Files
korenkonder_ReDIVA/src/CRE/render_context.cpp
T

1545 lines
61 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "render_context.hpp"
#include "app_system_detail.hpp"
#include "gl_rend_state.hpp"
#include "gl_state.hpp"
#include "shader_ft.hpp"
#include "sound.hpp"
#include "sprite.hpp"
#include "task.hpp"
extern float_t rob_frame;
extern render_context* rctx_ptr;
//extern void dw_gui_ctrl_disp();
static const GLuint POSITION_INDEX = 0;
static const GLuint BONE_WEIGHT_INDEX = 1;
static const GLuint NORMAL_INDEX = 2;
static const GLuint COLOR0_INDEX = 3;
static const GLuint COLOR1_INDEX = 4;
static const GLuint MORPH_COLOR_INDEX = 5;
static const GLuint TANGENT_INDEX = 6;
static const GLuint UNKNOWN_INDEX = 7;
static const GLuint TEXCOORD0_INDEX = 8;
static const GLuint TEXCOORD1_INDEX = 9;
static const GLuint MORPH_POSITION_INDEX = 10;
static const GLuint MORPH_NORMAL_INDEX = 11;
static const GLuint MORPH_TANGENT_INDEX = 12;
static const GLuint MORPH_TEXCOORD0_INDEX = 13;
static const GLuint MORPH_TEXCOORD1_INDEX = 14;
static const GLuint BONE_INDEX_INDEX = 15;
draw_state_stats::draw_state_stats() : sub_mesh_count(), sub_mesh_no_mat_count(),
sub_mesh_cheap_count(), field_C(), field_10(), draw_count(), draw_triangle_count(), field_1C() {
}
void draw_state_stats::reset() {
sub_mesh_count = 0;
sub_mesh_no_mat_count = 0;
sub_mesh_cheap_count = 0;
field_C = 0;
field_10 = 0;
draw_count = 0;
draw_triangle_count = 0;
field_1C = 0;
}
global_material_struct::global_material_struct() {
bump_depth = 1.0f;
intensity = 1.0f;
reflectivity = 1.0f;
reflect_uv_scale = 0.1f;
refract_uv_scale = 0.1f;
}
draw_state::render_data::render_data() : self_shadow(), shadow(), blend(), cull_front(), field_8() {
shader_index = -1;
}
draw_state::draw_state() : wireframe(), wireframe_overlay(),
shader_debug_flag(), use_global_material(), fog_height(), ex_data_mat(), field_68() {
shader = true;
shader_index = -1;
show = -1;
fresnel = 7.0f;
}
bool draw_state::get_use_global_material() {
return use_global_material;
}
void draw_state::stats_update() {
stats_prev.reset();
for (draw_state::render_data& i : rend_data) {
stats_prev.sub_mesh_count += i.stats.sub_mesh_count;
stats_prev.sub_mesh_no_mat_count += i.stats.sub_mesh_no_mat_count;
stats_prev.sub_mesh_cheap_count += i.stats.sub_mesh_cheap_count;
stats_prev.field_C += i.stats.field_C;
stats_prev.field_10 += i.stats.field_10;
stats_prev.draw_count += i.stats.draw_count;
stats_prev.draw_triangle_count += i.stats.draw_triangle_count;
stats_prev.field_1C += i.stats.field_1C;
i.stats.reset();
}
}
void draw_state::set_fog_height(bool value) {
fog_height = value;
}
void draw_state::set_use_global_material(bool value) {
use_global_material = value;
}
sss_data::sss_data() : init_data(), enable(), npr_contour(), param() {
init_data = false;
enable = true;
npr_contour = true;
param = 1.0f;
}
sss_data::~sss_data() {
}
void sss_data::free() {
if (init_data)
for (RenderTexture& i : textures)
i.Free();
}
void sss_data::init() {
if (init_data)
return;
textures[0].Init(640, 360, 0, GL_RGBA16F, GL_ZERO /*GL_DEPTH_COMPONENT32F*/);
textures[1].Init(320, 180, 0, GL_RGBA16F, GL_ZERO);
textures[2].Init(320, 180, 0, GL_RGBA16F, GL_ZERO);
textures[3].Init(320, 180, 0, GL_RGBA16F, GL_ZERO);
param = { 0.0f, 0.0f, 0.0f, 1.0f };
init_data = true;
}
void sss_data::set_texture(p_gl_rend_state& p_gl_rend_st, int32_t texture_index) {
p_gl_rend_st.active_bind_texture_2d(16, textures[texture_index].GetColorTex());
p_gl_rend_st.active_texture(0);
}
light_proj::light_proj(int32_t width, int32_t height) : enable(), texture_id() {
shadow_texture[0].Init(2048, 512, 0, GL_R32F, GL_DEPTH_COMPONENT32F);
shadow_texture[1].Init(2048, 512, 0, GL_R32F, GL_ZERO);
draw_texture.Init(width, height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);
}
light_proj::~light_proj() {
}
void light_proj::resize(int32_t width, int32_t height) {
if (!this)
return;
draw_texture.Init(width, height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);
}
bool light_proj::set(render_data_context& rend_data_ctx, cam_data& cam) {
if (!this)
return false;
static const vec4 color_clear = 0.0f;
static const GLfloat depth_clear = 1.0f;
shadow_texture[0].Bind(rend_data_ctx.state);
rend_data_ctx.state.set_viewport(0, 0, 2048, 512);
rend_data_ctx.state.enable_depth_test();
rend_data_ctx.state.set_depth_mask(GL_TRUE);
rend_data_ctx.state.clear_buffer(GL_COLOR, 0, (float_t*)&color_clear);
rend_data_ctx.state.clear_buffer(GL_DEPTH, 0, &depth_clear);
if (set_mat(rend_data_ctx, cam, false)) {
rctx_ptr->draw_state->rend_data[rend_data_ctx.index].shader_index = SHADER_FT_SIL;
rend_data_ctx.shader_flags.arr[U_DEPTH] = 1;
return true;
}
else {
draw_texture.Bind(rend_data_ctx.state);
draw_texture.SetViewport(rend_data_ctx.state);
rend_data_ctx.state.enable_depth_test();
rend_data_ctx.state.set_depth_mask(GL_TRUE);
rend_data_ctx.state.clear_buffer(GL_COLOR, 0, (float_t*)&color_clear);
rend_data_ctx.state.clear_buffer(GL_DEPTH, 0, &depth_clear);
}
return false;
}
static void light_proj_get_view_proj_mat(cam_data& cam, const vec3& view_point, const vec3& interest,
const float_t fov, const float_t aspect, const float_t min_distance, const float_t max_distance, mat4* mat) {
cam.set_view_point(view_point);
cam.set_interest(interest);
cam.set_up({ 0.0f, 1.0f, 0.0f });
cam.calc_view_mat();
cam.set_fov(fov * DEG_TO_RAD_FLOAT);
cam.set_aspect(aspect);
cam.set_min_distance(min_distance);
cam.set_max_distance(max_distance);
if (mat) {
cam.calc_persp_proj_mat_offset(0.5f, 0.5f);
cam.calc_view_proj_mat();
*mat = cam.get_view_proj_mat();
}
else {
cam.calc_persp_proj_mat();
cam.calc_view_proj_mat();
}
}
bool light_proj::set_mat(render_data_context& rend_data_ctx, cam_data& cam, bool set_mat) {
light_set* set = &rctx_ptr->light_set[LIGHT_SET_MAIN];
light_data* data = &set->lights[LIGHT_PROJECTION];
if (data->get_type() != LIGHT_SPOT)
return false;
vec3 position;
vec3 spot_direction;
data->get_position(position);
data->get_spot_direction(spot_direction);
if (vec3::length_squared(spot_direction) <= 0.000001f)
return false;
float_t spot_cutoff = data->get_spot_cutoff();
float_t fov = atanf(tanf(spot_cutoff * DEG_TO_RAD_FLOAT) * 0.25f) * 2.0f;
vec3 interest = position + spot_direction;
if (set_mat) {
mat4 mat;
light_proj_get_view_proj_mat(cam, position, interest,
fov * RAD_TO_DEG_FLOAT, 4.0f, 0.1f, 10.0f, &mat);
rend_data_ctx.set_scene_light_projection(mat);
}
else
