x01);
gl_state_set_stencil_mask(0x00);
}
#endif
rctx->draw_state->shader_index = SHADER_FT_S_REFL;
light_set* set = &rctx->light_set[LIGHT_SET_MAIN];
light_clip_plane clip_plane;
set->lights[LIGHT_SPOT].get_clip_plane(clip_plane);
uniform_value[U_REFLECT] = 2;
uniform_value[U_CLIP_PLANE] = clip_plane.data[1] ? 1 : 0;
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LEQUAL);
gl_state_set_depth_mask(GL_TRUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_REFLECT_OPAQUE, 0, reflect_texture_mask);
if (reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) {
gl_state_enable_blend();
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_state_set_blend_equation(GL_FUNC_ADD);
rctx->disp_manager->draw(mdl::OBJ_TYPE_REFLECT_TRANSLUCENT);
gl_state_disable_blend();
}
if (sv_better_reflect && reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) {
reflect_enable = true;
rctx->draw_state->shader_index = -1;
int32_t render_width = refl_tex.GetWidth();
int32_t render_height = refl_tex.GetHeight();
rctx_ptr->set_scene_framebuffer_size(render_width, render_height, render_width, render_height);
if (shadow)
draw_pass_3d_shadow_set(shadow_ptr, rctx);
else
draw_pass_3d_shadow_reset(rctx);
if (effect_texture)
gl_state_active_bind_texture_2d(14, effect_texture->glid);
else
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d->glid);
if (pass_sw[RND_PASSID_REFLECT] && reflect) {
RenderTexture& refl_tex = get_render_texture(0);
gl_state_active_bind_texture_2d(15, refl_tex.GetColorTex());
uniform_value[U_WATER_REFLECT] = 1;
}
else {
gl_state_active_bind_texture_2d(15, rctx->empty_texture_2d->glid);
uniform_value[U_WATER_REFLECT] = 0;
}
rctx->sss_data->set_texture(3);
set_reflect_mat(rctx);
uniform_value[U_REFLECT] = 1;
if (draw_pass_3d[DRAW_PASS_3D_OPAQUE]) {
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_REFLECT_CHARA_OPAQUE);
gl_state_disable_depth_test();
}
if (draw_pass_3d[DRAW_PASS_3D_TRANSPARENT]) {
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_REFLECT_CHARA_TRANSPARENT);
gl_state_disable_depth_test();
}
if (npr_param == 1)
pass_3d_contour();
if (draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT]) {
gl_state_enable_blend();
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_FALSE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_REFLECT_CHARA_TRANSLUCENT);
gl_state_disable_depth_test();
gl_state_disable_blend();
}
if (shadow)
draw_pass_3d_shadow_reset(rctx);
rctx_ptr->set_scene_framebuffer_size(render->render_width[0],
render->render_height[0], render->render_width[0], render->render_height[0]);
reflect_enable = false;
}
else if (reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) {
uniform_value[U_REFLECT] = reflect_tone_curve ? 1 : 0;
uniform_value[U_CLIP_PLANE] = clip_plane.data[0] ? 1 : 0;
rctx->disp_manager->draw(mdl::OBJ_TYPE_REFLECT_CHARA_OPAQUE);
}
gl_state_disable_depth_test();
uniform_value[U_REFLECT] = 0;
rctx->draw_state->shader_index = -1;
#if REFLECT_STENCIL
if (sv_better_reflect)
gl_state_disable_stencil_test();
#endif
for (int32_t i = reflect_blur_num, j = 0; i > 0; i--, j++) {
blur_filter_apply(rctx, &refl_buf_tex, &refl_tex,
reflect_blur_filter, 1.0f, 1.0f, 0.0f);
image_filter_scale(&refl_tex, refl_buf_tex.color_texture);
}
}
else {
vec4 clear_color;
glGetFloatv(GL_COLOR_CLEAR_VALUE, (GLfloat*)&clear_color);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
}
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_refract() {
render_context* rctx = rctx_ptr;
gl_state_begin_event("pass_refract");
RenderTexture& refract_texture = rctx->render_manager->get_render_texture(1);
refract_texture.Bind();
if (rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_OPAQUE)
|| rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_TRANSPARENT)
|| rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_TRANSLUCENT)) {
texture* refr_tex = refract_texture.color_texture;
gl_state_set_viewport(0, 0, refr_tex->width, refr_tex->height);
draw_pass_set_camera();
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++)
rctx->fog[i].data_set((fog_id)i);
vec4 clear_color;
glGetFloatv(GL_COLOR_CLEAR_VALUE, (GLfloat*)&clear_color);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
rctx->draw_state->shader_index = SHADER_FT_S_REFR;
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LEQUAL);
gl_state_set_depth_mask(GL_TRUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_REFRACT_OPAQUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_REFRACT_TRANSPARENT);
rctx->disp_manager->draw(mdl::OBJ_TYPE_REFRACT_TRANSLUCENT);
gl_state_disable_depth_test();
rctx->draw_state->shader_index = -1;
}
else {
vec4 clear_color;
glGetFloatv(GL_COLOR_CLEAR_VALUE, (GLfloat*)&clear_color);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
}
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_pre_process() {
gl_state_begin_event("pass_pre_process");
for (draw_pre_process& i : pre_process)
if (i.func)
i.func(i.data);
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_clear() {
render_context* rctx = rctx_ptr;
gl_state_begin_event("pass_clear");
if (clear) {
rctx->screen_buffer.Bind();
clear_color_set_gl();
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
gl_state_bind_framebuffer(0);
}
rndr::Render* rend = render;
if (!rctx->sss_data->enable || !rctx->sss_data->npr_contour) {
rend->bind_render_texture();
if (sprite_manager_get_reqlist_count(2)) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl_state_bind_framebuffer(0);
}
else {
clear_color_set_gl();
glClearDepthf(1.0f);
if (clear)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_DEPTH_BUFFER_BIT);
gl_state_bind_framebuffer(0);
}
}
else {
if (sprite_manager_get_reqlist_count(2)) {
