Files
korenkonder_ReDIVA/src/CRE/shadow.cpp
T
2025-01-30 11:12:52 +03:00

397 lines
12 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "shadow.hpp"
#include "render_context.hpp"
Shadow* shadow_ptr;
extern render_context* rctx_ptr;
#define MIN_SHADOW_RANGE (1.2f)
#define SHADOW_RANGE_SEPARATE (MIN_SHADOW_RANGE * 2.0f)
static void sub_1405E60E0(Shadow* shad);
static void sub_1405E63D0(Shadow* shad);
static void sub_1405E6840(Shadow* shad);
static void sub_1405E6910(Shadow* shad);
static void sub_1405E6B70(Shadow* shad);
Shadow::Shadow() : curr_render_textures(), shadow_range(), shadow_range_factor(), field_1C0(), field_1C8(),
field_200(), field_208(), near_blur(), blur_filter(), far_blur(), field_2BC(), distance(), field_2C4(),
z_near(), z_far(), field_2D0(), field_2D4(), field_2D8(), field_2DC(), field_2E0(), shadow_ambient(),
show_texture(), num_shadow(), shadow_enable(), self_shadow(), blur_filter_enable(), separate() {
reset();
}
Shadow::~Shadow() {
free();
}
void Shadow::clear_textures() {
for (int32_t i = 1; i < 3; i++)
for (int32_t j = 0; j < 4; j++) {
curr_render_textures[i]->Bind(j);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
gl_state_bind_framebuffer(0);
}
void Shadow::ctrl() {
for (int32_t i = 0; i < 2; i++)
shadow_enable[i] = false;
if (rctx_ptr->render_manager->shadow) {
view_mat[0] = rctx_ptr->camera->view;
view_mat[1] = rctx_ptr->camera->inv_view;
light_data& light_chara = rctx_ptr->light_set[LIGHT_SET_MAIN].lights[LIGHT_CHARA];
vec3 position;
light_chara.get_position(position);
float_t length = vec3::length(position);
if (length < 0.000001f)
direction = { 0.0f, 1.0f, 0.0f };
else
direction = -position * (1.0f / length);
for (int32_t i = 0; i < 2; i++)
if (rctx_ptr->disp_manager->get_obj_count((mdl::ObjType)((int32_t)mdl::OBJ_TYPE_SHADOW_CHARA + i)))
shadow_enable[i] = true;
}
sub_1405E6840(this);
}
void Shadow::free() {
for (RenderTexture& i : render_textures)
i.Free();
reset();
}
float_t Shadow::get_shadow_range() {
return shadow_range * shadow_range_factor;
}
int32_t Shadow::init() {
struct shadow_texture_init_params {
int32_t width;
int32_t height;
int32_t max_level;
GLenum color_format;
GLenum depth_format;
} init_params[] = {
{ 0x800, 0x800, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F },
{ 0x200, 0x200, 3, GL_RGBA8, GL_ZERO },
{ 0x200, 0x200, 3, GL_RGBA8, GL_ZERO },
{ 0x800, 0x800, 0, GL_R32F , GL_ZERO },
{ 0x800, 0x800, 0, GL_R32F , GL_ZERO },
{ 0x200, 0x200, 0, GL_R32F , GL_ZERO },
{ 0x200, 0x200, 0, GL_R32F , GL_ZERO },
};
shadow_texture_init_params* init_param = init_params;
for (int32_t i = 0; i < 7; i++, init_param++)
if (render_textures[i].Init(init_param->width, init_param->height,
init_param->max_level, init_param->color_format, init_param->depth_format) < 0)
return -1;
for (int32_t i = 0; i < 3; i++) {
gl_state_bind_texture_2d(render_textures[i].GetColorTex());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
static const vec4 border_color = 1.0f;
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
}
gl_state_bind_texture_2d(0);
gl_state_get_error();
return 0;
}
void Shadow::reset() {
shadow_range = MIN_SHADOW_RANGE;