light_proj_get_view_proj_mat(cam, position, interest,
fov * RAD_TO_DEG_FLOAT, 4.0f, 0.1f, 10.0f, 0);
return true;
}
void render_data::obj_shader_data::reset() {
g_shader_flags = {};
}
void render_data::obj_shader_data::set_shader_flags(const int32_t* shader_flags) {
g_shader_flags.x.m.alpha_mask = shader_flags[U_ALPHA_MASK];
g_shader_flags.x.m.alpha_test = shader_flags[U_ALPHA_TEST];
g_shader_flags.x.m.aniso = shader_flags[U_ANISO];
g_shader_flags.x.m.aet_back = shader_flags[U_AET_BACK];
g_shader_flags.x.m.texture_blend = shader_flags[U_TEXTURE_BLEND];
g_shader_flags.x.m.unk = 0; //shader_flags[U_UNK_NEW_IN_MM_IDK_WHAT_TO_DO_WITH_IT];
g_shader_flags.x.m.chara_color = shader_flags[U_CHARA_COLOR];
g_shader_flags.x.m.clip_plane = shader_flags[U_CLIP_PLANE];
g_shader_flags.x.m.u08 = shader_flags[U08];
g_shader_flags.x.m.depth_peel = shader_flags[U_DEPTH_PEEL];
g_shader_flags.x.m.depth = shader_flags[U_DEPTH];
g_shader_flags.x.m.u0b = shader_flags[U0B];
g_shader_flags.x.m.alpha_blend = shader_flags[U_ALPHA_BLEND];
g_shader_flags.x.m.ripple_emit = shader_flags[U_RIPPLE_EMIT];
g_shader_flags.x.m.esm_filter = shader_flags[U_ESM_FILTER];
g_shader_flags.x.m.exposure = shader_flags[U_EXPOSURE];
g_shader_flags.x.m.scene_fade = shader_flags[U_SCENE_FADE];
g_shader_flags.x.m.fade = shader_flags[U_FADE];
g_shader_flags.x.m.stage_ambient = shader_flags[U_STAGE_AMBIENT];
g_shader_flags.x.m.flare = shader_flags[U_FLARE];
g_shader_flags.y.m.fog_stage = shader_flags[U_FOG_STAGE];
g_shader_flags.y.m.fog_chara = shader_flags[U_FOG_CHARA];
g_shader_flags.y.m.u16 = shader_flags[U16];
g_shader_flags.y.m.gauss = shader_flags[U_GAUSS];
g_shader_flags.y.m.eye_lens = shader_flags[U_EYE_LENS];
g_shader_flags.y.m.image_filter = shader_flags[U_IMAGE_FILTER];
g_shader_flags.y.m.instance = shader_flags[U_INSTANCE];
g_shader_flags.y.m.tone_curve = shader_flags[U_TONE_CURVE];
g_shader_flags.y.m.light_proj = shader_flags[U_LIGHT_PROJ];
g_shader_flags.y.m.magnify = shader_flags[U_MAGNIFY];
g_shader_flags.y.m.membrane = shader_flags[U_MEMBRANE];
g_shader_flags.y.m.mlaa = shader_flags[U_MLAA];
g_shader_flags.y.m.mlaa_search = shader_flags[U_MLAA_SEARCH];
g_shader_flags.y.m.morph_color = shader_flags[U_MORPH_COLOR];
g_shader_flags.y.m.morph = shader_flags[U_MORPH];
g_shader_flags.y.m.movie = shader_flags[U_MOVIE];
g_shader_flags.y.m.u24 = shader_flags[U24];
g_shader_flags.y.m.u25 = shader_flags[U25];
g_shader_flags.y.m.npr_normal = shader_flags[U_NPR_NORMAL];
g_shader_flags.z.m.npr = shader_flags[U_NPR];
g_shader_flags.z.m.stage_shadow2 = shader_flags[U_STAGE_SHADOW2];
g_shader_flags.z.m.reflect = shader_flags[U_REFLECT];
g_shader_flags.z.m.reduce = shader_flags[U_REDUCE];
g_shader_flags.z.m.chara_shadow = shader_flags[U_CHARA_SHADOW];
g_shader_flags.z.m.chara_shadow2 = shader_flags[U_CHARA_SHADOW2];
g_shader_flags.z.m.u2d = shader_flags[U2D];
g_shader_flags.z.m.u2e = shader_flags[U2E];
g_shader_flags.z.m.show_vector = shader_flags[U_SHOW_VECTOR];
g_shader_flags.z.m.skinning = shader_flags[U_SKINNING];
g_shader_flags.z.m.snow_particle = shader_flags[U_SNOW_PARTICLE];
g_shader_flags.z.m.specular_ibl = shader_flags[U_SPECULAR_IBL];
g_shader_flags.z.m.combiner = shader_flags[U_COMBINER];
g_shader_flags.z.m.tex_0_type = shader_flags[U_TEX_0_TYPE];
g_shader_flags.z.m.tex_1_type = shader_flags[U_TEX_1_TYPE];
g_shader_flags.z.m.sss_filter = shader_flags[U_SSS_FILTER];
g_shader_flags.w.m.sss_chara = shader_flags[U_SSS_CHARA];
g_shader_flags.w.m.star = shader_flags[U_STAR];
g_shader_flags.w.m.texture_count = shader_flags[U_TEXTURE_COUNT];
g_shader_flags.w.m.env_map = shader_flags[U_ENV_MAP];
g_shader_flags.w.m.ripple = shader_flags[U_RIPPLE];
g_shader_flags.w.m.translucency = shader_flags[U_TRANSLUCENCY];
g_shader_flags.w.m.normal = shader_flags[U_NORMAL];
g_shader_flags.w.m.transparency = shader_flags[U_TRANSPARENCY];
g_shader_flags.w.m.water_reflect = shader_flags[U_WATER_REFLECT];
g_shader_flags.w.m.u40 = shader_flags[U40];
g_shader_flags.w.m.u41 = shader_flags[U41];
g_shader_flags.w.m.stage_shadow = shader_flags[U_STAGE_SHADOW];
g_shader_flags.w.m.specular = shader_flags[U_SPECULAR];
g_shader_flags.w.m.tone_map = shader_flags[U_TONE_MAP];
g_shader_flags.w.m.u45 = shader_flags[U45];
}
void render_data::obj_scene_data::reset() {
g_irradiance_r_transforms[0] = 0.0f;
g_irradiance_r_transforms[1] = 0.0f;
g_irradiance_r_transforms[2] = 0.0f;
g_irradiance_r_transforms[3] = 0.0f;
g_irradiance_g_transforms[0] = 0.0f;
g_irradiance_g_transforms[1] = 0.0f;
g_irradiance_g_transforms[2] = 0.0f;
g_irradiance_g_transforms[3] = 0.0f;
g_irradiance_b_transforms[0] = 0.0f;
g_irradiance_b_transforms[1] = 0.0f;
g_irradiance_b_transforms[2] = 0.0f;
g_irradiance_b_transforms[3] = 0.0f;
g_light_env_stage_diffuse = 1.0f;
g_light_env_stage_specular = 0.0f;
g_light_env_chara_diffuse = 1.0f;
g_light_env_chara_ambient = 0.0f;
g_light_env_chara_specular = 0.0f;
g_light_env_reflect_diffuse = 1.0f;
g_light_env_reflect_ambient = 0.0f;
g_light_env_proj_diffuse = 1.0f;
g_light_env_proj_specular = 0.0f;
g_light_env_proj_position = 0.0f;
g_light_stage_dir = { 0.0f, 1.0f, 0.0f, 0.0f };
g_light_stage_diff = 0.0f;
g_light_stage_spec = 0.0f;
g_light_chara_dir = { 0.0f, 1.0f, 0.0f, 0.0f };
g_light_chara_spec = 0.0f;
g_light_chara_luce = 0.0f;
g_light_chara_back = 0.0f;
g_light_face_diff = 0.0f;
g_chara_color_rim = 0.0f;
g_chara_color0 = 0.0f;
g_chara_color1 = 0.0f;
g_chara_f_dir = { 0.0f, 1.0f, 0.0f, 0.0f };
g_chara_f_ambient = 0.0f;
g_chara_f_diffuse = 0.0f;
g_chara_tc_param = 0.0f;
g_fog_depth_color = 0.0f;
g_fog_height_params = 0.0f;
g_fog_height_color = 0.0f;
g_fog_bump_params = 0.0f;
g_fog_state_params = 0.0f;
g_normal_tangent_transforms[0] = mat4_identity.row0;
g_normal_tangent_transforms[1] = mat4_identity.row1;
g_normal_tangent_transforms[2] = mat4_identity.row2;
g_esm_param = 0.0f;
g_self_shadow_receivers[0] = 0.0f;
g_self_shadow_receivers[1] = 0.0f;
g_self_shadow_receivers[2] = 0.0f;
g_self_shadow_receivers[3] = 0.0f;
g_self_shadow_receivers[4] = 0.0f;
g_self_shadow_receivers[5] = 0.0f;
g_shadow_ambient = 1.0f;
g_shadow_ambient1 = 0.0f;
g_framebuffer_size = { 1.0f / 1280.0f, 1.0f / 720.0f, 1.0f / 1280.0f, 1.0f / 720.0f, };
g_light_reflect_dir = { 0.0f, 1.0f, 0.0f, 0.0f };
g_clip_plane = { 0.0f, -1.0f, 0.0f, 0.0f };
g_npr_cloth_spec_color = 1.0f;
g_view[0] = mat4_identity.row0;
g_view[1] = mat4_identity.row1;
g_view[2] = mat4_identity.row2;
g_view_inverse[0] = mat4_identity.row0;