rend->bind_render_texture();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
gl_state_bind_framebuffer(0);
}
else if (clear) {
rend->bind_render_texture();
clear_color_set_gl();
glClear(GL_COLOR_BUFFER_BIT);
gl_state_bind_framebuffer(0);
}
}
gl_state_get_error();
gl_state_end_event();
}
void RenderManager::pass_pre_sprite() {
if (!sprite_manager_get_reqlist_count(2))
return;
render_context* rctx = rctx_ptr;
gl_state_begin_event("pass_pre_sprite");
rndr::Render* rend = render;
rend->bind_render_texture(true);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
gl_state_set_depth_mask(GL_FALSE);
gl_state_disable_depth_test();
gl_state_enable_blend();
gl_state_disable_cull_face();
sprite_manager_draw(2, true,
rend->temp_buffer.color_texture,
rctx->camera->view_projection_aet_3d);
gl_state_enable_cull_face();
gl_state_disable_blend();
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_get_error();
gl_state_end_event();
}
void RenderManager::pass_3d() {
render_context* rctx = rctx_ptr;
render->bind_render_texture();
draw_pass_set_camera();
if (!rctx->sss_data->enable || !rctx->sss_data->npr_contour
|| draw_pass_3d_get_translucent_count(rctx))
glClear(GL_DEPTH_BUFFER_BIT);
gl_state_set_depth_func(GL_LEQUAL);
for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
for (int32_t i = FOG_DEPTH; i < FOG_MAX; i++)
rctx->fog[i].data_set((fog_id)i);
if (shadow)
draw_pass_3d_shadow_set(shadow_ptr, rctx);
else
draw_pass_3d_shadow_reset(rctx);
if (effect_texture)
gl_state_active_bind_texture_2d(14, effect_texture->glid);
else
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d->glid);
if (pass_sw[RND_PASSID_REFLECT] && reflect) {
RenderTexture& refl_tex = get_render_texture(0);
gl_state_active_bind_texture_2d(15, refl_tex.GetColorTex());
uniform_value[U_WATER_REFLECT] = 1;
}
else {
gl_state_active_bind_texture_2d(15, rctx->empty_texture_2d->glid);
uniform_value[U_WATER_REFLECT] = 0;
}
rctx->sss_data->set_texture(1);
gl_state_bind_sampler(14, rctx->render_samplers[0]);
gl_state_bind_sampler(15, rctx->render_samplers[0]);
gl_state_bind_sampler(16, rctx->render_samplers[0]);
uniform_value[U_STAGE_AMBIENT] = light_stage_ambient ? 1 : 0;
if (alpha_z_sort) {
rctx->disp_manager->obj_sort(&rctx->view_mat,
mdl::OBJ_TYPE_TRANSLUCENT, 1, field_31F);
rctx->disp_manager->obj_sort(&rctx->view_mat,
mdl::OBJ_TYPE_TRANSLUCENT_SORT_BY_RADIUS, 2);
rctx->disp_manager->obj_sort(&rctx->view_mat,
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1, 1, field_31F);
rctx->disp_manager->obj_sort(&rctx->view_mat,
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2, 1, field_31F);
rctx->disp_manager->obj_sort(&rctx->view_mat,
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_3, 1, field_31F);
rctx->disp_manager->obj_sort(&rctx->view_mat,
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2_LOCAL, 1, field_31F);
}
if (opaque_z_sort)
rctx->disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_OPAQUE, 0);
if (draw_pass_3d[DRAW_PASS_3D_OPAQUE]) {
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_OPAQUE);
gl_state_disable_depth_test();
}
Glitter::glt_particle_manager->DispScenes(Glitter::DISP_OPAQUE);
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
if (draw_pass_3d[DRAW_PASS_3D_TRANSPARENT])
rctx->disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT);
if (rctx->render_manager->field_120)
rctx->disp_manager->draw(mdl::OBJ_TYPE_TYPE_7);
render->calc_exposure_chara_data(rctx->camera);
if (npr_param == 1)
pass_3d_contour();
render->draw_lens_flare(rctx->camera);
star_catalog_draw();
draw_pass_3d_translucent(rctx,
draw_pass_3d[DRAW_PASS_3D_OPAQUE],
draw_pass_3d[DRAW_PASS_3D_TRANSPARENT],
draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT],
mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_3,
mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_3,
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_3);
snow_particle_draw();
rain_particle_draw();
leaf_particle_draw();
particle_draw();
gl_state_disable_depth_test();
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
Glitter::glt_particle_manager->DispScenes(Glitter::DISP_ALPHA);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
/*if (npr_param == 1) {
gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}*/
gl_state_enable_depth_test();
if (draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT]) {
gl_state_enable_blend();
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_state_set_depth_mask(GL_FALSE);
rctx->disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT_SORT_BY_RADIUS);
rctx->disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT);
gl_state_disable_blend();
}
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); // X
Glitter::glt_particle_manager->DispScenes(Glitter::DISP_TYPE_2);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_state_set_depth_mask(GL_TRUE);
draw_pass_3d_translucent(rctx,
draw_pass_3d[DRAW_PASS_3D_OPAQUE],
draw_pass_3d[DRAW_PASS_3D_TRANSPARENT],
draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT],
mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_2,
mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2,
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2);
gl_state_disable_depth_test();
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
Glitter::glt_particle_manager->DispScenes(Glitter::DISP_NORMAL);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
draw_pass_3d_translucent(rctx,
draw_pass_3d[DRAW_PASS_3D_OPAQUE],
draw_pass_3d[DRAW_PASS_3D_TRANSPARENT],
draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT],
mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_1,
mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_1,
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1);
