mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-01 19:28:02 +03:00
1586 lines
62 KiB
C++
1586 lines
62 KiB
C++
/*
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by korenkonder
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GitHub/GitLab: korenkonder
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*/
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#include "render_manager.hpp"
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#include "../KKdLib/mat.hpp"
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#include "Glitter/glitter.hpp"
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#include "light_param/fog.hpp"
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#include "light_param/light.hpp"
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#include "rob/rob.hpp"
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#include "clear_color.hpp"
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#include "gl_state.hpp"
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#include "post_process.hpp"
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#include "render_texture.hpp"
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#include "shader_ft.hpp"
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#include "sprite.hpp"
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#include "static_var.hpp"
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#include "task_effect.hpp"
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#include "texture.hpp"
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static void blur_filter_apply(render_context* rctx, GLuint tex_0, GLuint tex_1,
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blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset);
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static void draw_pass_shadow_begin_make_shadowmap(render_context* rctx,
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Shadow* shad, int32_t index, int32_t a3);
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static void draw_pass_shadow_end_make_shadowmap(render_context* rctx,
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Shadow* shad, int32_t index, int32_t a3);
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static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, RenderTexture* a2,
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RenderTexture* a3, float_t sigma, float_t far_texel_offset, bool enable_lit_proj);
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static void draw_pass_shadow_esm_filter(render_context* rctx,
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RenderTexture* dst, RenderTexture* buf, RenderTexture* src);
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static bool draw_pass_shadow_litproj(render_context* rctx, light_proj* litproj);
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static void draw_pass_sss_contour(render_context* rctx, post_process* pp);
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static void draw_pass_sss_filter(render_context* rctx, sss_data* sss);
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static int32_t draw_pass_3d_get_translucent_count(render_context* rctx);
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static void draw_pass_3d_shadow_reset(render_context* rctx);
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static void draw_pass_3d_shadow_set(Shadow* shad, render_context* rctx);
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extern void draw_pass_3d_translucent(render_context* rctx, bool opaque_enable,
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bool transparent_enable, bool translucent_enable, mdl::ObjType opaque,
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mdl::ObjType transparent, mdl::ObjType translucent);
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static int32_t draw_pass_3d_translucent_count_layers(render_context* rctx,
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int32_t* alpha_array, mdl::ObjType opaque,
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mdl::ObjType transparent, mdl::ObjType translucent);
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static void draw_pass_3d_translucent_has_objects(render_context* rctx, bool* arr, mdl::ObjType type);
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extern bool draw_grid_3d;
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extern void draw_pass_3d_grid(render_context* rctx);
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extern light_param_data_storage* light_param_data_storage_data;
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namespace rndr {
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void RenderManager::render_all(render_context* rctx) {
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static const int32_t ibl_texture_index[] = {
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9, 10, 11, 12, 13
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};
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camera* cam = rctx->camera;
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for (int32_t i = 0; i < 5; i++)
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gl_state_active_bind_texture_cube_map(ibl_texture_index[i],
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light_param_data_storage_data->textures[i]);
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rctx->obj_scene.g_framebuffer_size = {
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1.0f / (float_t)rctx->post_process.render_width,
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1.0f / (float_t)rctx->post_process.render_height,
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(float_t)rctx->post_process.render_width,
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(float_t)rctx->post_process.render_height
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};
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gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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gl_state_enable_depth_test();
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gl_state_set_depth_func(GL_LEQUAL);
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gl_state_set_depth_mask(GL_TRUE);
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gl_state_begin_event("rndpass_render_all_pass::Caller::execute_pre3d");
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for (int32_t i = RND_PASSID_SHADOW; i <= RND_PASSID_CLEAR; i++)
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RenderManager::render_single_pass((RenderPassID)i, rctx);
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gl_state_end_event();
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gl_state_begin_event("rndpass_render_all_pass::Caller::execute_3d");