g_view_inverse[1] = mat4_identity.row1;
g_view_inverse[2] = mat4_identity.row2;
g_projection_view[0] = mat4_identity.row0;
g_projection_view[1] = mat4_identity.row1;
g_projection_view[2] = mat4_identity.row2;
g_projection_view[3] = mat4_identity.row3;
g_view_position = 0.0f;
g_light_projection[0] = mat4_identity.row0;
g_light_projection[1] = mat4_identity.row1;
g_light_projection[2] = mat4_identity.row2;
g_light_projection[3] = mat4_identity.row3;
}
void render_data::obj_batch_data::reset() {
g_transforms[0] = mat4_identity.row0;
g_transforms[1] = mat4_identity.row1;
g_transforms[2] = mat4_identity.row2;
g_transforms[3] = mat4_identity.row3;
g_worlds[0] = mat4_identity.row0;
g_worlds[1] = mat4_identity.row1;
g_worlds[2] = mat4_identity.row2;
g_worlds_invtrans[0] = mat4_identity.row0;
g_worlds_invtrans[1] = mat4_identity.row1;
g_worlds_invtrans[2] = mat4_identity.row2;
g_worldview[0] = mat4_identity.row0;
g_worldview[1] = mat4_identity.row1;
g_worldview[2] = mat4_identity.row2;
g_worldview_inverse[0] = mat4_identity.row0;
g_worldview_inverse[1] = mat4_identity.row1;
g_worldview_inverse[2] = mat4_identity.row2;
g_joint[0] = mat4_identity.row0;
g_joint[1] = mat4_identity.row1;
g_joint[2] = mat4_identity.row2;
g_joint_inverse[0] = mat4_identity.row0;
g_joint_inverse[1] = mat4_identity.row1;
g_joint_inverse[2] = mat4_identity.row2;
g_texcoord_transforms[0] = mat4_identity.row0;
g_texcoord_transforms[1] = mat4_identity.row1;
g_texcoord_transforms[2] = mat4_identity.row0;
g_texcoord_transforms[3] = mat4_identity.row1;
g_blend_color = 1.0f;
g_offset_color = 0.0f;
g_material_state_diffuse = 1.0f;
g_material_state_ambient = 0.0f;
g_material_state_emission = 0.0f;
g_material_state_shininess = { 0.0f, 0.0f, 0.0f, 1.0f };
g_material_state_specular = 0.0f;
g_fresnel_coefficients = 0.0f;
g_texture_color_coefficients = 0.0f;
g_texture_color_offset = 0.0f;
g_texture_specular_coefficients = 0.0f;
g_texture_specular_offset = 0.0f;
g_shininess = 0.0f;
g_max_alpha = { 0.0f, 0.0f, 0.0f, 1.0f };
g_morph_weight = { 1.0f, 0.0f, 0.0f, 0.0f };
g_sss_param = 0.0f;
g_bump_depth = 0.0f;
g_intensity = 0.0f;
g_reflect_uv_scale = 0.0f;
}
void render_data::init() {
buffer_shader.Create(gl_state, sizeof(obj_shader_data));
buffer_scene.Create(gl_state, sizeof(obj_scene_data));
buffer_batch.Create(gl_state, sizeof(obj_batch_data));
if (GLAD_GL_VERSION_4_3)
buffer_skinning.Create(gl_state, sizeof(obj_skinning_data));
else
buffer_skinning_ubo.Create(gl_state, sizeof(obj_skinning_data));
buffer_shader_data.reset();
enum_or(flags, RENDER_DATA_SHADER_UPDATE);
buffer_scene_data.reset();
enum_or(flags, RENDER_DATA_SCENE_UPDATE);
buffer_batch_data.reset();
enum_or(flags, RENDER_DATA_BATCH_UPDATE);
inv_view_mat = mat4_identity;
}
void render_data::free() {
if (GLAD_GL_VERSION_4_3)
buffer_skinning.Destroy();
else
buffer_skinning_ubo.Destroy();
buffer_batch.Destroy();
buffer_scene.Destroy();
buffer_shader.Destroy();
}
void render_data::set_skinning_data(p_gl_rend_state& p_gl_rend_st, const mat4* mats, int32_t count) {
if (count == 2) {
mat4 temp;
mat4_transpose(&mats[0], &temp);
if (buffer_batch_data.g_joint[0] != temp.row0
|| buffer_batch_data.g_joint[1] != temp.row1
|| buffer_batch_data.g_joint[2] != temp.row2) {
buffer_batch_data.g_joint[0] = temp.row0;
buffer_batch_data.g_joint[1] = temp.row1;
buffer_batch_data.g_joint[2] = temp.row2;
enum_or(flags, RENDER_DATA_BATCH_UPDATE);
}
}
if (sv_shared_storage_uniform_buffer) {
GLuint buffer = 0;
size_t offset = 0;
size_t size = 0;
if (rctx_ptr->get_shared_storage_uniform_buffer_data(
(size_t)mats, buffer, offset, size, !!GLAD_GL_VERSION_4_3))
if (GLAD_GL_VERSION_4_3)
p_gl_rend_st.bind_shader_storage_buffer_range(0, buffer, (GLintptr)offset, (GLsizeiptr)size);
else
p_gl_rend_st.bind_uniform_buffer_range(6, buffer, (GLintptr)offset, (GLsizeiptr)size);
}
else {
vec4* g_joint_transforms = buffer_skinning_data.g_joint_transforms;
mat4 mat;
for (int32_t i = 0; i < count; i++, mats++, g_joint_transforms += 3) {
mat4_transpose(mats, &mat);
g_joint_transforms[0] = mat.row0;
g_joint_transforms[1] = mat.row1;
g_joint_transforms[2] = mat.row2;
}
if (GLAD_GL_VERSION_4_3)
buffer_skinning.WriteMemory(p_gl_rend_st,
0, sizeof(vec4) * 3 * count, &buffer_skinning_data);
else
buffer_skinning_ubo.WriteMemory(p_gl_rend_st,
0, sizeof(vec4) * 3 * count, &buffer_skinning_data);
}
}
void render_data::set_state(p_gl_rend_state& p_gl_rend_st) {
shaders_ft.set(p_gl_rend_st, shader_flags, shader_index);
if (flags & RENDER_DATA_SHADER_UPDATE) {
buffer_shader.WriteMemory(p_gl_rend_st, buffer_shader_data);
enum_and(flags, ~RENDER_DATA_SHADER_UPDATE);
}
if (flags & RENDER_DATA_SCENE_UPDATE) {
buffer_scene.WriteMemory(p_gl_rend_st, buffer_scene_data);
enum_and(flags, ~RENDER_DATA_SCENE_UPDATE);
}
if (flags & RENDER_DATA_BATCH_UPDATE) {
mat4 worlds;
worlds.row0 = buffer_batch_data.g_worlds[0];
worlds.row1 = buffer_batch_data.g_worlds[1];
worlds.row2 = buffer_batch_data.g_worlds[2];
worlds.row3 = mat4_identity.row3;
mat4_transpose(&worlds, &worlds);
mat4 temp;
mat4_mul(&worlds, &cam.view_proj_mat, &temp);
mat4_transpose(&temp, &temp);
buffer_batch_data.g_transforms[0] = temp.row0;
buffer_batch_data.g_transforms[1] = temp.row1;
buffer_batch_data.g_transforms[2] = temp.row2;
buffer_batch_data.g_transforms[3] = temp.row3;
mat4 worlds_inv;
mat4_invert(&worlds, &temp);
buffer_batch_data.g_worlds_invtrans[0] = temp.row0;
buffer_batch_data.g_worlds_invtrans[1] = temp.row1;
buffer_batch_data.g_worlds_invtrans[2] = temp.row2;
mat4_mul(&worlds, &cam.view_mat, &worlds);
mat4_transpose(&worlds, &temp);
buffer_batch_data.g_worldview[0] = temp.row0;
buffer_batch_data.g_worldview[1] = temp.row1;
buffer_batch_data.g_worldview[2] = temp.row2;
mat4_invert(&worlds, &worlds);
mat4_transpose(&worlds, &temp);
buffer_batch_data.g_worldview_inverse[0] = temp.row0;
buffer_batch_data.g_worldview_inverse[1] = temp.row1;
buffer_batch_data.g_worldview_inverse[2] = temp.row2;
temp.row0 = buffer_batch_data.g_joint[0];
temp.row1 = buffer_batch_data.g_joint[1];
temp.row2 = buffer_batch_data.g_joint[2];
temp.row3 = mat4_identity.row3;
mat4_invert(&temp, &temp);
buffer_batch_data.g_joint_inverse[0] = temp.row0;
buffer_batch_data.g_joint_inverse[1] = temp.row1;
buffer_batch_data.g_joint_inverse[2] = temp.row2;
buffer_batch.WriteMemory(p_gl_rend_st, buffer_batch_data);
enum_and(flags, ~RENDER_DATA_BATCH_UPDATE);
}
p_gl_rend_st.bind_uniform_buffer_base(0, buffer_shader);