if (Glitter::glt_particle_manager->CheckHasLocalEffect()) { // X
camera* cam = rctx->camera;
float_t fov = cam->get_fov();
cam->set_fov(32.2673416137695f);
draw_pass_set_camera();
rctx->disp_manager->draw(mdl::OBJ_TYPE_OPAQUE_LOCAL);
rctx->disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT_LOCAL);
gl_state_enable_blend();
rctx->disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT_LOCAL);
gl_state_disable_blend();
draw_pass_3d_translucent(rctx,
draw_pass_3d[DRAW_PASS_3D_OPAQUE],
draw_pass_3d[DRAW_PASS_3D_TRANSPARENT],
draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT],
mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_2_LOCAL,
mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2_LOCAL,
mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2_LOCAL);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
Glitter::glt_particle_manager->DispScenes(Glitter::DISP_LOCAL);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
cam->set_fov(fov);
draw_pass_set_camera();
}
gl_state_active_bind_texture_2d(14, 0);
gl_state_active_bind_texture_2d(15, 0);
gl_state_disable_depth_test();
if (shadow)
draw_pass_3d_shadow_reset(rctx);
pass_sprite_surf();
shader::unbind();
gl_state_bind_framebuffer(0);
}
void RenderManager::pass_show_vector() {
return;
/*if (!show_vector_flags)
return;
render_context* rctx = rctx_ptr;
gl_state_begin_event("pass_show_vector");
rctx->camera->update_data();
rctx->view_mat = rctx->camera->view;
render->bind_render_texture();
draw_pass_set_camera();
//shaders_ft.env_vert_set(20, show_vector_length, show_vector_z_offset, 0.0f, 0.0f);
for (int32_t i = 1; i < 4; i++) {
if (!(show_vector_flags & (1 << (i - 1))))
continue;
if (draw_pass_3d[DRAW_PASS_3D_OPAQUE])
draw_task_draw_objects_by_type_show_vector(rctx, mdl::OBJ_TYPE_OPAQUE, i);
if (draw_pass_3d[DRAW_PASS_3D_TRANSPARENT])
draw_task_draw_objects_by_type_show_vector(rctx, mdl::OBJ_TYPE_TRANSPARENT, i);
if (draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT]) {
draw_task_draw_objects_by_type_show_vector(rctx, mdl::OBJ_TYPE_TRANSLUCENT_SORT_BY_RADIUS, i);
draw_task_draw_objects_by_type_show_vector(rctx, mdl::OBJ_TYPE_TRANSLUCENT, i);
}
}
shader::unbind();
gl_state_bind_framebuffer(0);
gl_state_end_event();*/
}
void RenderManager::pass_post_process() {
render_context* rctx = rctx_ptr;
gl_state_begin_event("pass_post_process");
texture* light_proj_tex = 0;
light_proj* litproj = rctx->litproj;
if (litproj && litproj->enable) {
light_set* set = &rctx->light_set[LIGHT_SET_MAIN];
if (set->lights[LIGHT_PROJECTION].get_type() == LIGHT_SPOT
&& texture_manager_get_texture(litproj->texture_id))
light_proj_tex = litproj->draw_texture.color_texture;
}
render->apply_post_process(rctx->camera, light_proj_tex, npr_param);
gl_state_end_event();
}
void RenderManager::pass_sprite() {
render_context* rctx = rctx_ptr;
if (!sprite_manager_get_reqlist_count(0))
return;
gl_state_begin_event("pass_sprite");
rndr::Render* rend = render;
gl_state_set_viewport(0, 0, width, height);
#ifdef USE_OPENGL
if (!Vulkan::use && multisample && multisample_framebuffer) {
gl_state_bind_framebuffer(multisample_framebuffer);
gl_state_enable_multisample();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
else
rctx->screen_buffer.Bind();
#endif
gl_state_disable_depth_test();
gl_state_enable_blend();
gl_state_disable_cull_face();
sprite_manager_draw(0, true,
rend->temp_buffer.color_texture,
rctx->camera->view_projection_aet_2d);
gl_state_enable_cull_face();
gl_state_disable_blend();
gl_state_enable_depth_test();
#ifdef USE_OPENGL
if (!Vulkan::use && multisample && multisample_framebuffer) {
gl_state_bind_framebuffer(rctx->screen_buffer.fbos[0]);
gl_state_disable_multisample();
gl_state_bind_read_framebuffer(multisample_framebuffer);
glBlitFramebuffer(0, 0, width, height,
0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
gl_state_bind_read_framebuffer(0);
}
#endif
gl_state_get_error();
gl_state_bind_framebuffer(0);
gl_state_end_event();
}
void RenderManager::pass_3d_contour() {
render_context* rctx = rctx_ptr;
RenderTexture* rt;
RenderTexture* contour_rt;
if (sv_better_reflect && reflect_enable) {
rt = &rctx->render_manager->get_render_texture(0);
contour_rt = &rctx->reflect_buffer;
}
else {
rt = &render->rend_texture[0];
contour_rt = render->sss_contour_texture;
}
gl_state_begin_event("`anonymous-namespace'::draw_npr_frame");
gl_state_enable_blend();
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_state_set_blend_equation(GL_FUNC_ADD);
gl_state_disable_depth_test();
quad_shader_data quad_data = {};
quad_data.g_texcoord_modifier = { 0.5f, 0.5f, 0.5f, 0.5f };
rctx->quad_ubo.WriteMemory(quad_data);
contour_params_shader_data contour_params_data = {};
contour_params_data.g_near_far = rctx->g_near_far;
rctx->contour_params_ubo.WriteMemory(contour_params_data);
shaders_ft.set(SHADER_FT_CONTOUR_NPR);
gl_state_active_bind_texture_2d(14, rt->GetDepthTex());
gl_state_active_bind_texture_2d(16, contour_rt->GetColorTex());
gl_state_active_bind_texture_2d(17, contour_rt->GetDepthTex());
gl_state_bind_sampler(14, rctx->render_samplers[1]);
gl_state_bind_sampler(16, rctx->render_samplers[1]);
gl_state_bind_sampler(17, rctx->render_samplers[1]);
rctx->quad_ubo.Bind(0);
rctx->contour_params_ubo.Bind(2);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
if (effect_texture)
gl_state_active_bind_texture_2d(14, effect_texture->glid);
else
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d->glid);
gl_state_bind_sampler(14, rctx->render_samplers[0]);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_state_enable_depth_test();
gl_state_disable_blend();
gl_state_end_event();
}
void RenderManager::pass_sprite_surf() {
if (!sprite_manager_get_reqlist_count(1))