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for (int32_t i = RND_PASSID_PRE_SPRITE; i <= RND_PASSID_3D; i++)
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RenderManager::render_single_pass((RenderPassID)i, rctx);
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gl_state_end_event();
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gl_state_begin_event("rndpass_render_all_pass::Caller::execute_2d");
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for (int32_t i = RND_PASSID_SHOW_VECTOR; i <= RND_PASSID_12; i++)
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RenderManager::render_single_pass((RenderPassID)i, rctx);
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gl_state_end_event();
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rctx->disp_manager.check_vertex_arrays();
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gl_state_bind_vertex_array(0);
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gl_state_disable_primitive_restart();
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gl_state_bind_uniform_buffer_base(0, 0);
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gl_state_bind_uniform_buffer_base(1, 0);
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gl_state_bind_uniform_buffer_base(2, 0);
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gl_state_bind_uniform_buffer_base(3, 0);
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gl_state_bind_uniform_buffer_base(4, 0);
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}
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void RenderManager::render_single_pass(RenderPassID id, render_context* rctx) {
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cpu_time[id] = 0.0;
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gpu_time[id] = 0.0;
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if (!pass_sw[id]) {
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gl_state_get_error();
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return;
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}
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render_pass_begin();
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switch (id) {
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case RND_PASSID_SHADOW:
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pass_shadow(rctx);
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break;
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case RND_PASSID_SS_SSS:
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pass_ss_sss(rctx);
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break;
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case RND_PASSID_REFLECT:
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pass_reflect(rctx);
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break;
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case RND_PASSID_REFRACT:
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pass_refract(rctx);
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break;
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case RND_PASSID_PRE_PROCESS:
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pass_pre_process(rctx);
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break;
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case RND_PASSID_CLEAR:
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pass_clear(rctx);
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break;
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case RND_PASSID_PRE_SPRITE:
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pass_pre_sprite(rctx);
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break;
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case RND_PASSID_3D:
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pass_3d(rctx);
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break;
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case RND_PASSID_SHOW_VECTOR:
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pass_show_vector(rctx);
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break;
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case RND_PASSID_POST_PROCESS:
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pass_post_process(rctx);
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break;
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case RND_PASSID_SPRITE:
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pass_sprite(rctx);
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break;
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}
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render_pass_end(id);
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gl_state_get_error();
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}
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void RenderManager::render_pass_begin() {
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if (sync_gpu)
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glFinish();
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time.get_timestamp();
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}
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void RenderManager::render_pass_end(RenderPassID id) {
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cpu_time[id] = time.calc_time();
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if (sync_gpu) {
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time_struct t;
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glFinish();
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gpu_time[id] = t.calc_time();
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}
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else
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gpu_time[id] = 0;
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}
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void RenderManager::pass_shadow(render_context* rctx) {
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gl_state_begin_event("pass_shadow");
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rctx->camera->update_data();
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if (rctx->litproj->set(rctx)) {
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSLUCENT);
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rctx->draw_state.shader_index = -1;
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uniform_value[U0A] = 0;
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draw_pass_shadow_filter(rctx, &rctx->litproj->shadow_texture[0],
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&rctx->litproj->shadow_texture[1], 0, 1.5f, 0.01f, true);
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if (draw_pass_shadow_litproj(rctx, rctx->litproj)) {