p_gl_rend_st.bind_uniform_buffer_base(1, buffer_scene);
p_gl_rend_st.bind_uniform_buffer_base(2, buffer_batch);
if (shader_flags.arr[U_SKINNING] && !sv_shared_storage_uniform_buffer)
if (GLAD_GL_VERSION_4_3)
p_gl_rend_st.bind_shader_storage_buffer_base(0, buffer_skinning);
else
p_gl_rend_st.bind_uniform_buffer_base(6, buffer_skinning_ubo);
}
void render_data::set_shader(uint32_t index) {
shader_index = index;
buffer_shader_data.set_shader_flags(shader_flags.arr);
enum_or(flags, RENDER_DATA_SHADER_UPDATE);
}
render_data_context::render_data_context(gl_rend_state_index index) : state(index), index(index),
data(rctx_ptr->data[index]), shader_flags(rctx_ptr->data[index].shader_flags){
}
void render_data_context::get_scene_fog_params(render_data_context::fog_params& value) {
value.depth_color = data.buffer_scene_data.g_fog_depth_color;
value.height_params = data.buffer_scene_data.g_fog_height_params;
value.height_color = data.buffer_scene_data.g_fog_height_color;
value.bump_params = data.buffer_scene_data.g_fog_bump_params;
value.density = data.buffer_scene_data.g_fog_state_params.x;
value.start = data.buffer_scene_data.g_fog_state_params.y;
value.end = data.buffer_scene_data.g_fog_state_params.z;
}
void render_data_context::get_scene_light(vec4* light_env_stage_diffuse,
vec4* light_env_stage_specular, vec4* light_chara_dir, vec4* light_chara_luce,
vec4* light_env_chara_diffuse, vec4* light_env_chara_specular) {
if (light_env_stage_diffuse)
*light_env_stage_diffuse = data.buffer_scene_data.g_light_env_stage_diffuse;
if (light_env_stage_specular)
*light_env_stage_specular = data.buffer_scene_data.g_light_env_stage_specular;
if (light_chara_dir)
*light_chara_dir = data.buffer_scene_data.g_light_chara_dir;
if (light_chara_luce)
*light_chara_luce = data.buffer_scene_data.g_light_chara_luce;
if (light_env_chara_diffuse)
*light_env_chara_diffuse = data.buffer_scene_data.g_light_env_chara_diffuse;
if (light_env_chara_specular)
*light_env_chara_specular = data.buffer_scene_data.g_light_env_chara_specular;
}
void render_data_context::reset_shader_flags() {
shader_flags.arr[U_TEXTURE_COUNT] = 0;
shader_flags.arr[U_TEXTURE_BLEND] = 0;
shader_flags.arr[U_NORMAL] = 0;
shader_flags.arr[U_SPECULAR] = 0;
shader_flags.arr[U_TRANSPARENCY] = 0;
shader_flags.arr[U_TRANSLUCENCY] = 0;
shader_flags.arr[U_ENV_MAP] = 0;
shader_flags.arr[U0B] = 0;
shader_flags.arr[U_SPECULAR_IBL] = 0;
shader_flags.arr[U_FOG_STAGE] = 0;
shader_flags.arr[U_FOG_CHARA] = 0;
shader_flags.arr[U_ANISO] = 0;
shader_flags.arr[U_STAGE_SHADOW] = 0;
shader_flags.arr[U45] = 0;
shader_flags.arr[U_TEX_0_TYPE] = 0;
shader_flags.arr[U_TEX_1_TYPE] = 0;
}
void render_data_context::set_batch_alpha_threshold(const float_t value) {
data.buffer_batch_data.g_max_alpha.z = value;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
void render_data_context::set_batch_blend_color_offset_color(
const vec4& blend_color, const vec4& offset_color) {
data.buffer_batch_data.g_blend_color = blend_color;
data.buffer_batch_data.g_offset_color = offset_color;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
void render_data_context::set_batch_material_color(const vec4& diffuse, const vec4& ambient,
const vec4& emission, const float_t material_shininess, const vec4& specular,
const vec4& fresnel_coefficients, const vec4& texture_color_coefficients,
const vec4& texture_color_offset, const vec4& texture_specular_coefficients,
const vec4& texture_specular_offset, const float_t shininess) {
data.buffer_batch_data.g_material_state_diffuse = diffuse;
data.buffer_batch_data.g_material_state_ambient = ambient;
data.buffer_batch_data.g_material_state_emission = emission;
data.buffer_batch_data.g_material_state_shininess = { material_shininess, 0.0f, 0.0f, 1.0f };
data.buffer_batch_data.g_material_state_specular = specular;
data.buffer_batch_data.g_fresnel_coefficients = fresnel_coefficients;
data.buffer_batch_data.g_texture_color_coefficients = texture_color_coefficients;
data.buffer_batch_data.g_texture_color_offset = texture_color_offset;
data.buffer_batch_data.g_texture_specular_coefficients = texture_specular_coefficients;
data.buffer_batch_data.g_shininess.x = shininess;
data.buffer_batch_data.g_texture_specular_offset = texture_specular_offset;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
void render_data_context::set_batch_material_color_emission(const vec4& emission) {
data.buffer_batch_data.g_material_state_emission = emission;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
void render_data_context::set_batch_material_parameter(const vec4* specular, const vec4& bump_depth,
const vec4& intensity, const float_t reflect_uv_scale, const float_t refract_uv_scale) {
if (specular)
data.buffer_batch_data.g_material_state_specular = *specular;
data.buffer_batch_data.g_bump_depth = bump_depth;
data.buffer_batch_data.g_intensity = intensity;
data.buffer_batch_data.g_reflect_uv_scale.x = reflect_uv_scale;
data.buffer_batch_data.g_reflect_uv_scale.y = reflect_uv_scale;
data.buffer_batch_data.g_reflect_uv_scale.z = refract_uv_scale;
data.buffer_batch_data.g_reflect_uv_scale.w = refract_uv_scale;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
void render_data_context::set_batch_min_alpha(const float_t value) {
data.buffer_batch_data.g_max_alpha.w = value;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
void render_data_context::set_batch_morph_weight(const float_t value) {
data.buffer_batch_data.g_morph_weight.x = value;
data.buffer_batch_data.g_morph_weight.y = 1.0f - value;
data.buffer_batch_data.g_morph_weight.z = 0.0f;
data.buffer_batch_data.g_morph_weight.w = 0.0f;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
void render_data_context::set_batch_scene_camera(const cam_data& cam) {
data.cam = cam;
mat4_invert(&data.cam.get_view_mat(), &data.inv_view_mat);
mat4 temp;
mat4_transpose(&data.cam.get_view_mat(), &temp);
data.buffer_scene_data.g_view[0] = temp.row0;
data.buffer_scene_data.g_view[1] = temp.row1;
data.buffer_scene_data.g_view[2] = temp.row2;
mat4_invert(&data.cam.get_view_mat(), &temp);
mat4_transpose(&temp, &temp);
data.buffer_scene_data.g_view_inverse[0] = temp.row0;
data.buffer_scene_data.g_view_inverse[1] = temp.row1;
data.buffer_scene_data.g_view_inverse[2] = temp.row2;
//mat4_mul(&data.cam.get_view_mat(), &data.cam.get_proj_mat(), &temp);
mat4_transpose(&data.cam.get_view_proj_mat(), &temp);
data.buffer_scene_data.g_projection_view[0] = temp.row0;