return;
render_context* rctx = rctx_ptr;
rndr::Render* rend = render;
gl_state_set_depth_mask(GL_FALSE);
gl_state_disable_depth_test();
gl_state_enable_blend();
gl_state_disable_cull_face();
sprite_manager_draw(1, true,
rend->temp_buffer.color_texture,
rctx->camera->view_projection_aet_2d);
}
}
void image_filter_scale(RenderTexture* dst, texture* src, const vec4& scale) {
if (!dst || !dst->color_texture->glid || !dst->color_texture || !src || !src->glid)
return;
render_context* rctx = rctx_ptr;
gl_state_begin_event("`anonymous-namespace'::Impl::apply_no_filter_sub");
dst->Bind();
dst->SetViewport();
filter_scene_shader_data filter_scene = {};
filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f };
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
rctx->filter_scene_ubo.WriteMemory(filter_scene);
imgfilter_batch_shader_data imgfilter_batch = {};
imgfilter_batch.g_color_scale = scale;
imgfilter_batch.g_color_offset = 0.0f;
imgfilter_batch.g_texture_lod = 0.0f;
rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
uniform_value[U_IMAGE_FILTER] = 5;
shaders_ft.set(SHADER_FT_IMGFILT);
rctx->filter_scene_ubo.Bind(0);
rctx->imgfilter_batch_ubo.Bind(1);
gl_state_active_bind_texture_2d(0, src->glid);
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
gl_state_end_event();
}
void draw_pass_set_camera() {
render_context* rctx = rctx_ptr;
camera* cam = rctx->camera;
cam->update_data();
rctx->view_mat = cam->view;
rctx->proj_mat = cam->projection;
rctx->vp_mat = cam->view_projection;
vec3 view_point;
cam->get_view_point(view_point);
rctx->set_scene_projection_view(rctx->view_mat, rctx->proj_mat, view_point);
float_t max_distance = cam->max_distance;
float_t min_distance = cam->min_distance;
rctx->g_near_far = {
(float_t)(max_distance / (max_distance - min_distance)),
(float_t)(-(max_distance * min_distance) / (max_distance - min_distance)),
0.0f, 0.0f
};
}
void render_manager_init_data(int32_t ssaa, int32_t hd_res, int32_t ss_alpha_mask, bool npr) {
rndr::RenderManager& render_manager = *rctx_ptr->render_manager;
render_manager.reset();
render_manager.npr = npr;
render_texture_counter_reset();
resolution_struct* res_wind = res_window_get();
resolution_struct* res_wind_int = res_window_internal_get();
render_manager.render = &rctx_ptr->render;
render_manager.render->init_render_buffers(res_wind_int->width,
res_wind_int->height, ssaa, hd_res, ss_alpha_mask);
render_manager.render->set_screen_res(res_wind_int->x_offset,
res_wind_int->y_offset, res_wind_int->width, res_wind_int->height);
render_manager.width = res_wind->width;
render_manager.height = res_wind->height;
render_manager_init_render_textures(1);
render_manager.render->init_tone_map_buffers();
shadow_ptr_init();
render_manager.shadow_ptr = shadow_ptr_get();
render_manager.shadow_ptr->init();
rctx_ptr->sss_data->init();
gl_state_get_error();
}
void render_manager_free_data() {
rndr::RenderManager& render_manager = *rctx_ptr->render_manager;
render_manager_free_render_textures();
render_manager.render->free();
shadow_ptr_free();
rctx_ptr->sss_data->free();
}
static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, int32_t a3) {
render_context* rctx = rctx_ptr;
shad->curr_render_textures[0]->Bind();
shad->curr_render_textures[0]->SetViewport();
texture* tex = shad->curr_render_textures[0]->color_texture;
gl_state_set_scissor(0, 0, tex->width, tex->height);
gl_state_enable_depth_test();
gl_state_enable_scissor_test();
glClearColor(1.0, 1.0, 1.0, 1.0);
if (!a3)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else if (shad->separate)
glClear(GL_COLOR_BUFFER_BIT);
gl_state_set_scissor(1, 1, tex->width - 2, tex->height - 2);
float_t shadow_range = shad->get_shadow_range();
float_t offset;
vec3* interest;
vec3* view_point;
if (shad->separate) {
offset = index ? 0.5f : -0.5f;
interest = &shad->interest[index];
view_point = &shad->view_point[index];
}
else {
offset = 0.0f;
interest = &shad->interest_shared;
view_point = &shad->view_point_shared;
}
mat4 temp;
mat4_translate(offset, 0.0f, 0.0f, &temp);
mat4 proj;
mat4_ortho(-shadow_range, shadow_range,
-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
mat4_mul(&proj, &temp, &rctx->proj_mat);
mat4_look_at(view_point, interest, &rctx->view_mat);
mat4_mul(&rctx->view_mat, &rctx->proj_mat, &rctx->vp_mat);
rctx->set_scene_projection_view(rctx->view_mat, rctx->proj_mat, *view_point);
rctx->draw_state->shader_index = SHADER_FT_SIL;
uniform_value[U_DEPTH] = 0;
}
static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int32_t a3) {
render_context* rctx = rctx_ptr;
gl_state_disable_depth_test();
gl_state_disable_scissor_test();
rctx->draw_state->shader_index = -1;
if (a3 == shad->num_shadow - 1) {
draw_pass_shadow_filter(&shad->render_textures[3],
&shad->render_textures[4], shad->curr_render_textures[0],
shad->field_2DC, shad->field_2E0 / (shad->field_208 * 2.0f), false);
draw_pass_shadow_esm_filter(&shad->render_textures[5],
&shad->render_textures[6], &shad->render_textures[3]);
}
RenderTexture* rend_tex = shad->curr_render_textures[1 + index];
RenderTexture& rend_buf_tex = rctx_ptr->shadow_buffer;
rend_tex->Bind();
image_filter_scale(rend_tex,
shad->curr_render_textures[0]->color_texture);
if (shad->blur_filter_enable[index]) {
for (int32_t i = shad->near_blur, j = 0; i > 0; i--, j++) {
blur_filter_apply(rctx, &rend_buf_tex, rend_tex,
shad->blur_filter, 1.0f, 1.0f, 0.0f);
image_filter_scale(rend_tex, rend_buf_tex.color_texture);
}
}
else {
rend_buf_tex.Bind();
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
gl_state_bind_framebuffer(0);
gl_state_bind_texture_2d(rend_tex->GetColorTex());
glGenerateMipmap(GL_TEXTURE_2D);
gl_state_bind_texture_2d(0);
}