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draw_pass_set_camera(rctx);
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for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
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rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT);
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rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
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gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_state_enable_blend();
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rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSLUCENT);
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gl_state_disable_blend();
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rctx->draw_state.shader_index = -1;
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gl_state_bind_framebuffer(0);
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}
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}
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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bool v3 = false;
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int32_t v10[2];
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for (int32_t i = 0; i < 2; i++) {
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v10[i] = rctx->disp_manager.get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + i));
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if (v10[i])
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v3 = true;
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}
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Shadow* shad = shadow_ptr;
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if (shadow && v3) {
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int32_t v11[2];
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v11[0] = shad->field_200[0];
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v11[1] = shad->field_200[1];
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shad->curr_render_textures[0] = &shad->render_textures[0];
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shad->curr_render_textures[1] = &shad->render_textures[1];
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shad->curr_render_textures[2] = &shad->render_textures[2];
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shad->curr_render_textures[3] = &shad->render_textures[7]; // Extra for buf
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for (int32_t i = 0, j = 0; i < 2; i++) {
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if (!v10[i])
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continue;
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draw_pass_shadow_begin_make_shadowmap(rctx, shad, v11[i], j);
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rctx->disp_manager.draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i]));
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if (rctx->disp_manager.get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) {
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gl_state_set_color_mask(field_2F8 ? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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rctx->disp_manager.draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i));
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gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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draw_pass_shadow_end_make_shadowmap(rctx, shad, v11[i], j);
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j++;
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}
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}
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else {
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shad->curr_render_textures[0] = &shad->render_textures[0];
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shad->curr_render_textures[1] = &shad->render_textures[1];
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shad->curr_render_textures[2] = &shad->render_textures[2];
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shad->curr_render_textures[3] = &shad->render_textures[7]; // Extra for buf
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for (int32_t i = 1; i < 3; i++)
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for (int32_t j = 0; j < 4; j++) {
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shad->curr_render_textures[i]->Bind(j);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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void RenderManager::pass_ss_sss(render_context* rctx) {
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::sss_data* sss = &sss_data;
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if (!sss->init || !sss->enable)
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return;
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gl_state_begin_event("pass_ss_sss");
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rctx->camera->update_data();
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post_process* pp = &rctx->post_process;
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//if (pp->render_width > 1280.0)
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// sss->npr_contour = false;
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//if (sss->npr_contour) {
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pp->rend_texture.Bind();
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glViewport(0, 0, pp->render_width, pp->render_height);
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//}
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//else {
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// sss->textures[0].Bind();
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// glViewport(0, 0, 640, 360);
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//}
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glClearColor(sss->param.x, sss->param.y, sss->param.z, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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draw_pass_set_camera(rctx);
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for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
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rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
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if (shadow)
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draw_pass_3d_shadow_set(shadow_ptr, rctx);
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else
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draw_pass_3d_shadow_reset(rctx);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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rctx->draw_state.shader_index = SHADER_FT_SSS_SKIN;