data.buffer_scene_data.g_projection_view[1] = temp.row1;
data.buffer_scene_data.g_projection_view[2] = temp.row2;
data.buffer_scene_data.g_projection_view[3] = temp.row3;
*(vec3*)&data.buffer_scene_data.g_view_position = cam.get_view_point();
data.buffer_scene_data.g_view_position.w = 0.0f;
//enum_or(data.flags, RENDER_DATA_BATCH_UPDATE | RENDER_DATA_SCENE_UPDATE);
enum_or(data.flags, RENDER_DATA_SCENE_UPDATE);
}
void render_data_context::set_batch_sss_param(const vec4& sss_param) {
data.buffer_batch_data.g_sss_param = sss_param;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
void render_data_context::set_batch_texcoord_transforms(const mat4 mats[2]) {
mat4 temp;
mat4_transpose(&mats[0], &temp);
data.buffer_batch_data.g_texcoord_transforms[0] = temp.row0;
data.buffer_batch_data.g_texcoord_transforms[1] = temp.row1;
mat4_transpose(&mats[1], &temp);
data.buffer_batch_data.g_texcoord_transforms[2] = temp.row0;
data.buffer_batch_data.g_texcoord_transforms[3] = temp.row1;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
void render_data_context::set_batch_worlds(const mat4& mat) {
mat4 temp;
mat4_transpose(&mat, &temp);
if (data.buffer_batch_data.g_worlds[0] != temp.row0
|| data.buffer_batch_data.g_worlds[1] != temp.row1
|| data.buffer_batch_data.g_worlds[2] != temp.row2) {
data.buffer_batch_data.g_worlds[0] = temp.row0;
data.buffer_batch_data.g_worlds[1] = temp.row1;
data.buffer_batch_data.g_worlds[2] = temp.row2;
enum_or(data.flags, RENDER_DATA_BATCH_UPDATE);
}
}
void render_data_context::set_glitter_render_data_state() {
data.buffer_shader_data.set_shader_flags(data.shader_flags.arr);
data.buffer_shader.WriteMemory(state, data.buffer_shader_data);
state.bind_uniform_buffer_base(0, data.buffer_shader);
if (data.flags & RENDER_DATA_SCENE_UPDATE) {
data.buffer_scene.WriteMemory(state, data.buffer_scene_data);
enum_and(data.flags, ~RENDER_DATA_SCENE_UPDATE);
}
state.bind_uniform_buffer_base(1, data.buffer_scene);
}
void render_data_context::set_render_data_state() {
data.set_state(state);
}
void render_data_context::set_scene_fog_params(const render_data_context::fog_params& value) {
data.buffer_scene_data.g_fog_depth_color = value.depth_color;
data.buffer_scene_data.g_fog_height_params = value.height_params;
data.buffer_scene_data.g_fog_height_color = value.height_color;
data.buffer_scene_data.g_fog_bump_params = value.bump_params;
const float_t start = value.start;
const float_t end = value.end;
data.buffer_scene_data.g_fog_state_params.x = value.density;
data.buffer_scene_data.g_fog_state_params.y = value.start;
data.buffer_scene_data.g_fog_state_params.z = value.end;
data.buffer_scene_data.g_fog_state_params.w = end - start > 0.0f ? 1.0f / (end - start) : 0.0f;
enum_or(data.flags, RENDER_DATA_SCENE_UPDATE);
}
void render_data_context::set_scene_framebuffer_size(const int32_t width, const int32_t height,
const int32_t render_width, const int32_t render_height) {
enum_or(data.flags, RENDER_DATA_SCENE_UPDATE);
data.buffer_scene_data.g_framebuffer_size.x = 1.0f / (float_t)width;
data.buffer_scene_data.g_framebuffer_size.y = 1.0f / (float_t)height;
data.buffer_scene_data.g_framebuffer_size.w = 1.0f / (float_t)render_height;
data.buffer_scene_data.g_framebuffer_size.z = 1.0f / (float_t)render_width;
}
void render_data_context::set_scene_light(const mat4& irradiance_r_transforms, const mat4& irradiance_g_transforms,
const mat4& irradiance_b_transforms, const vec4& light_env_stage_diffuse,
const vec4& light_env_stage_specular, const vec4& light_env_chara_diffuse,
const vec4& light_env_chara_ambient, const vec4& light_env_chara_specular,
const vec4& light_env_reflect_diffuse, const vec4& light_env_reflect_ambient,
const vec4& light_env_proj_diffuse, const vec4& light_env_proj_specular,
const vec4& light_env_proj_position, const vec4& light_stage_dir, const vec4& light_stage_diff,
const vec4& light_stage_spec, const vec4& light_chara_dir, const vec4& light_chara_spec,
const vec4& light_chara_luce, const vec4& light_chara_back, const vec4& light_face_diff,
const vec4& chara_color0, const vec4& chara_color1, const vec4& chara_f_dir, const vec4& chara_f_ambient,
const vec4& chara_f_diffuse, const vec4& chara_tc_param, const mat4& normal_tangent_transforms,
const vec4& light_reflect_dir, const vec4& clip_plane, const vec4& npr_cloth_spec_color) {
mat4 temp;
mat4_transpose(&irradiance_r_transforms, &temp);
data.buffer_scene_data.g_irradiance_r_transforms[0] = temp.row0;
data.buffer_scene_data.g_irradiance_r_transforms[1] = temp.row1;
data.buffer_scene_data.g_irradiance_r_transforms[2] = temp.row2;
data.buffer_scene_data.g_irradiance_r_transforms[3] = temp.row3;
mat4_transpose(&irradiance_g_transforms, &temp);
data.buffer_scene_data.g_irradiance_g_transforms[0] = temp.row0;
data.buffer_scene_data.g_irradiance_g_transforms[1] = temp.row1;
data.buffer_scene_data.g_irradiance_g_transforms[2] = temp.row2;
data.buffer_scene_data.g_irradiance_g_transforms[3] = temp.row3;
mat4_transpose(&irradiance_b_transforms, &temp);
data.buffer_scene_data.g_irradiance_b_transforms[0] = temp.row0;
data.buffer_scene_data.g_irradiance_b_transforms[1] = temp.row1;
data.buffer_scene_data.g_irradiance_b_transforms[2] = temp.row2;
data.buffer_scene_data.g_irradiance_b_transforms[3] = temp.row3;
data.buffer_scene_data.g_light_env_stage_diffuse = light_env_stage_diffuse;
data.buffer_scene_data.g_light_env_stage_specular = light_env_stage_specular;
data.buffer_scene_data.g_light_env_chara_diffuse = light_env_chara_diffuse;
data.buffer_scene_data.g_light_env_chara_ambient = light_env_chara_ambient;
data.buffer_scene_data.g_light_env_chara_specular = light_env_chara_specular;
data.buffer_scene_data.g_light_env_reflect_diffuse = light_env_reflect_diffuse;
data.buffer_scene_data.g_light_env_reflect_ambient = light_env_reflect_ambient;
data.buffer_scene_data.g_light_env_proj_diffuse = light_env_proj_diffuse;
data.buffer_scene_data.g_light_env_proj_specular = light_env_proj_specular;
data.buffer_scene_data.g_light_env_proj_position = light_env_proj_position;
data.buffer_scene_data.g_light_stage_dir = light_stage_dir;
data.buffer_scene_data.g_light_stage_diff = light_stage_diff;
data.buffer_scene_data.g_light_stage_spec = light_stage_spec;
data.buffer_scene_data.g_light_chara_dir = light_chara_dir;
data.buffer_scene_data.g_light_chara_spec = light_chara_spec;
data.buffer_scene_data.g_light_chara_luce = light_chara_luce;
data.buffer_scene_data.g_light_chara_back = light_chara_back;