static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2,
RenderTexture* a3, float_t sigma, float_t far_texel_offset, bool enable_lit_proj) {
texture* v7 = a1->color_texture;
texture* v9 = a2->color_texture;
texture* v11 = v7;
if (a3)
v11 = a3->depth_texture;
if (!v7 || !v9 || !v11 || v7->width != v9->width || v7->height != v9->height)
return;
render_context* rctx = rctx_ptr;
gl_state_begin_event("`anonymous-namespace'::Impl::apply_esm_filter");
filter_scene_shader_data filter_scene = {};
filter_scene.g_transform = 0.0f;
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
rctx->filter_scene_ubo.WriteMemory(filter_scene);
esm_filter_batch_shader_data esm_filter_batch = {};
esm_filter_batch.g_params = { 1.0f / (float_t)v7->width, 0.0f, far_texel_offset, far_texel_offset };
double_t v6 = 1.0 / (sqrt(M_PI * 2.0) * sigma);
double_t v8 = -1.0 / (2.0 * sigma * sigma);
for (int32_t i = 0; i < 8; i++)
((float_t*)esm_filter_batch.g_gauss)[i] = (float_t)(exp((double_t)((ssize_t)i * i) * v8) * v6);
uniform_value[U_LIGHT_PROJ] = enable_lit_proj ? 1 : 0;
shaders_ft.set(SHADER_FT_ESMGAUSS);
rctx->filter_scene_ubo.Bind(0);
rctx->esm_filter_batch_ubo.Bind(1);
gl_state_set_viewport(0, 0, v7->width, v7->height);
a2->Bind();
esm_filter_batch.g_params = { 1.0f / (float_t)v7->width, 0.0f, far_texel_offset, far_texel_offset };
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
gl_state_active_bind_texture_2d(0, v11->glid);
if (a3) {
GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
}
else {
GLint swizzle[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
}
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
a1->Bind();
esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)v7->height, far_texel_offset, far_texel_offset };
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
gl_state_active_bind_texture_2d(0, v9->glid);
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
shader::unbind();
gl_state_end_event();
}
static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, RenderTexture* src) {
texture* dst_tex = dst->color_texture;
texture* buf_tex = buf->color_texture;
texture* src_tex = src->color_texture;
gl_state_begin_event("`anonymous-namespace'::Impl::apply_esm_min_filter");
if (!dst_tex || !dst_tex->glid || !buf_tex || !buf_tex->glid || !src_tex || !src_tex->glid) {
gl_state_end_event();
return;
}
render_context* rctx = rctx_ptr;
gl_state_begin_event("minimize");
filter_scene_shader_data filter_scene = {};
filter_scene.g_transform = 0.0f;
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
rctx->filter_scene_ubo.WriteMemory(filter_scene);
esm_filter_batch_shader_data esm_filter_batch = {};
esm_filter_batch.g_gauss[0] = 0.0f;
esm_filter_batch.g_gauss[1] = 0.0f;
rctx->filter_scene_ubo.Bind(0);
rctx->esm_filter_batch_ubo.Bind(1);
gl_state_set_viewport(0, 0, dst_tex->width, dst_tex->height);
buf->Bind();
esm_filter_batch.g_params = { 1.0f / (float_t)src_tex->width,
1.0f / (float_t)src_tex->height, 0.0f, 0.0f };
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
uniform_value[U_ESM_FILTER] = 0;
shaders_ft.set(SHADER_FT_ESMFILT);
gl_state_active_bind_texture_2d(0, src_tex->glid);
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
gl_state_end_event();
gl_state_begin_event("erosion");
dst->Bind();
esm_filter_batch.g_params = { 0.75f / (float_t)buf_tex->width,
0.75f / (float_t)buf_tex->height, 0.0f, 0.0f };
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
uniform_value[U_ESM_FILTER] = 1;
shaders_ft.set(SHADER_FT_ESMFILT);
gl_state_active_bind_texture_2d(0, buf_tex->glid);
gl_state_bind_sampler(0, rctx->render_samplers[0]);
gl_state_bind_vertex_array(rctx->common_vao);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
gl_state_end_event();
gl_state_end_event();
}
static bool draw_pass_shadow_litproj(light_proj* litproj) {
if (!litproj)
return false;
texture* tex = texture_manager_get_texture(litproj->texture_id);
if (!tex)
return false;
litproj->draw_texture.Bind();
litproj->draw_texture.SetViewport();
gl_state_enable_depth_test();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!light_proj::set_mat(true)) {
gl_state_bind_framebuffer(0);
return false;
}
render_context* rctx = rctx_ptr;
rctx->draw_state->shader_index = SHADER_FT_LITPROJ;
gl_state_active_bind_texture_2d(17, tex->glid);
gl_state_bind_sampler(17, rctx->render_samplers[2]);
gl_state_active_bind_texture_2d(18, litproj->shadow_texture[0].GetColorTex());
gl_state_bind_sampler(18, rctx->render_samplers[2]);
gl_state_active_texture(0);
return true;
}
static void draw_pass_sss_contour(render_context* rctx, rndr::Render* rend) {
if (sv_better_reflect && reflect_enable)
rctx->reflect_buffer.Bind();
else
rend->sss_contour_texture->Bind();
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_ALWAYS);
gl_state_set_depth_mask(GL_TRUE);
if (sv_better_reflect && reflect_enable) {
RenderTexture& refl_tex = rctx->render_manager->get_render_texture(0);
gl_state_set_viewport(0, 0, refl_tex.GetWidth(), refl_tex.GetHeight());
gl_state_active_bind_texture_2d(0, refl_tex.GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[1]);
gl_state_active_bind_texture_2d(1, refl_tex.GetDepthTex());
gl_state_bind_sampler(1, rctx->render_samplers[1]);
}
else {
gl_state_set_viewport(0, 0, rend->render_width[0], rend->render_height[0]);
gl_state_active_bind_texture_2d(0, rend->rend_texture[0].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[1]);
gl_state_active_bind_texture_2d(1, rend->rend_texture[0].GetDepthTex());
gl_state_bind_sampler(1, rctx->render_samplers[1]);
}
gl_state_active_texture(0);
camera* cam = rctx->camera;
float_t v3 = 1.0f / tanf(cam->fov * 0.5f * DEG_TO_RAD_FLOAT);
vec3 direction = cam->interest - cam->view_point;