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gl_state_enable_depth_test();
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gl_state_set_depth_func(GL_LEQUAL);
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gl_state_set_depth_mask(GL_TRUE);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_SSS);
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gl_state_disable_depth_test();
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rctx->draw_state.shader_index = -1;
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draw_pass_3d_shadow_reset(rctx);
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uniform_value[U_NPR] = 0;
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if (npr_param == 1) {
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if (sss->enable && sss->npr_contour) {
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uniform_value[U_NPR] = 1;
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draw_pass_sss_contour(rctx, pp);
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}
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else if (npr) {
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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pp->rend_texture.Bind();
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glViewport(0, 0, pp->render_width, pp->render_height);
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glClear(GL_DEPTH_BUFFER_BIT);
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rctx->draw_state.shader_index = SHADER_FT_SSS_SKIN;
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gl_state_enable_depth_test();
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gl_state_set_depth_mask(GL_TRUE);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_SSS);
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gl_state_disable_depth_test();
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rctx->draw_state.shader_index = -1;
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gl_state_bind_framebuffer(0);
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uniform_value[U_NPR] = 1;
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draw_pass_sss_contour(rctx, pp);
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}
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}
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if (!sss->npr_contour) {
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sss->textures[0].Bind();
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glViewport(0, 0, 640, 360);
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filter_scene_shader_data filter_scene = {};
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filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f };
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filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f };
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rctx->filter_scene_ubo.WriteMemory(filter_scene);
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imgfilter_batch_shader_data imgfilter_batch = {};
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imgfilter_batch.g_color_scale = 1.0f;
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imgfilter_batch.g_color_offset = 0.0f;
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imgfilter_batch.g_texture_lod = 0.0f;
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rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch);
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uniform_value[U_IMAGE_FILTER] = 5;
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shaders_ft.set(SHADER_FT_IMGFILT);
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rctx->filter_scene_ubo.Bind(0);
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rctx->imgfilter_batch_ubo.Bind(1);
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gl_state_active_bind_texture_2d(0, pp->rend_texture.color_texture->tex);
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RenderTexture::DrawCustom();
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}
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draw_pass_sss_filter(rctx, sss);
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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void RenderManager::pass_reflect(render_context* rctx) {
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gl_state_begin_event("pass_reflect");
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RenderTexture& refl_tex = rctx->render_manager.get_render_texture(0);
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RenderTexture& refl_buf_tex = rctx->render_manager.get_render_texture(11);
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refl_tex.Bind();
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if (rctx->disp_manager.get_obj_count(mdl::OBJ_TYPE_REFLECT_OPAQUE)
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|| rctx->disp_manager.get_obj_count(mdl::OBJ_TYPE_REFLECT_TRANSPARENT)
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|| rctx->disp_manager.get_obj_count(mdl::OBJ_TYPE_REFLECT_TRANSLUCENT)
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|| rctx->disp_manager.get_obj_count(mdl::OBJ_TYPE_REFLECT_CHARA_OPAQUE)
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|| rctx->disp_manager.get_obj_count(mdl::OBJ_TYPE_REFLECT_CHARA_TRANSPARENT)
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|| rctx->disp_manager.get_obj_count(mdl::OBJ_TYPE_REFLECT_CHARA_TRANSLUCENT)) {
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glViewport(0, 0, refl_tex.color_texture->width, refl_tex.color_texture->height);
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draw_pass_set_camera(rctx);
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for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++)
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rctx->light_set[i].data_set(rctx->face, (light_set_id)i);
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for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++)
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rctx->fog[i].data_set((fog_id)i);
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rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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rctx->draw_state.shader_index = SHADER_FT_S_REFL;
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light_set* set = &rctx->light_set[LIGHT_SET_MAIN];
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light_clip_plane clip_plane;
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set->lights[LIGHT_SPOT].get_clip_plane(clip_plane);
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uniform_value[U_REFLECT] = 2;
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uniform_value[U_CLIP_PLANE] = clip_plane.data[1];