data.buffer_scene_data.g_light_face_diff = light_face_diff;
data.buffer_scene_data.g_chara_color0 = chara_color0;
data.buffer_scene_data.g_chara_color1 = chara_color1;
data.buffer_scene_data.g_chara_f_dir = chara_f_dir;
data.buffer_scene_data.g_chara_f_ambient = chara_f_ambient;
data.buffer_scene_data.g_chara_f_diffuse = chara_f_diffuse;
data.buffer_scene_data.g_chara_tc_param = chara_tc_param;
mat4_transpose(&normal_tangent_transforms, &temp);
data.buffer_scene_data.g_normal_tangent_transforms[0] = temp.row0;
data.buffer_scene_data.g_normal_tangent_transforms[1] = temp.row1;
data.buffer_scene_data.g_normal_tangent_transforms[2] = temp.row2;
data.buffer_scene_data.g_light_reflect_dir = light_reflect_dir;
data.buffer_scene_data.g_clip_plane = clip_plane;
data.buffer_scene_data.g_npr_cloth_spec_color = npr_cloth_spec_color;
enum_or(data.flags, RENDER_DATA_SCENE_UPDATE);
}
void render_data_context::set_scene_light_projection(const mat4& light_projection) {
mat4 temp;
mat4_transpose(&light_projection, &temp);
data.buffer_scene_data.g_light_projection[0] = temp.row0;
data.buffer_scene_data.g_light_projection[1] = temp.row1;
data.buffer_scene_data.g_light_projection[2] = temp.row2;
data.buffer_scene_data.g_light_projection[3] = temp.row3;
enum_or(data.flags, RENDER_DATA_SCENE_UPDATE);
}
void render_data_context::set_scene_shadow_params(const float_t esm_param,
const mat4 mats[2], const vec4& shadow_ambient, const vec4& shadow_ambient1) {
data.buffer_scene_data.g_esm_param = { esm_param, 0.0f, 0.0f, 0.0f };
mat4 temp;
mat4_transpose(&mats[0], &temp);
data.buffer_scene_data.g_self_shadow_receivers[0] = temp.row0;
data.buffer_scene_data.g_self_shadow_receivers[1] = temp.row1;
data.buffer_scene_data.g_self_shadow_receivers[2] = temp.row2;
mat4_transpose(&mats[1], &temp);
data.buffer_scene_data.g_self_shadow_receivers[3] = temp.row0;
data.buffer_scene_data.g_self_shadow_receivers[4] = temp.row1;
data.buffer_scene_data.g_self_shadow_receivers[5] = temp.row2;
data.buffer_scene_data.g_shadow_ambient = shadow_ambient;
data.buffer_scene_data.g_shadow_ambient1 = shadow_ambient1;
enum_or(data.flags, RENDER_DATA_SCENE_UPDATE);
}
void render_data_context::set_self_shadow(bool value) {
rctx_ptr->draw_state->rend_data[index].self_shadow = value;
}
void render_data_context::set_shader(uint32_t index) {
data.set_shader(index);
}
void render_data_context::set_shadow(bool value) {
rctx_ptr->draw_state->rend_data[index].shadow = value;
}
void render_data_context::set_skinning_data(p_gl_rend_state& p_gl_rend_st, const mat4* mats, int32_t count) {
data.set_skinning_data(p_gl_rend_st, mats, count);
}
bool render_context::shared_storage_buffer::can_fill_data(size_t size) {
return (size + align_val(offset, sv_min_storage_buffer_alignment)) <= this->size;
}
void render_context::shared_storage_buffer::create(size_t size) {
if (buffer)
return;
size = size / sv_min_storage_buffer_alignment * sv_min_storage_buffer_alignment;
buffer.Create(gl_state, size);
data = force_malloc(size);
memset(data, 0, size);
offset = 0;
this->size = size;
}
void render_context::shared_storage_buffer::destroy() {
buffer.Destroy();
free_def(data);
}
size_t render_context::shared_storage_buffer::fill_data(const void* data, size_t size) {
size_t offset = align_val(this->offset, sv_min_storage_buffer_alignment);
if (offset != this->offset)
memset((void*)((size_t)this->data + this->offset), 0, offset - this->offset);
memcpy((void*)((size_t)this->data + offset), data, size);
this->offset = offset + size;
return offset;
}
bool render_context::shared_uniform_buffer::can_fill_data(size_t size) {
return (size + align_val(offset, sv_min_uniform_buffer_alignment)) <= this->size;
}
void render_context::shared_uniform_buffer::create(size_t size) {
if (buffer)
return;
size = size / sv_min_uniform_buffer_alignment * sv_min_uniform_buffer_alignment;
buffer.Create(gl_state, size);
data = force_malloc(size);
memset(data, 0, size);
offset = 0;
this->size = size;
}
void render_context::shared_uniform_buffer::destroy() {
buffer.Destroy();
free_def(data);
}
size_t render_context::shared_uniform_buffer::fill_data(const void* data, size_t size) {
size_t offset = align_val(this->offset, sv_min_uniform_buffer_alignment);
if (offset != this->offset)
memset((void*)((size_t)this->data + this->offset), 0, offset - this->offset);
memcpy((void*)((size_t)this->data + offset), data, size);
this->offset = offset + size;
return offset;
}
render_context::render_context() : litproj(), chara_reflect(), chara_refract(), box_vao(), lens_ghost_vao(),
common_vao(), empty_texture_2d(), empty_texture_cube_map(), samplers(), render_samplers(), sprite_samplers(),
sprite_width(), sprite_height(), screen_x_offset(), screen_y_offset(), screen_width(), screen_height() {
camera = new ::camera;
draw_state = new ::draw_state;
disp_manager = new mdl::DispManager;
render_manager = new rndr::RenderManager;
sss_data = new ::sss_data;
gl_state.get();
static const float_t box_texcoords[] = {
1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -1.5f, -1.5f, 0.5f, 1.5f, -0.5f, -0.5f, 1.5f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f,
3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f,
3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f,
3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f,
3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f,
3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f,
3.5f, -3.5f, -1.5f, -3.5f, 1.5f, -1.5f, -3.5f, -1.5f,
3.5f, 1.5f, -1.5f, 1.5f, 1.5f, 3.5f, -3.5f, 3.5f,
};
glGenVertexArrays(1, &box_vao);
gl_state.bind_vertex_array(box_vao);
box_vbo.Create(gl_state, sizeof(box_texcoords), box_texcoords);
gl_state.bind_array_buffer(box_vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 4));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 8));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 12));
glGenVertexArrays(1, &lens_ghost_vao);
gl_state.bind_vertex_array(lens_ghost_vao);
lens_ghost_vbo.Create(gl_state, sizeof(float_t) * 5 * (6 * 16));
gl_state.bind_array_buffer(lens_ghost_vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float_t) * 5, (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float_t) * 5, (void*)(sizeof(float_t) * 2));
gl_state.bind_array_buffer(0);
gl_state.bind_vertex_array(0);
glGenVertexArrays(1, &common_vao);
camera_blur_ubo.Create(gl_state, sizeof(camera_blur_shader_data));