float_t length = vec3::length(direction);
float_t v7 = direction.y;
if (length != 0.0f)
v7 /= length;
float_t v9 = fabsf(v7) - 0.1f;
if (v9 < 0.0f)
v9 = 0.0f;
contour_coef_shader_data shader_data = {};
shader_data.g_contour = { v9 * 0.004f + 0.0027f, 0.003f, v3 * 0.35f, 0.0008f };
shader_data.g_near_far = rctx->g_near_far;
rctx->contour_coef_ubo.WriteMemory(shader_data);
shaders_ft.set(SHADER_FT_CONTOUR);
rctx->contour_coef_ubo.Bind(2);
if (sv_better_reflect && reflect_enable) {
RenderTexture& refl_tex = rctx->render_manager->get_render_texture(0);
rctx->render.draw_quad(refl_tex.GetWidth(), refl_tex.GetHeight(), 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
}
else
rctx->render.draw_quad(
rend->render_post_width[0], rend->render_post_height[0],
rend->render_post_width_scale, rend->render_post_height_scale,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
}
static void draw_pass_sss_filter_calc_coef(double_t step, int32_t size, double_t a3, int32_t iterations,
const double_t* a5, const double_t* a6, const double_t* a7, const double_t* a8, vec4 a9[64]) {
if (size > 8)
return;
for (int32_t i = 0; i < iterations; i++) {
const double_t v18 = a5[i];
double_t v56[3];
v56[0] = a6[i];
v56[1] = a7[i];
v56[2] = a8[i];
for (int32_t j = 0; j < 3; j++) {
double_t v22 = 0.0;
double_t v23 = 0.0;
double_t v54[8];
double_t v24 = 1.0 / (a3 * v56[j]);
for (int32_t k = 0; k < size; k++) {
double_t v25 = exp(-0.5 * (v24 * v23) * (v24 * v23));
v54[k] = v25;
v23 += step;
v22 += v25;
}
double_t v27 = 1.0 / v22;
for (int32_t k = 0; k < size; k++)
v54[k] *= v27;
float_t* v35 = (float_t*)a9 + j;
for (int32_t k = 0; k < size; k++)
for (size_t l = 0; l < size; l++) {
*v35 = (float_t)(v54[k] * v18 * v54[l] + *v35);
v35 += 4;
}
}
}
}
static void draw_pass_sss_filter(render_context* rctx, sss_data* sss) {
const int32_t sss_count = 6;
vec3 interest = rctx->camera->interest;
vec3 view_point = rctx->camera->view_point;
vec3 chara_position[2];
chara_position[0] = 0.0f;
chara_position[1] = 0.0f;
float_t chara_distance[2];
for (int32_t i = 0; i < 2; i++) {
chara_position[i] = interest;
chara_distance[i] = 999999.0f;
rob_chara_bone_data* rob_bone_data = rob_chara_array_get_bone_data(i);
if (rob_chara_pv_data_array_check_chara_id(i) && rob_chara_array_check_visibility(i)) {
mat4* mat = rob_bone_data->get_mats_mat(MOTION_BONE_N_HARA_CP);
if (mat) {
mat4_get_translation(mat, &chara_position[i]);
if (sv_better_reflect && reflect_enable)
mat4_transform_point(&reflect_mat, &chara_position[i], &chara_position[i]);
chara_distance[i] = vec3::distance(view_point, chara_position[i]);
}
}
}
vec3 closest_chara_position = chara_distance[0] <= chara_distance[1]
? chara_position[0] : chara_position[1];
float_t length = vec3::distance(interest, closest_chara_position);
if (length > 1.25f)
interest = closest_chara_position;
float_t v29 = max_def(vec3::distance(view_point, interest), 0.25f);
float_t v31 = max_def(tanf(rctx->camera->fov * 0.5f * DEG_TO_RAD_FLOAT) * 5.0f, 0.25f);
float_t v33 = 0.6f;
float_t v34 = (float_t)(1.0 / clamp_def(v31 * v29, 0.25f, 100.0f));
if (v34 < 0.145f)
v33 = max_def(v34 - 0.02f, 0.0f) * 8.0f * 0.6f;
rctx->set_batch_sss_param({ v33, 0.0f, 0.0f, 0.0f });
gl_state_active_texture(0);
if (sss->npr_contour) {
sss->textures[0].Bind();
gl_state_set_viewport(0, 0, 640, 360);
rndr::Render* rend = &rctx->render;
uniform_value[U_REDUCE] = 0;
shaders_ft.set(SHADER_FT_REDUCE);
gl_state_bind_texture_2d(sv_better_reflect && reflect_enable
? rctx->render_manager->get_render_texture(0).GetColorTex()
: rend->rend_texture[0].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
rctx->render.draw_quad(640, 360, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
}
sss->textures[2].Bind();
gl_state_set_viewport(0, 0, 320, 180);
uniform_value[U_SSS_FILTER] = 0;
shaders_ft.set(SHADER_FT_SSS_FILT);
gl_state_bind_texture_2d(sss->textures[0].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
rctx->render.draw_quad(640, 360, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
sss_filter_gaussian_coef_shader_data shader_data = {};
shader_data.g_param = { (float_t)(sss_count - 1), 0.0f, 1.0f, 1.0f };
const double_t a5[] = { 0.4, 0.3, 0.3 };
const double_t a6[] = { 1.0, 2.0, 5.0 };
const double_t a7[] = { 0.2, 0.4, 1.2 };
const double_t a8[] = { 0.3, 0.7, 2.0 };
draw_pass_sss_filter_calc_coef(1.0, sss_count, v34, 3, a5, a6, a7, a8, shader_data.g_coef);
rctx->sss_filter_gaussian_coef_ubo.WriteMemory(shader_data);
sss->textures[sv_better_reflect && reflect_enable ? 3 : 1].Bind();
gl_state_set_viewport(0, 0, 320, 180);
uniform_value[U_SSS_FILTER] = 3;
shaders_ft.set(SHADER_FT_SSS_FILT);
gl_state_bind_texture_2d(sss->textures[2].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
rctx->sss_filter_gaussian_coef_ubo.Bind(1);
rctx->render.draw_quad(320, 180, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 0.96f, 1.0f, 0.0f);
gl_state_bind_texture_2d(0);
}
static int32_t draw_pass_3d_get_translucent_count(render_context* rctx) {
int32_t count = 0;
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_1);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_1);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_2);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_3);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_3);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_3);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_2_LOCAL);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2_LOCAL);
count += rctx->disp_manager->get_obj_count(mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2_LOCAL);
return count;
}
static void draw_pass_3d_shadow_reset(render_context* rctx) {
gl_state_active_bind_texture_2d(6, 0);
