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korenkonder_ReDIVA/src/ReDIVA/graphics/shadow.cpp
T

224 lines
7.7 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "shadow.hpp"
#include "../../CRE/render_context.hpp"
#include "../dw.hpp"
extern render_context* rctx_ptr;
class ShadowDw : public dw::Shell {
public:
dw::RowLayout* layout;
dw::Slider* distance_slider;
dw::Slider* shadow_ambient_slider;
dw::Slider* shadow_range_factor_slider;
float_t distance;
int32_t near_blur;
int32_t far_blur;
float_t field_1AC;
float_t field_1B0;
float_t shadow_ambient;
float_t shadow_range_factor;
Shadow* shadow_ptr;
ShadowDw();
virtual ~ShadowDw() override;
virtual void Draw() override;
virtual void Hide() override;
static void EnableSelfShadowCallback(dw::Widget* data);
static void EnableShadowCallback(dw::Widget* data);
static void DistanceCallback(dw::Widget* data);
static void FarBlurCallback(dw::Widget* data);
static void NearBlurCallback(dw::Widget* data);
static void ShadowAmbientCallback(dw::Widget* data);
static void ShadowRangeFactorCallback(dw::Widget* data);
static void ShowStageShadowCallback(dw::Widget* data);
static void ShowTextureCallback(dw::Widget* data);
};
ShadowDw* shadow_dw;
void shadow_dw_init() {
if (!shadow_dw) {
shadow_dw = new ShadowDw;
shadow_dw->UpdateLayout();
shadow_dw->LimitPosDisp();
}
else
shadow_dw->Disp();
}
ShadowDw::ShadowDw() {
shadow_ptr = shadow_ptr_get();
distance = shadow_ptr->distance;
near_blur = shadow_ptr->near_blur;
far_blur = shadow_ptr->far_blur;
field_1AC = shadow_ptr->field_2D0;
field_1B0 = shadow_ptr->field_2D4;
shadow_ambient = shadow_ptr->shadow_ambient;
shadow_range_factor = shadow_ptr->shadow_range_factor;
SetText("SHADOW");
rect.pos = 0.0f;
SetSize({ 320.0f, 200.0f });
const float_t glyph_height = font.GetFontGlyphHeight();
layout = new dw::RowLayout(dw::HORIZONTAL);
distance_slider = dw::Slider::Create(this, (dw::Flags)(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, "Distance");
distance_slider->SetParams(distance, 0.01f, 20.0f, 1.0f, 0.1f, 1.0f);
distance_slider->format = "%5.2f";
distance_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::DistanceCallback));
dw::Slider* near_blur_slider = dw::Slider::Create(this, (dw::Flags)(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, "Near Blur");
near_blur_slider->SetParams((float_t)near_blur, 0.0f, 10.0f, 1.0f, 1.0f, 1.0f);
near_blur_slider->format = "%2.0f";
near_blur_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::NearBlurCallback));
dw::Slider* far_blur_slider = dw::Slider::Create(this, dw::Flags(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, "Far Blur");
far_blur_slider->SetParams((float_t)far_blur, 1.0f, 10.0f, 1.0f, 1.0f, 1.0f);
far_blur_slider->format = "%2.0f";
far_blur_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::FarBlurCallback));
shadow_ambient_slider = dw::Slider::Create(this, (dw::Flags)(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, "Shadow Ambient");
shadow_ambient_slider->SetParams(shadow_ambient, 0.0f, 1.0f, 0.1f, 0.025f, 0.1f);
shadow_ambient_slider->format = "%5.3f";
shadow_ambient_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::ShadowAmbientCallback));
const char* shadow_range_factor_text;
if (dw::translate)
shadow_range_factor_text = u8"Shadow Range Factor";
else
shadow_range_factor_text = u8"シャドウ範囲係数";
shadow_range_factor_slider = dw::Slider::Create(this, (dw::Flags)(dw::FLAG_800
| dw::HORIZONTAL), 0.0f, 0.0f, 192.0f, glyph_height, shadow_range_factor_text);
shadow_range_factor_slider->SetParams(shadow_range_factor, 1.0f, 2.0f, 0.1f, 0.01f, 0.1f);