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gl_state_enable_depth_test();
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gl_state_set_depth_func(GL_LEQUAL);
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gl_state_set_depth_mask(GL_TRUE);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_REFLECT_OPAQUE, 0, field_31D);
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if (reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) {
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gl_state_enable_blend();
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gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_state_set_blend_equation(GL_FUNC_ADD);
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rctx->disp_manager.draw(mdl::OBJ_TYPE_REFLECT_TRANSLUCENT);
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gl_state_disable_blend();
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}
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if (reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) {
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uniform_value[U_REFLECT] = field_31E;
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uniform_value[U_CLIP_PLANE] = clip_plane.data[0];
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rctx->disp_manager.draw(mdl::OBJ_TYPE_REFLECT_CHARA_OPAQUE);
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}
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gl_state_disable_depth_test();
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uniform_value[U_REFLECT] = 0;
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rctx->draw_state.shader_index = -1;
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for (int32_t i = reflect_blur_num, j = 0; i > 0; i--, j++)
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if (j % 2) {
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|
refl_tex.Bind();
|
|
blur_filter_apply(rctx, refl_tex.color_texture->tex,
|
|
refl_buf_tex.color_texture->tex, reflect_blur_filter, 1.0f, 1.0f, 0.0f);
|
|
}
|
|
else {
|
|
refl_buf_tex.Bind();
|
|
blur_filter_apply(rctx, refl_buf_tex.color_texture->tex,
|
|
refl_tex.color_texture->tex, reflect_blur_filter, 1.0f, 1.0f, 0.0f);
|
|
}
|
|
|
|
if (reflect_blur_num % 2)
|
|
fbo::blit(refl_buf_tex.fbos[0], refl_tex.fbos[0],
|
|
0, 0, refl_buf_tex.color_texture->width, refl_buf_tex.color_texture->height,
|
|
0, 0, refl_tex.color_texture->width, refl_tex.color_texture->height,
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
}
|
|
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);
|
|
}
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_refract(render_context* rctx) {
|
|
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;
|
|
glViewport(0, 0, refr_tex->width, refr_tex->height);
|
|
|
|
draw_pass_set_camera(rctx);
|
|
|
|
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);
|
|
|
|
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
|
|
|
|
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);
|
|
}
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_pre_process(render_context* rctx) {
|
|
gl_state_begin_event("pass_pre_process");
|
|
for (draw_pre_process& i : pre_process)
|
|
if (i.func)
|
|
i.func(i.data);
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_clear(render_context* rctx) {
|
|
gl_state_begin_event("pass_clear");
|
|
|
|
if (clear) {
|
|
vec4 clear_color = get_clear_color();
|
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
post_process* pp = &rctx->post_process;
|
|
if (!sss_data.enable || !sss_data.npr_contour) {
|
|
pp->set_render_texture();
|
|
if (sprite_manager_get_reqlist_count(2)) {
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepth(1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
else {
|
|
vec4 clear_color = get_clear_color();
|
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
glClearDepth(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 {
|
|
pp->set_render_texture();
|
|
if (sprite_manager_get_reqlist_count(2)) {
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
else if (clear) {
|
|
vec4 clear_color = get_clear_color();
|
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
}
|
|
|
|
gl_state_get_error();
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_pre_sprite(render_context* rctx) {
|
|
if (!sprite_manager_get_reqlist_count(2))
|
|
return;
|
|
|
|
gl_state_begin_event("pass_pre_sprite");
|
|
post_process* pp = &rctx->post_process;
|
|
pp->set_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(rctx, 2, true,
|
|
pp->aa->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);
|
|
gl_state_bind_framebuffer(0);
|
|
gl_state_get_error();
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_3d(render_context* rctx) {
|
|
rctx->camera->update_data();
|
|
rctx->post_process.set_render_texture();
|
|
draw_pass_set_camera(rctx);
|
|
if (!sss_data.enable || !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);
|
|
|
|
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
|
|
|
|
if (pass_sw[RND_PASSID_REFLECT] && reflect) {
|
|
RenderTexture& refl_tex = get_render_texture(0);
|
|
gl_state_active_bind_texture_2d(15, refl_tex.color_texture->tex);
|
|
uniform_value[U_WATER_REFLECT] = 1;
|
|
}
|
|
else {
|
|
gl_state_active_bind_texture_2d(15, rctx->empty_texture_2d);
|
|
uniform_value[U_WATER_REFLECT] = 0;
|
|
}
|
|
|
|
uniform_value[U12] = field_320 ? 1 : 0;
|
|
|
|
if (effect_texture)
|
|
gl_state_active_bind_texture_2d(14, effect_texture->tex);
|
|
else
|
|
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d);
|
|
|
|
gl_state_active_bind_texture_2d(16, sss_data.textures[1].color_texture->tex);
|
|
gl_state_active_texture(0);
|
|
|
|
if (alpha_z_sort) {
|
|
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
|
|
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_NO_SHADOW, 2);
|
|
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1, 1);
|
|
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2, 1);
|
|
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_3, 1);
|
|
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2_LOCAL, 1);
|
|
}
|
|
|
|
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);
|
|
|
|
if (draw_grid_3d)
|
|
draw_pass_3d_grid(rctx);
|
|
|
|
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);*/
|
|
|
|
rctx->post_process.exposure->get_exposure_chara_data(&rctx->post_process, rctx->camera);
|
|
|
|
if (npr_param == 1)
|
|
pass_3d_contour(rctx);
|
|
|
|
rctx->post_process.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_NO_SHADOW);
|
|
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 defined(CRE_DEV)
|
|
if (Glitter::glt_particle_manager->CheckHasLocalEffect()) { // X
|
|
camera* cam = rctx->camera;
|
|
double_t fov = cam->get_fov();
|
|
cam->set_fov(32.2673416137695);