gl_state_active_bind_texture_2d(7, 0);
rctx->draw_state->self_shadow = false;
rctx->draw_state->shadow = false;
}
static void draw_pass_3d_shadow_set(Shadow* shad, render_context* rctx) {
float_t esm_param;
if (shad->self_shadow && shad->num_shadow > 0) {
gl_state_active_bind_texture_2d(19, shad->render_textures[3].GetColorTex());
gl_state_active_bind_texture_2d(20, shad->render_textures[5].GetColorTex());
gl_state_active_texture(0);
esm_param = (shad->field_2D8 * shad->field_208 * 2.0f) * 1.442695f;
rctx->draw_state->self_shadow = true;
}
else {
gl_state_active_bind_texture_2d(19, rctx->empty_texture_2d->glid);
gl_state_active_bind_texture_2d(20, rctx->empty_texture_2d->glid);
gl_state_active_texture(0);
esm_param = 0.0f;
rctx->draw_state->self_shadow = false;
}
gl_state_bind_sampler(19, rctx->render_samplers[0]);
gl_state_bind_sampler(20, rctx->render_samplers[0]);
mat4 mats[2];
mats[0] = mat4_identity;
mats[1] = mat4_identity;
vec4 shadow_ambient;
vec4 shadow_ambient1;
if (shad->num_shadow > 0) {
rctx->draw_state->shadow = true;
uniform_value[U_STAGE_SHADOW2] = shad->num_shadow > 1 ? 1 : 0;
float_t shadow_range = shad->get_shadow_range();
for (int32_t i = 0; i < 2; i++) {
float_t offset;
vec3* interest;
vec3* view_point;
if (shad->separate) {
offset = i ? 0.5f : -0.5f;
interest = &shad->interest[i];
view_point = &shad->view_point[i];
}
else {
offset = 0.0f;
interest = &shad->interest_shared;
view_point = &shad->view_point_shared;
}
mat4 temp;
mat4_translate(0.5f, 0.5f, 0.5f, &temp);
mat4_scale_rot(&temp, 0.5f, 0.5f, 0.5f, &temp);
mat4_mul_translate(&temp, offset, 0.0f, 0.0f, &temp);
mat4 proj;
mat4_ortho(-shadow_range, shadow_range,
-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
mat4_mul(&proj, &temp, &proj);
mat4 view;
mat4_look_at(view_point, interest, &view);
mat4_mul(&view, &proj, &mats[i]);
}
int32_t j = 0;
for (int32_t i = 0; i < 2; i++)
if (shad->shadow_enable[i]) {
gl_state_active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->GetColorTex());
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
j++;
}
for (; j < 2; j++)
gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d->glid);
gl_state_active_texture(0);
light_set* set = &rctx->light_set[LIGHT_SET_MAIN];
light_data* data = &set->lights[LIGHT_SHADOW];
vec4 ambient;
if (data->get_type() == LIGHT_PARALLEL)
data->get_ambient(ambient);
else
*(vec3*)&ambient.x = shad->shadow_ambient;
shadow_ambient = { ambient.x, ambient.y, ambient.z, 1.0f };
shadow_ambient1 = { 1.0f - ambient.x, 1.0f - ambient.y, 1.0f - ambient.z, 0.0f };
}
else {
rctx->draw_state->shadow = false;
for (int32_t i = 0; i < 2; i++)
gl_state_active_bind_texture_2d(6 + i, shad->curr_render_textures[1 + i]->GetColorTex());
gl_state_active_texture(0);
shadow_ambient = 1.0f;
shadow_ambient1 = 0.0f;
}
rctx->set_scene_shadow_params(esm_param, mats, shadow_ambient, shadow_ambient1);
gl_state_bind_sampler(6, 0);
gl_state_bind_sampler(7, 0);
}
static void draw_pass_3d_translucent(render_context* rctx, bool opaque_enable,
bool transparent_enable, bool translucent_enable, mdl::ObjType opaque,
mdl::ObjType transparent, mdl::ObjType translucent) {
if (rctx->disp_manager->get_obj_count(opaque) < 1
&& rctx->disp_manager->get_obj_count(transparent) < 1
&& rctx->disp_manager->get_obj_count(translucent) < 1)
return;
rndr::Render* rend = &rctx->render;
int32_t alpha_array[256];
int32_t count = draw_pass_3d_translucent_count_layers(rctx,
alpha_array, opaque, transparent, translucent);
for (int32_t i = 0; i < count; i++) {
int32_t alpha = alpha_array[i];
rend->transparency_copy();
if (opaque_enable && rctx->disp_manager->get_obj_count(opaque))
rctx->disp_manager->draw(opaque, 0, true, alpha);
if (transparent_enable && rctx->disp_manager->get_obj_count(transparent))
rctx->disp_manager->draw(transparent, 0, true, alpha);
if (translucent_enable && rctx->disp_manager->get_obj_count(translucent)) {
gl_state_enable_blend();
rctx->disp_manager->draw(translucent, 0, true, alpha);
gl_state_disable_blend();
}
rend->transparency_combine((float_t)alpha * (float_t)(1.0 / 255.0));
}
}
static int32_t draw_pass_3d_translucent_count_layers(render_context* rctx,
int32_t* alpha_array, mdl::ObjType opaque,
mdl::ObjType transparent, mdl::ObjType translucent) {
bool arr[256] = { 0 };
draw_pass_3d_translucent_has_objects(rctx, arr, opaque);
draw_pass_3d_translucent_has_objects(rctx, arr, transparent);
draw_pass_3d_translucent_has_objects(rctx, arr, translucent);
int32_t count = 0;
for (int32_t i = 0xFF; i >= 1; i--)
if (arr[i]) {
count++;
*alpha_array++ = i;
}
return count;
}
static void draw_pass_3d_translucent_has_objects(render_context* rctx, bool* arr, mdl::ObjType type) {
rctx->disp_manager->calc_obj_radius(&rctx->view_mat, type);
mdl::ObjList& vec = rctx->disp_manager->obj[type];
for (mdl::ObjData*& i : vec)
switch (i->kind) {
case mdl::OBJ_KIND_NORMAL: {
int32_t alpha = (int32_t)(i->args.sub_mesh.blend_color.w * 255.0f);
alpha = clamp_def(alpha, 0, 255);
arr[alpha] = true;
} break;
case mdl::OBJ_KIND_TRANSLUCENT: {
for (int32_t j = 0; j < i->args.translucent.count; j++) {
int32_t alpha = (int32_t)(i->args.translucent.sub_mesh[j]->blend_color.w * 255.0f);
alpha = clamp_def(alpha, 0, 255);
arr[alpha] = true;
}
} break;
}
}
#if REFLECT_STENCIL
static void draw_pass_reflect_stencil(render_context* rctx, mdl::ObjType type) {
if (type < 0 || type >= mdl::OBJ_TYPE_MAX || rctx->disp_manager->get_obj_count(type) < 1)
return;
int32_t alpha_test = 0;
float_t min_alpha = 1.0f;
float_t alpha_threshold = 0.0f;
for (int32_t i = 0; i < 5; i++)
gl_state_active_bind_texture_2d(i, rctx->empty_texture_2d->glid);
gl_state_active_bind_texture_cube_map(5, rctx->empty_texture_cube_map->glid);