contour_coef_ubo.Create(gl_state, sizeof(contour_coef_shader_data));
contour_params_ubo.Create(gl_state, sizeof(contour_params_shader_data));
filter_scene_ubo.Create(gl_state, sizeof(filter_scene_shader_data));
esm_filter_batch_ubo.Create(gl_state, sizeof(esm_filter_batch_shader_data));
imgfilter_batch_ubo.Create(gl_state, sizeof(imgfilter_batch_shader_data));
exposure_measure_ubo.Create(gl_state, sizeof(exposure_measure_shader_data));
gaussian_coef_ubo.Create(gl_state, sizeof(gaussian_coef_shader_data));
glass_eye_batch_ubo.Create(gl_state, sizeof(glass_eye_batch_shader_data));
glitter_batch_ubo.Create(gl_state, sizeof(glitter_batch_shader_data));
quad_ubo.Create(gl_state, sizeof(quad_shader_data));
sprite_scene_ubo.Create(gl_state, sizeof(sprite_scene_shader_data));
sss_filter_gaussian_coef_ubo.Create(gl_state, sizeof(sss_filter_gaussian_coef_shader_data));
sun_quad_ubo.Create(gl_state, sizeof(sun_quad_shader_data));
tone_map_ubo.Create(gl_state, sizeof(tone_map_shader_data));
transparency_batch_ubo.Create(gl_state, sizeof(transparency_batch_shader_data));
for (render_data& i : data) {
i = {};
i.init();
}
static const vec4 border_color = 0.0f;
glGenSamplers(18, samplers);
for (int32_t i = 0; i < 18; i++) {
GLuint sampler = samplers[i];
glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER,
i % 2 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
GLuint wrap_s;
switch (i / 2 % 3) {
case 0:
wrap_s = GL_CLAMP_TO_EDGE;
break;
case 1:
wrap_s = GL_REPEAT;
break;
case 2:
wrap_s = GL_MIRRORED_REPEAT;
break;
}
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, wrap_s);
GLenum wrap_t;
switch (i / 6 % 3) {
case 0:
wrap_t = GL_CLAMP_TO_EDGE;
break;
case 1:
wrap_t = GL_REPEAT;
break;
case 2:
wrap_t = GL_MIRRORED_REPEAT;
break;
}
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, wrap_t);
}
GLuint sampler;
glGenSamplers(4, render_samplers);
sampler = render_samplers[0];
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
sampler = render_samplers[1];
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
sampler = render_samplers[2];
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
sampler = render_samplers[3];
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
glGenSamplers(3, sprite_samplers);
sampler = sprite_samplers[0];
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
sampler = sprite_samplers[1];
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
sampler = sprite_samplers[2];
glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
max_uniform_block_size = min_def((uint32_t)sv_max_uniform_buffer_size, 64u * 1024);
if (GLAD_GL_VERSION_4_3)
max_storage_block_size = min_def((uint32_t)sv_max_storage_buffer_size, 1024u * 1024);
}
render_context::~render_context() {
if (sv_shared_storage_uniform_buffer) {
shared_uniform_buffer_entries.clear();
for (render_context::shared_uniform_buffer& i : shared_uniform_buffers)
i.destroy();
shared_uniform_buffers.clear();
if (GLAD_GL_VERSION_4_3) {
shared_storage_buffer_entries.clear();
for (render_context::shared_storage_buffer& i : shared_storage_buffers)
i.destroy();
shared_storage_buffers.clear();
}
}
glDeleteSamplers(3, sprite_samplers);
glDeleteSamplers(4, render_samplers);
glDeleteSamplers(18, samplers);
for (render_data& i : data)
i.free();
transparency_batch_ubo.Destroy();
tone_map_ubo.Destroy();
sun_quad_ubo.Destroy();
sss_filter_gaussian_coef_ubo.Destroy();
sprite_scene_ubo.Destroy();
quad_ubo.Destroy();
glitter_batch_ubo.Destroy();
glass_eye_batch_ubo.Destroy();
gaussian_coef_ubo.Destroy();
exposure_measure_ubo.Destroy();
imgfilter_batch_ubo.Destroy();
esm_filter_batch_ubo.Destroy();
filter_scene_ubo.Destroy();
contour_params_ubo.Destroy();
contour_coef_ubo.Destroy();
camera_blur_ubo.Destroy();
if (common_vao) {
glDeleteVertexArrays(1, &common_vao);
common_vao = 0;
}
if (lens_ghost_vao) {
glDeleteVertexArrays(1, &lens_ghost_vao);
lens_ghost_vao = 0;
}
lens_ghost_vbo.Destroy();
if (box_vao) {
glDeleteVertexArrays(1, &box_vao);
box_vao = 0;
}
box_vbo.Destroy();
if (sss_data) {
delete sss_data;
sss_data = 0;
}
if (render_manager) {
delete render_manager;
render_manager = 0;
}
if (disp_manager) {
delete disp_manager;
disp_manager = 0;
}
if (draw_state) {
delete draw_state;
draw_state = 0;
}
if (camera) {
delete camera;
camera = 0;
}
}
void render_context::ctrl() {
rctx_ptr = this;
start_frame_process();
extern bool game_state_get_pause();
if (!get_pause() || !game_state_get_pause())
app::TaskWork::ctrl();
sound_ctrl();
file_handler_storage_ctrl();
finish_calc_process();
}
void render_context::disp() {
rctx_ptr = this;
start_render_process();
disp_manager->refresh();
draw_state->stats_update();
sprite_manager_reset_req_list();
camera->update();
render_manager->cam.get(camera);
app::TaskWork::disp();
shadow_ptr_get()->ctrl();
int32_t sprite_index = sprite_manager_get_index();
//sprite_manager_set_index(3);
sprite_manager_set_index(0);
extern void dw_gui_ctrl_disp();
dw_gui_ctrl_disp();
sprite_manager_set_index(sprite_index);
render_manager->rndpass_pre_proc();
render_manager->render_all();
render_manager->rndpass_post_proc();
render_manager->field_31C = false;
if (!get_pause())
app::TaskWork::basic();
finish_render_process();
}
void render_context::free() {
shadow_buffer.Free();
screen_overlay_buffer.Free();
screen_buffer.Free();
render_buffer.Free();
reflect_buffer.Free();
texture_release(empty_texture_cube_map);
texture_release(empty_texture_2d);
}
void render_context::init() {
static const uint8_t empty_texture_data[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static const void* empty_texture_2d_array[] = {
empty_texture_data,
};
empty_texture_2d = texture_load_tex_2d(texture_id(0x2F, 0),
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_2d_array, false);
static const void* empty_texture_cube_map_array[] = {
empty_texture_data,
empty_texture_data,
empty_texture_data,
empty_texture_data,
empty_texture_data,
empty_texture_data,
};
empty_texture_cube_map = texture_load_tex_cube_map(texture_id(0x2F, 1),
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_cube_map_array);
auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) {
dst.Init(src.GetWidth(),
src.GetHeight(), 0, src.color_texture->internal_format,
src.depth_texture ? src.depth_texture->internal_format : GL_ZERO);
};
RenderTexture& render_buffer = render.rend_texture[0];
RenderTexture& reflect_buffer = render_manager->get_render_texture(0);
RenderTexture& shadow_buffer = shadow_ptr_get()->render_textures[1];