|
|
draw_pass_set_camera(rctx);
|
|
|
|
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
|
|
|
|
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(rctx);
|
|
}
|
|
#endif
|
|
|
|
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);
|
|
shader::unbind();
|
|
pass_sprite_surf(rctx);
|
|
gl_state_bind_framebuffer(0);
|
|
}
|
|
|
|
void RenderManager::pass_show_vector(render_context* rctx) {
|
|
return;
|
|
/*if (!show_vector_flags)
|
|
return;
|
|
|
|
gl_state_begin_event("pass_show_vector");
|
|
|
|
rctx->camera->update_data();
|
|
rctx->view_mat = rctx->camera->view;
|
|
rctx->post_process.set_render_texture();
|
|
draw_pass_set_camera(rctx);
|
|
|
|
rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene);
|
|
|
|
if (alpha_z_sort) {
|
|
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1);
|
|
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT_NO_SHADOW, 2);
|
|
}
|
|
|
|
if (opaque_z_sort)
|
|
rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_OPAQUE, 0);
|
|
|
|
//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_NO_SHADOW, i);
|
|
draw_task_draw_objects_by_type_show_vector(rctx, mdl::OBJ_TYPE_TRANSLUCENT, i);
|
|
}
|
|
}
|
|
gl_state_end_event();*/
|
|
}
|
|
|
|
void RenderManager::pass_post_process(render_context* rctx) {
|
|
gl_state_begin_event("pass_post_process");
|
|
rctx->camera->update_data();
|
|
|
|
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_storage_get_texture(litproj->texture_id))
|
|
light_proj_tex = litproj->draw_texture.color_texture;
|
|
}
|
|
|
|
rctx->post_process.apply(rctx->camera, light_proj_tex, npr_param);
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_sprite(render_context* rctx) {
|
|
if (!sprite_manager_get_reqlist_count(0))
|
|
return;
|
|
|
|
gl_state_begin_event("pass_sprite");
|
|
post_process* pp = &rctx->post_process;
|
|
glViewport(0, 0, pp->sprite_width, pp->sprite_height);
|
|
|
|
if (multisample && multisample_framebuffer) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, multisample_framebuffer);
|
|
gl_state_enable_multisample();
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
else
|
|
rctx->post_process.screen_texture.Bind();
|
|
|
|
gl_state_disable_depth_test();
|
|
gl_state_enable_blend();
|
|
gl_state_disable_cull_face();
|
|
sprite_manager_draw(rctx, 0, true,
|
|
pp->aa->temp_buffer.color_texture,
|
|
rctx->camera->view_projection_aet_2d);
|
|
gl_state_enable_cull_face();
|
|
gl_state_disable_blend();
|
|
gl_state_enable_depth_test();
|
|
|
|
if (multisample && multisample_framebuffer) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
gl_state_disable_multisample();
|
|
gl_state_bind_read_framebuffer(multisample_framebuffer);
|
|
glBlitFramebuffer(0, 0, pp->sprite_width, pp->sprite_height,
|
|
0, 0, pp->sprite_width, pp->sprite_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
gl_state_bind_read_framebuffer(0);
|
|
}
|
|
gl_state_get_error();
|
|
gl_state_end_event();
|
|
}
|
|
|
|
void RenderManager::pass_3d_contour(render_context* rctx) {
|
|
RenderTexture* rt = &rctx->post_process.rend_texture;
|
|
RenderTexture* contour_rt = &rctx->post_process.sss_contour_texture;
|
|
|
|
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);
|
|
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(16, contour_rt->color_texture->tex);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
gl_state_active_bind_texture_2d(17, contour_rt->depth_texture->tex);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
gl_state_active_bind_texture_2d(14, rt->depth_texture->tex);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
rctx->quad_ubo.Bind(0);
|
|
rctx->contour_params_ubo.Bind(2);
|
|
RenderTexture::Draw(&shaders_ft);
|
|
|
|
if (effect_texture)
|
|
gl_state_active_bind_texture_2d(14, effect_texture->tex);
|
|
else
|
|
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d);
|
|
gl_state_enable_depth_test();
|
|
gl_state_disable_blend();
|
|
}
|
|
|
|
void RenderManager::pass_sprite_surf(render_context* rctx) {
|
|
if (!sprite_manager_get_reqlist_count(1))
|
|
return;
|
|
|
|
post_process* pp = &rctx->post_process;
|
|
|
|
gl_state_set_depth_mask(GL_FALSE);
|
|
gl_state_disable_depth_test();
|
|
gl_state_disable_depth_test();
|
|
gl_state_enable_blend();
|
|
gl_state_disable_cull_face();
|
|
sprite_manager_draw(rctx, 1, true,
|
|
pp->aa->temp_buffer.color_texture,
|
|
rctx->camera->view_projection_aet_2d);
|
|
}
|
|
}
|
|
|
|
void image_filter_scale(render_context* rctx, GLuint dst, GLuint src, const vec4 scale) {
|
|
if (!dst || !src)
|
|
return;
|
|
|
|
texture_param tex_params[2];
|
|
texture_params_get(dst, &tex_params[0], src, &tex_params[1]);
|
|
|
|
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, src);
|
|
RenderTexture::DrawCustom();
|
|
|
|
texture_params_restore(&tex_params[0], &tex_params[1]);
|
|
}
|
|
|
|
void draw_pass_set_camera(render_context* rctx) {
|
|
camera* cam = rctx->camera;
|
|
cam->update_data();
|
|
rctx->view_mat = cam->view;
|
|
rctx->proj_mat = cam->projection;
|
|
rctx->vp_mat = cam->view_projection;
|
|
rctx->obj_scene.set_projection_view(cam->view, cam->projection);
|
|
cam->get_view_point(rctx->obj_scene.g_view_position);
|
|
|
|
rctx->g_near_far = {
|
|
(float_t)(cam->max_distance / (cam->max_distance - cam->min_distance)),
|
|
(float_t)(-(cam->max_distance * cam->min_distance) / (cam->max_distance - cam->min_distance)),
|
|
0.0f, 0.0f
|
|
};
|
|
}
|
|
|
|
static void draw_pass_shadow_begin_make_shadowmap(render_context* rctx,
|
|
Shadow* shad, int32_t index, int32_t a3) {
|
|
texture* tex = shad->curr_render_textures[0]->color_texture;
|
|
shad->curr_render_textures[0]->Bind();
|
|
glViewport(0, 0, tex->width, tex->height);
|
|
glScissor(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->field_2F5)
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glScissor(1, 1, tex->width - 2, tex->height - 2);
|
|
|
|
float_t offset = 0.0f;
|
|
float_t range = shad->view_region * shad->range;
|
|
vec3* interest;
|
|
vec3* view_point;
|
|
if (shad->field_2F5) {
|
|
offset = -0.5f;
|
|
if (index)
|
|
offset = 0.5f;
|
|
|
|
interest = &shad->interest[index];
|
|
view_point = &shad->view_point[index];
|
|
}
|
|
else {
|
|
interest = &shad->interest_shared;
|
|
view_point = &shad->view_point_shared;
|
|
}
|
|
|
|
mat4 temp;
|
|
mat4_translate(offset, 0.0f, 0.0f, &temp);
|
|
|
|
mat4 proj;
|
|
mat4_ortho(-range, range, -range, range, shad->z_near, shad->z_far, &proj);
|
|
mat4_mul(&proj, &temp, &rctx->proj_mat);
|
|
mat4_look_at(view_point, interest, &rctx->view_mat);
|
|
|
|
rctx->draw_state.shader_index = SHADER_FT_SIL;
|
|
uniform_value[U0A] = 0;
|
|
}
|
|
|
|
static void draw_pass_shadow_end_make_shadowmap(render_context* rctx,
|
|
Shadow* shad, int32_t index, int32_t a3) {
|
|
gl_state_disable_depth_test();
|
|
gl_state_disable_scissor_test();
|
|
|
|