gl_state_active_texture(0);
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
uniform_value_reset();
gl_state_get();
switch (type) {
case mdl::OBJ_TYPE_TRANSLUCENT:
case mdl::OBJ_TYPE_TRANSLUCENT_SORT_BY_RADIUS:
alpha_test = 1;
min_alpha = 0.0f;
alpha_threshold = 0.0f;
break;
case mdl::OBJ_TYPE_TRANSPARENT:
alpha_test = 1;
min_alpha = 0.1f;
alpha_threshold = 0.5f;
break;
default:
break;
}
rctx->set_batch_alpha_threshold(alpha_threshold);
rctx->set_batch_min_alpha(min_alpha);
uniform_value[U_ALPHA_TEST] = alpha_test;
for (mdl::ObjData*& i : rctx->disp_manager->obj[type]) {
switch (i->kind) {
case mdl::OBJ_KIND_NORMAL: {
switch (i->args.sub_mesh.material->material.shader.index) {
case SHADER_FT_WATER01:
case SHADER_FT_FLOOR:
case SHADER_FT_PUDDLE:
draw_sub_mesh(rctx, &i->args.sub_mesh, &i->mat, mdl::draw_sub_mesh_default);
break;
}
} break;
case mdl::OBJ_KIND_TRANSLUCENT: {
for (int32_t j = 0; j < i->args.translucent.count; j++)
switch (i->args.translucent.sub_mesh[j]->material->material.shader.index) {
case SHADER_FT_WATER01:
case SHADER_FT_FLOOR:
case SHADER_FT_PUDDLE:
draw_sub_mesh(rctx, i->args.translucent.sub_mesh[j], &i->mat, mdl::draw_sub_mesh_default);
break;
}
} break;
}
}
uniform_value_reset();
gl_state_bind_vertex_array(0);
shader::unbind();
gl_state_set_blend_func(GL_ONE, GL_ZERO);
for (int32_t i = 0; i < 5; i++)
gl_state_bind_sampler(i, 0);
}
#endif
static void blur_filter_apply(render_context* rctx, RenderTexture* dst, RenderTexture* src,
blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset) {
if (!dst || !src)
return;
gl_state_begin_event("`anonymous-namespace'::Impl::apply_blur_filter_sub");
dst->Bind();
dst->SetViewport();
filter_scene_shader_data filter_scene = {};
float_t w = res_scale.x / (float_t)src->GetWidth();
float_t h = res_scale.y / (float_t)src->GetHeight();
filter_scene.g_transform = { w, h, 0.0f, 0.0f };
filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
rctx->filter_scene_ubo.WriteMemory(filter_scene);
imgfilter_batch_shader_data imgfilter_batch = {};
if (filter == BLUR_FILTER_32)
imgfilter_batch.g_color_scale = scale * (float_t)(1.0 / 8.0);
else
imgfilter_batch.g_color_scale = scale * (float_t)(1.0 / 4.0);
imgfilter_batch.g_color_offset = offset;
imgfilter_batch.g_texture_lod = 0.0f;
rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
uniform_value[U_IMAGE_FILTER] = filter == BLUR_FILTER_32 ? 1 : 0;
gl_state_bind_vertex_array(rctx->box_vao);
shaders_ft.set(SHADER_FT_IMGFILT);
rctx->filter_scene_ubo.Bind(0);
rctx->imgfilter_batch_ubo.Bind(1);
gl_state_active_bind_texture_2d(0, src->GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[0]);
shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, (GLint)(filter * 4LL), 4);
gl_state_end_event();
}
static void render_manager_free_render_textures() {
rndr::RenderManager& render_manager = *rctx_ptr->render_manager;
#ifdef USE_OPENGL
if (!Vulkan::use) {
if (render_manager.multisample_renderbuffer) {
glDeleteRenderbuffers(1, &render_manager.multisample_renderbuffer);
render_manager.multisample_renderbuffer = 0;
}
if (render_manager.multisample_framebuffer) {
glDeleteFramebuffers(1, &render_manager.multisample_framebuffer);
render_manager.multisample_framebuffer = 0;
}
}
#endif
for (RenderTexture& i : render_manager.render_textures)
i.Free();
}
static void render_manager_init_render_textures(int32_t multisample) {
rndr::RenderManager& render_manager = *rctx_ptr->render_manager;
#ifdef USE_OPENGL
if (!Vulkan::use && multisample) {
glGenFramebuffers(1, &render_manager.multisample_framebuffer);
glGenRenderbuffers(1, &render_manager.multisample_renderbuffer);
gl_state_bind_framebuffer(render_manager.multisample_framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, render_manager.multisample_renderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8,
GL_RGBA8, render_manager.width, render_manager.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, render_manager.multisample_renderbuffer);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_COLOR_ATTACHMENT0);
gl_state_bind_framebuffer(0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
if (glGetError()) {
glDeleteRenderbuffers(1, &render_manager.multisample_renderbuffer);
render_manager.multisample_renderbuffer = 0;
glDeleteFramebuffers(1, &render_manager.multisample_framebuffer);
render_manager.multisample_framebuffer = 0;
}
}
#endif
for (int32_t i = 0; i < 9; i++) {
const rndr::RenderTextureData* tex_data = &rndr::render_manager_render_texture_data_array[i];
if (tex_data->type != GL_TEXTURE_2D)
continue;
RenderTexture& rt = render_manager.render_textures[i];
rt.Init(tex_data->width, tex_data->height, tex_data->max_level,
tex_data->color_format, tex_data->depth_format);
rt.Bind();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
gl_state_bind_framebuffer(0);
}
static void set_reflect_mat(render_context* rctx) {
const vec3 clip_plane = *(vec3*)&rctx->data.buffer_scene_data.g_clip_plane;
const vec4 temp = 2.0f * rctx->data.buffer_scene_data.g_clip_plane;
reflect_mat = mat4_identity;
*(vec3*)&reflect_mat.row0 -= temp.x * clip_plane;
*(vec3*)&reflect_mat.row1 -= temp.y * clip_plane;
*(vec3*)&reflect_mat.row2 -= temp.z * clip_plane;
*(vec3*)&reflect_mat.row3 -= temp.w * clip_plane;
reflect_mat.row0.w = 0.0f;
reflect_mat.row1.w = 0.0f;
reflect_mat.row2.w = 0.0f;
reflect_mat.row3.w = 1.0f;
camera* cam = rctx->camera;
mat4_mul(&reflect_mat, &cam->view, &rctx->view_mat);
rctx->proj_mat = cam->projection;
mat4_mul(&rctx->view_mat, &rctx->proj_mat, &rctx->vp_mat);
vec3 view_point;
cam->get_view_point(view_point);
mat4_transform_point(&reflect_mat, &view_point, &view_point);
rctx->set_scene_projection_view(rctx->view_mat, rctx->proj_mat, view_point);
}