init_copy_buffer(reflect_buffer, this->reflect_buffer);
init_copy_buffer(render_buffer, this->render_buffer);
init_copy_buffer(shadow_buffer, this->shadow_buffer);
screen_buffer.Init(sprite_width, sprite_height, 0, GL_RGBA8, 0);
screen_overlay_buffer.Init(sprite_width, sprite_height, 0, GL_RGBA8, 0);
}
void render_context::resize(int32_t render_width, int32_t render_height,
int32_t sprite_width, int32_t sprite_height,
int32_t screen_width, int32_t screen_height) {
bool render_res_change = render.inner_width != render_width || render.inner_height != render_height;
bool sprite_res_change = this->sprite_width != sprite_width || this->sprite_height != sprite_height;
bool screen_res_change = this->screen_width != screen_width || this->screen_height != screen_height;
if (!render_res_change && !sprite_res_change && !screen_res_change)
return;
this->sprite_width = sprite_width;
this->sprite_height = sprite_height;
screen_x_offset = (screen_width - sprite_width) / 2 + (screen_width - sprite_width) % 2;
screen_y_offset = (screen_height - sprite_height) / 2 + (screen_height - sprite_height) % 2;
this->screen_width = screen_width;
this->screen_height = screen_height;
if (render_res_change)
render.resize(render_width, render_height);
if (sprite_res_change)
render_manager->resize(sprite_width, sprite_height);
if (render_res_change)
litproj->resize(render_width, render_height);
sprite_manager_set_res((double_t)sprite_width / (double_t)sprite_height,
sprite_width, sprite_height);
if (render_res_change) {
free();
init();
}
}
void render_context::add_shared_storage_uniform_buffer_data(size_t index,
const void* data, size_t size, size_t buffer_size, bool storage) {
if (storage) {
render_context::shared_storage_buffer* buffer = 0;
for (render_context::shared_storage_buffer& i : shared_storage_buffers)
if (i.can_fill_data(buffer_size)) {
buffer = &i;
break;
}
if (!buffer) {
shared_storage_buffers.push_back({});
buffer = &shared_storage_buffers.back();
buffer->create(max_storage_block_size);
}
size_t offset = buffer->fill_data(data, size);
shared_storage_buffer_entries.insert({ index, { buffer->buffer, offset, buffer_size } });
}
else {
render_context::shared_uniform_buffer* buffer = 0;
for (render_context::shared_uniform_buffer& i : shared_uniform_buffers)
if (i.can_fill_data(buffer_size)) {
buffer = &i;
break;
}
if (!buffer) {
shared_uniform_buffers.push_back({});
buffer = &shared_uniform_buffers.back();
buffer->create(max_uniform_block_size);
}
size_t offset = buffer->fill_data(data, size);
shared_uniform_buffer_entries.insert({ index, { buffer->buffer, offset, buffer_size } });
}
}
bool render_context::get_shared_storage_uniform_buffer_data(size_t index,
GLuint& buffer, size_t& offset, size_t& size, bool storage) {
if (storage) {
auto elem = shared_storage_buffer_entries.find(index);
if (elem == shared_storage_buffer_entries.end())
return false;
buffer = elem->second.buffer;
offset = elem->second.offset;
size = elem->second.size;
return true;
}
else {
auto elem = shared_uniform_buffer_entries.find(index);
if (elem == shared_uniform_buffer_entries.end())
return false;
buffer = elem->second.buffer;
offset = elem->second.offset;
size = elem->second.size;
return true;
}
}
void render_context::pre_proc() {
if (sv_shared_storage_uniform_buffer) {
auto add_obj_list = [](render_context* rctx, const mdl::ObjSubMeshArgs* args) {
if (!args->mat_count || !args->mats)
return;
if (GLAD_GL_VERSION_4_3) {
if (rctx->shared_storage_buffer_entries.find((size_t)args->mats)
!= rctx->shared_storage_buffer_entries.end())
return;
}
else {
if (rctx->shared_uniform_buffer_entries.find((size_t)args->mats)
!= rctx->shared_uniform_buffer_entries.end())
return;
}
const int32_t mat_count = min_def(args->mat_count, 256);
const mat4* mats = args->mats;
vec4 g_joint_transforms[768];
vec4* g_joint_transform = g_joint_transforms;
mat4 mat;
for (int32_t i = 0; i < mat_count; i++, mats++, g_joint_transform += 3) {
mat4_transpose(mats, &mat);
g_joint_transform[0] = mat.row0;
g_joint_transform[1] = mat.row1;
g_joint_transform[2] = mat.row2;
}
const size_t buffer_size = sizeof(vec4) * 3 * 256;
const size_t size = sizeof(vec4) * 3 * mat_count;
rctx->add_shared_storage_uniform_buffer_data((size_t)args->mats,
g_joint_transforms, size, buffer_size, !!GLAD_GL_VERSION_4_3);
};
for (int32_t type = 0; type < mdl::OBJ_TYPE_MAX; type++)
for (mdl::ObjData*& i : disp_manager->obj[type])
switch (i->kind) {
case mdl::OBJ_KIND_NORMAL:
add_obj_list(this, &i->args.sub_mesh);
break;
case mdl::OBJ_KIND_TRANSLUCENT:
for (int32_t j = 0; j < i->args.translucent.count; j++)
add_obj_list(this, i->args.translucent.sub_mesh[j]);
break;
}
for (int32_t type = 0; type < mdl::OBJ_TYPE_LOCAL_MAX; type++)
for (mdl::ObjData*& i : disp_manager->obj_local[type])
switch (i->kind) {
case mdl::OBJ_KIND_NORMAL:
add_obj_list(this, &i->args.sub_mesh);
break;
case mdl::OBJ_KIND_TRANSLUCENT:
for (int32_t j = 0; j < i->args.translucent.count; j++)
add_obj_list(this, i->args.translucent.sub_mesh[j]);
break;
}
for (int32_t type = 0; type < mdl::OBJ_TYPE_REFLECT_MAX; type++)
for (mdl::ObjData*& i : disp_manager->obj_reflect[type])
switch (i->kind) {
case mdl::OBJ_KIND_NORMAL:
add_obj_list(this, &i->args.sub_mesh);
break;
case mdl::OBJ_KIND_TRANSLUCENT:
for (int32_t j = 0; j < i->args.translucent.count; j++)
add_obj_list(this, i->args.translucent.sub_mesh[j]);
break;
}
if (GLAD_GL_VERSION_4_3)
for (render_context::shared_storage_buffer& i : shared_storage_buffers) {
if (!i.offset)
continue;
const size_t size = align_val(i.offset, sv_min_uniform_buffer_alignment);
const size_t align = size - i.offset;
if (align)
memset((void*)((size_t)i.data + i.offset), 0, align);
i.buffer.WriteMemory(gl_state, 0, size, i.data);
}
for (render_context::shared_uniform_buffer& i : shared_uniform_buffers) {
if (!i.offset)
continue;
const size_t size = align_val(i.offset, sv_min_uniform_buffer_alignment);
const size_t align = size - i.offset;
if (align)
memset((void*)((size_t)i.data + i.offset), 0, align);
i.buffer.WriteMemory(gl_state, 0, size, i.data);
}
}
}
void render_context::post_proc() {
if (sv_shared_storage_uniform_buffer) {
if (GLAD_GL_VERSION_4_3) {
for (render_context::shared_storage_buffer& i : shared_storage_buffers)
i.offset = 0;
shared_storage_buffer_entries.clear();
}
for (render_context::shared_uniform_buffer& i : shared_uniform_buffers)
i.offset = 0;
shared_uniform_buffer_entries.clear();
}
}