rctx->draw_state.shader_index = -1;
|
|
if (a3 == shad->field_2EC - 1) {
|
|
draw_pass_shadow_filter(rctx, &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(rctx, &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 = shad->curr_render_textures[3];
|
|
rend_tex->Bind();
|
|
|
|
image_filter_scale(rctx, rend_tex->color_texture->tex,
|
|
shad->curr_render_textures[0]->color_texture->tex, 1.0f);
|
|
|
|
if (shad->blur_filter_enable[index]) {
|
|
for (int32_t i = shad->near_blur, j = 0; i > 0; i--, j++)
|
|
if (j % 2) {
|
|
rend_tex->Bind();
|
|
blur_filter_apply(rctx, rend_tex->color_texture->tex,
|
|
rend_buf_tex->color_texture->tex, shad->blur_filter, 1.0f, 1.0f, 0.0f);
|
|
}
|
|
else {
|
|
rend_buf_tex->Bind();
|
|
blur_filter_apply(rctx, rend_buf_tex->color_texture->tex,
|
|
rend_tex->color_texture->tex, shad->blur_filter, 1.0f, 1.0f, 0.0f);
|
|
}
|
|
|
|
if (shad->near_blur % 2)
|
|
image_filter_scale(rctx, rend_buf_tex->color_texture->tex,
|
|
rend_tex->color_texture->tex, 1.0f);
|
|
}
|
|
else {
|
|
rend_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->color_texture->tex);
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
gl_state_bind_texture_2d(0);
|
|
}
|
|
|
|
static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, RenderTexture* a2,
|
|
RenderTexture* a3, float_t sigma, float_t far_texel_offset, bool enable_lit_proj) {
|
|
GLuint v7 = a1->color_texture->tex;
|
|
GLuint v9 = a2->color_texture->tex;
|
|
GLuint v11 = v7;
|
|
if (a3)
|
|
v11 = a3->depth_texture->tex;
|
|
|
|
if (!v7 || !v9 || !v11)
|
|
return;
|
|
|
|
texture_param tex_params[2];
|
|
texture_params_get(v7, &tex_params[0], v9, &tex_params[1]);
|
|
if (tex_params[0].width != tex_params[1].width
|
|
|| tex_params[0].height != tex_params[1].height)
|
|
return;
|
|
|
|
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)tex_params[0].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);
|
|
|
|
a2->Bind();
|
|
esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].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);
|
|
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);
|
|
}
|
|
RenderTexture::DrawCustom();
|
|
|
|
a1->Bind();
|
|
|
|
esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)tex_params[0].height, far_texel_offset, far_texel_offset };
|
|
rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch);
|
|
|
|
gl_state_active_bind_texture_2d(0, v9);
|
|
RenderTexture::DrawCustom();
|
|
shader::unbind();
|
|
|
|
texture_params_restore(&tex_params[0], &tex_params[1]);
|
|
}
|
|
|
|
static void draw_pass_shadow_esm_filter(render_context* rctx,
|
|
RenderTexture* dst, RenderTexture* buf, RenderTexture* src) {
|
|
GLuint dst_tex = dst->color_texture->tex;
|
|
GLuint buf_tex = buf->color_texture->tex;
|
|
GLuint src_tex = src->color_texture->tex;
|
|
if (!dst_tex || !buf_tex || !src_tex)
|
|
return;
|
|
|
|
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);
|
|
|
|
texture_param tex_params[3];
|
|
texture_params_get(dst_tex, &tex_params[0], src_tex, &tex_params[1], buf_tex, &tex_params[2]);
|
|
|
|
buf->Bind();
|
|
esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[1].width,
|
|
1.0f / (float_t)tex_params[1].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);
|
|
RenderTexture::Draw(&shaders_ft);
|
|
|
|
dst->Bind();
|
|
esm_filter_batch.g_params = { 0.75f / (float_t)tex_params[2].width,
|
|
0.75f / (float_t)tex_params[2].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);
|
|
RenderTexture::Draw(&shaders_ft);
|
|
|
|
texture_params_restore(&tex_params[0], &tex_params[1], &tex_params[2]);
|
|
}
|
|
|
|
static bool draw_pass_shadow_litproj(render_context* rctx, light_proj* litproj) {
|
|
if (!litproj)
|
|
return false;
|
|
|
|
texture* tex = texture_storage_get_texture(litproj->texture_id);
|
|
if (!tex)
|
|
return false;
|
|
|
|
litproj->draw_texture.Bind();
|
|
|
|
glViewport(0, 0, litproj->draw_texture.color_texture->width,
|
|
litproj->draw_texture.color_texture->height);
|
|
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(rctx, 0)) {
|
|
gl_state_bind_framebuffer(0);
|
|
return false;
|
|
}
|
|
|
|
static const vec4 border_color = 0.0f;
|
|
rctx->draw_state.shader_index = SHADER_FT_LITPROJ;
|
|
gl_state_active_bind_texture_2d(17, tex->tex);
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
gl_state_active_bind_texture_2d(18, litproj->shadow_texture[0].color_texture->tex);
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
gl_state_active_texture(0);
|
|
return true;
|
|
}
|
|
|
|
static void draw_pass_sss_contour(render_context* rctx, post_process* pp) {
|
|
pp->sss_contour_texture.Bind();
|
|
gl_state_enable_depth_test();
|
|
gl_state_set_depth_func(GL_ALWAYS);
|
|
gl_state_set_depth_mask(GL_TRUE);
|
|
glViewport(0, 0, pp->render_width, pp->render_height);
|
|
gl_state_active_bind_texture_2d(0, pp->rend_texture.color_texture->tex);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
gl_state_active_bind_texture_2d(1, pp->rend_texture.depth_texture->tex);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
gl_state_active_texture(0);
|
|
|
|
camera* cam = rctx->camera;
|
|
float_t v3 = 1.0f / tanf((float_t)(cam->fov_rad * 0.5));
|
|
|
|
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);
|
|
RenderTexture::DrawQuad(&shaders_ft, pp->render_width, pp->render_height);
|
|
}
|
|
|
|
static void draw_pass_sss_filter_calc_coef(double_t a1, size_t a2, double_t a3, size_t a4,
|
|
const double_t* a5, const double_t* a6, const double_t* a7, const double_t* a8, vec4 params[64]) {
|
|
if (a2 > 8)
|
|
return;
|
|
|
|
for (size_t i = a4; i; i--) {
|
|
float_t* v20 = (float_t*)params;
|
|
double_t v56[3];
|
|
v56[0] = *a6;
|
|
v56[1] = *a7;
|
|
v56[2] = *a8;
|
|
|
|
for (size_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]);
|
|
v24 *= v24;
|
|
for (size_t k = 0; k < a2; k++) {
|
|
double_t v25 = exp(-0.5 * (v23 * v23) * v24);
|
|
v54[k] = v25;
|
|
v23 += a1;
|
|
v22 += v25;
|
|
}
|
|
|
|
double_t v27 = 1.0 / v22;
|
|
for (size_t k = 0; k < a2; k++)
|
|
v54[k] *= v27;
|
|
|
|
float_t* v35 = v20;
|
|
for (size_t k = 0; k < a2; k++) {
|
|
double_t v37 = v54[k] * *a5;
|
|
for (size_t v36 = 0; v36 < a2; v36++) {
|
|
*v35 += (float_t)(v37 * v54[v36]);
|
|
v35 += 4;
|
|
}
|
|
}
|
|
v20++;
|
|
}
|
|
a5++;
|
|
a6++;
|
|
a7++;
|
|
a8++;
|
|
}
|
|
}
|
|
|
|
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* v16 = rob_chara_array[i].bone_data;
|
|
if (rob_chara_pv_data_array[i].type != ROB_CHARA_TYPE_NONE && rob_chara_array[i].data.field_0 & 1) {
|
|
mat4* mat = rob_chara_bone_data_get_mats_mat(v16, MOTION_BONE_N_HARA_CP);
|
|
if (mat) {
|
|
mat4_get_translation(mat, &chara_position[i]);
|
|
chara_distance[i] = vec3::distance(view_point, chara_position[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
vec3 closest_chara_position;
|
|
if (chara_distance[0] > chara_distance[1]) {
|