shadow_range_factor_slider->format = "%4.2f";
shadow_range_factor_slider->AddSelectionListener(
new dw::SelectionListenerOnHook(ShadowDw::ShadowRangeFactorCallback));
dw::Button* show_texture = new dw::Button(this, dw::CHECKBOX);
show_texture->SetText("Show Texture");
show_texture->SetValue(shadow_ptr->show_texture);
show_texture->callback = ShadowDw::ShowTextureCallback;
dw::Button* show_stage_shadow = new dw::Button(this, dw::CHECKBOX);
show_stage_shadow->SetText("Show Stage Shadow");
show_stage_shadow->SetValue(rctx_ptr->render_manager->show_stage_shadow);
show_stage_shadow->callback = ShadowDw::ShowStageShadowCallback;
dw::Button* enable_shadow = new dw::Button(this, dw::CHECKBOX);
enable_shadow->SetText("ENABLE SHADOW");
enable_shadow->SetValue(rctx_ptr->render_manager->shadow);
enable_shadow->callback = ShadowDw::EnableShadowCallback;
dw::Button* enable_self_shadow = new dw::Button(this, dw::CHECKBOX);
enable_self_shadow->SetText("ENABLE SELF SHADOW");
enable_self_shadow->SetValue(shadow_ptr_get()->self_shadow);
enable_self_shadow->callback = ShadowDw::EnableSelfShadowCallback;
}
ShadowDw::~ShadowDw() {
}
void ShadowDw::Draw() {
shadow_ambient = shadow_ptr->shadow_ambient;
shadow_ambient_slider->SetValue(shadow_ambient);
shadow_range_factor = shadow_ptr->shadow_range_factor;
shadow_range_factor_slider->SetValue(shadow_range_factor);
dw::Shell::Draw();
}
void ShadowDw::Hide() {
SetDisp();
}
void ShadowDw::EnableSelfShadowCallback(dw::Widget* data) {
dw::Button* button = dynamic_cast<dw::Button*>(data);
if (button)
shadow_ptr_get()->self_shadow = button->value;
}
void ShadowDw::EnableShadowCallback(dw::Widget* data) {
dw::Button* button = dynamic_cast<dw::Button*>(data);
if (button)
rctx_ptr->render_manager->shadow = button->value;
}
void ShadowDw::DistanceCallback(dw::Widget* data) {
dw::Slider* slider = dynamic_cast<dw::Slider*>(data);
if (slider) {
const float_t value = slider->GetValue();
shadow_dw->distance = value;
shadow_dw->shadow_ptr->set_distance(value);
}
}
void ShadowDw::FarBlurCallback(dw::Widget* data) {
dw::Slider* slider = dynamic_cast<dw::Slider*>(data);
if (slider) {
const int32_t value = (int32_t)slider->GetValue();
shadow_dw->far_blur = value;
shadow_dw->shadow_ptr->far_blur = value;
}
}
void ShadowDw::NearBlurCallback(dw::Widget* data) {
dw::Slider* slider = dynamic_cast<dw::Slider*>(data);
if (slider) {
const int32_t value = (int32_t)slider->GetValue();
shadow_dw->near_blur = value;
shadow_dw->shadow_ptr->near_blur = value;
}
}
void ShadowDw::ShadowAmbientCallback(dw::Widget* data) {
dw::Slider* slider = dynamic_cast<dw::Slider*>(data);
if (slider) {
const float_t value = slider->GetValue();
shadow_dw->shadow_ambient = value;
shadow_dw->shadow_ptr->shadow_ambient = value;
}
}
void ShadowDw::ShadowRangeFactorCallback(dw::Widget* data) {
dw::Slider* slider = dynamic_cast<dw::Slider*>(data);
if (slider) {
const float_t value = slider->GetValue();
shadow_dw->shadow_range_factor = value;
shadow_dw->shadow_ptr->shadow_range_factor = value;
}
}
void ShadowDw::ShowStageShadowCallback(dw::Widget* data) {
dw::Button* button = dynamic_cast<dw::Button*>(data);
if (button)
rctx_ptr->render_manager->show_stage_shadow = button->value;
}
void ShadowDw::ShowTextureCallback(dw::Widget* data) {
dw::Button* button = dynamic_cast<dw::Button*>(data);
if (button) {
shadow_dw->shadow_ptr->show_texture = button->value;
render_data_context rend_data_ctx(GL_REND_STATE_PRE_3D);
shadow_dw->shadow_ptr->clear_textures(rend_data_ctx.state);
}
}