|
closest_chara_position = chara_position[1];
|
|
chara_position[0] = chara_position[1];
|
|
}
|
|
else
|
|
closest_chara_position = chara_position[0];
|
|
|
|
float_t length = vec3::distance(interest, closest_chara_position);
|
|
if (length > 1.25f)
|
|
interest = chara_position[0];
|
|
|
|
float_t v29 = vec3::distance(view_point, interest);
|
|
if (v29 < 0.25f)
|
|
v29 = 0.25f;
|
|
float_t v31 = tanf((float_t)(rctx->camera->fov_rad * 0.5)) * 5.0f;
|
|
if (v31 < 0.25f)
|
|
v31 = 0.25f;
|
|
float_t v32 = v31 * v29;
|
|
float_t v33 = 0.6f;
|
|
float_t v34 = 1.0f / clamp_def(v32, 0.25f, 100.0f);
|
|
if (v34 < 0.145f) {
|
|
float_t v36 = v34 - 0.02f;
|
|
if (v34 < 0.0f)
|
|
v36 = 0.0f;
|
|
v33 = (v36 * 8.0f) * 0.6f;
|
|
}
|
|
rctx->obj_batch.g_sss_param = { v33, 0.0f, 0.0f, 0.0f };
|
|
|
|
gl_state_active_texture(0);
|
|
if (sss->npr_contour) {
|
|
sss->textures[0].Bind();
|
|
glViewport(0, 0, 640, 360);
|
|
post_process* pp = &rctx->post_process;
|
|
uniform_value[U_REDUCE] = 0;
|
|
shaders_ft.set(SHADER_FT_REDUCE);
|
|
gl_state_bind_texture_2d(pp->rend_texture.color_texture->tex);
|
|
RenderTexture::DrawQuad(&shaders_ft, 640, 360, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
|
|
}
|
|
sss->textures[2].Bind();
|
|
glViewport(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].color_texture->tex);
|
|
RenderTexture::DrawQuad(&shaders_ft, 640, 360, 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[1].Bind();
|
|
glViewport(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].color_texture->tex);
|
|
rctx->sss_filter_gaussian_coef_ubo.Bind(1);
|
|
RenderTexture::DrawQuad(&shaders_ft, 320, 180, 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->obj_scene.set_g_self_shadow_receivers(0, mat4_identity);
|
|
rctx->obj_scene.set_g_self_shadow_receivers(1, mat4_identity);
|
|
rctx->draw_state.self_shadow = false;
|
|
rctx->draw_state.light = false;
|
|
}
|
|
|
|
static void draw_pass_3d_shadow_set(Shadow* shad, render_context* rctx) {
|
|
if (shad->self_shadow && shad->field_2EC > 0) {
|
|
gl_state_active_bind_texture_2d(19, shad->render_textures[3].color_texture->tex);
|
|
gl_state_active_bind_texture_2d(20, shad->render_textures[5].color_texture->tex);
|
|
gl_state_active_texture(0);
|
|
float_t esm_param = (shad->field_2D8 * shad->field_208 * 2.0f) * 1.442695f;
|
|
rctx->obj_scene.g_esm_param = { esm_param, 0.0f, 0.0f, 0.0f };
|
|
rctx->draw_state.self_shadow = true;
|
|
}
|
|
else {
|
|
gl_state_active_bind_texture_2d(19, rctx->empty_texture_2d);
|
|
gl_state_active_bind_texture_2d(20, rctx->empty_texture_2d);
|
|
gl_state_active_texture(0);
|
|
rctx->draw_state.self_shadow = false;
|
|
}
|
|
|
|
if (shad->field_2EC > 0) {
|
|
rctx->draw_state.light = true;
|
|
uniform_value[U_LIGHT_1] = shad->field_2EC > 1 ? 1 : 0;
|
|
|
|
float_t range = shad->view_region * shad->range;
|
|
for (int32_t i = 0; i < 2; i++) {
|
|
float_t v6 = 0.0f;
|
|
vec3* interest;
|
|
vec3* view_point;
|
|
if (shad->field_2F5) {
|
|
v6 = i ? 0.5f : -0.5f;
|
|
|
|
interest = &shad->interest[i];
|
|
view_point = &shad->view_point[i];
|
|
}
|
|
else {
|
|
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, v6, 0.0f, 0.0f, &temp);
|
|
|
|
mat4 proj;
|
|
mat4_ortho(-range, range, -range, 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, &view);
|
|
rctx->obj_scene.set_g_self_shadow_receivers(i, view);
|
|
}
|
|
|
|
for (int32_t i = 0, j = 0; i < 2; i++) {
|
|
if (!shad->field_2F0[i]) {
|
|
gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d);
|
|
continue;
|
|
}
|
|
|
|
gl_state_active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->color_texture->tex);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
|
|
j++;
|
|
}
|
|
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 {
|
|
ambient.x = shad->ambient;
|
|
ambient.y = shad->ambient;
|
|
ambient.z = shad->ambient;
|
|
}
|
|
|
|
rctx->obj_scene.g_shadow_ambient = { ambient.x, ambient.y, ambient.z, 1.0f };
|
|
rctx->obj_scene.g_shadow_ambient1 = { 1.0f - ambient.x, 1.0f - ambient.y, 1.0f - ambient.z, 0.0f };
|
|
}
|
|
else {
|
|
rctx->draw_state.light = false;
|
|
|
|
for (int32_t i = 0; i < 2; i++)
|
|
gl_state_active_bind_texture_2d(6 + i, shad->curr_render_textures[1 + i]->color_texture->tex);
|
|
gl_state_active_texture(0);
|
|
|
|
rctx->obj_scene.g_shadow_ambient = 1.0f;
|
|
rctx->obj_scene.g_shadow_ambient1 = 0.0f;
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
post_process* pp = &rctx->post_process;
|
|
|
|
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];
|
|
fbo::blit(pp->rend_texture.fbos[0], pp->transparency_texture.fbos[0],
|
|
0, 0, pp->render_width, pp->render_height,
|
|
0, 0, pp->render_width, pp->render_height,
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
|
|
if (opaque_enable && rctx->disp_manager.get_obj_count(opaque))
|
|
rctx->disp_manager.draw_translucent(opaque, alpha);
|
|
if (transparent_enable && rctx->disp_manager.get_obj_count(transparent))
|
|
rctx->disp_manager.draw_translucent(transparent, alpha);
|
|
if (translucent_enable && rctx->disp_manager.get_obj_count(translucent)) {
|
|
gl_state_enable_blend();
|
|
rctx->disp_manager.draw_translucent(translucent, alpha);
|
|
gl_state_disable_blend();
|
|
}
|
|
|
|
transparency_batch_shader_data shader_data = {};
|
|
shader_data.g_opacity = { (float_t)alpha * (float_t)(1.0 / 255.0), 0.0f, 0.0f, 0.0f };
|
|
rctx->transparency_batch_ubo.WriteMemory(shader_data);
|
|
|
|
pp->buf_texture.Bind();
|
|
shaders_ft.set(SHADER_FT_TRANSPARENCY);
|
|
rctx->transparency_batch_ubo.Bind(0);
|
|
gl_state_active_bind_texture_2d(0, pp->transparency_texture.color_texture->tex);
|
|
gl_state_active_bind_texture_2d(1, pp->rend_texture.color_texture->tex);
|
|
RenderTexture::DrawCustom();
|
|
|
|
fbo::blit(pp->buf_texture.fbos[0], pp->rend_texture.fbos[0],
|
|
0, 0, pp->render_width, pp->render_height,
|
|
0, 0, pp->render_width, pp->render_height,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
|
|
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) {
|
|
std::vector<mdl::ObjData*>& 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 (uint32_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;
|
|
}
|
|
}
|
|
|
|
static void blur_filter_apply(render_context* rctx, GLuint dst, GLuint src,
|
|
blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset) {
|
|
if (!dst || !src)
|
|
return;
|
|
|
|
texture_param tex_params[2];
|
|
texture_params_get(dst, &tex_params[0], src, &tex_params[1]);
|
|
|
|
filter_scene_shader_data filter_scene = {};
|
|
float_t w = res_scale.x / (float_t)tex_params[1].width;
|
|
float_t h = res_scale.y / (float_t)tex_params[1].height;
|
|
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);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, (GLint)(filter * 4LL), 4);
|
|
|
|
texture_params_restore(&tex_params[0], &tex_params[1]);
|
|
}
|