shadow_range_factor = 1.0f;
for (int32_t i = 0; i < 2; i++) {
view_point[i] = 1.0f;
field_1C0[i] = 0.0f;
field_1C8[i] = 0.0f;
field_200[i] = i;
}
for (RenderTexture*& i : curr_render_textures)
i = 0;
view_mat[0] = mat4_identity;
view_mat[1] = mat4_identity;
blur_filter = BLUR_FILTER_9;
near_blur = 1;
field_2BC = 2;
far_blur = 1;
distance = 4.0f;
field_2C4 = 0.4f;
z_near = 0.1f;
z_far = 20.0f;
field_2D0 = 1.4f;
field_2D4 = 10000.0f;
field_2D8 = 80.0f;
field_2DC = 2.0f;
field_2E0 = 0.05f;
shadow_ambient = 0.4f;
num_shadow = 0;
direction = vec3(0.0f, -1.0f, -1.0f) * (1.0f / sqrtf(2.0f));
show_texture = false;
self_shadow = true;
separate = false;
field_208 = (z_far - z_near) * 0.5f;
}
void Shadow::set_distance(float_t value) {
if (fabs(value) > 0.000001f)
distance = value;
else
distance = 1.0f;
}
void shadow_ptr_init() {
shadow_ptr = new Shadow;
}
Shadow* shadow_ptr_get() {
return shadow_ptr;
}
void shadow_ptr_free() {
if (shadow_ptr) {
delete shadow_ptr;
shadow_ptr = 0;
}
}
static void sub_1405E60E0(Shadow* shad) {
for (int32_t i = 0; i < 2; i++) {
shad->field_1A8[i] = 0.0f;
shad->field_1C8[i] = 0.0f;
if (!shad->shadow_enable[i] || !shad->field_1D0[i].size())
continue;
vec3 v7 = 0.0f;
for (vec3& j : shad->field_1D0[i])
v7 += j;
float_t v14 = (float_t)(int64_t)shad->field_1D0[i].size();
if (v14 < 0.0f)
v14 += (float_t)UINT64_MAX;
v7 *= 1.0f / v14;
float_t v15 = 0.0f;
for (vec3& j : shad->field_1D0[i]) {
vec3 v22 = v7 - j;
vec3 v23 = vec3::dot(v22, shad->direction);
float_t v24 = vec3::distance(shad->direction * v23, v22);
v15 = max_def(v15, max_def(v24 - 0.25f, 0.0f));
}
shad->field_1A8[i] = v7;
shad->field_1C8[i] = v15;
}
for (std::vector<vec3>& i : shad->field_1D0)
i.clear();
}
static void sub_1405E63D0(Shadow* shad) {
if (shad->num_shadow <= 0)
return;
vec3 view_point = 0.0f;
vec3 interest = 0.0f;
for (int32_t i = 0; i < 2; i++) {
if (!shad->shadow_enable[i])
continue;
const vec3 v11 = shad->field_1A8[i] - shad->direction * shad->field_208;
const float_t v9 = vec3::distance(shad->view_point[i], v11);
const float_t v12 = vec3::distance(shad->interest[i], shad->field_1A8[i]);
if (v9 > 0.1f || v12 > 0.1f) {
shad->view_point[i] = v11;
shad->interest[i] = shad->field_1A8[i];
}
view_point += shad->view_point[i];
interest += shad->interest[i];
}
shad->view_point_shared = view_point * (1.0f / (float_t)shad->num_shadow);
shad->interest_shared = interest * (1.0f / (float_t)shad->num_shadow);
}
static void sub_1405E6840(Shadow* shad) {
int32_t count = 0;
shad->num_shadow = 0;
for (int32_t i = 0; i < 2; i++) {
if (shad->shadow_enable[i] && shad->field_1D0[i].size()) {
++shad->num_shadow;
count += (int32_t)shad->field_1D0->size();
}
else
shad->shadow_enable[i] = false;
}
if (count < 3) {
sub_1405E60E0(shad);
sub_1405E63D0(shad);
sub_1405E6910(shad);
}
else
sub_1405E6B70(shad);
}
static void sub_1405E6910(Shadow* shad) {
const float_t v2 = max_def(shad->field_1C8[0], shad->field_1C8[1]);
shad->separate = false;
shad->shadow_range = v2 + MIN_SHADOW_RANGE;
shad->field_200[0] = 0;
shad->field_200[1] = 1;
if (shad->num_shadow < 2)
return;
const vec3 v12 = shad->field_1A8[0] - shad->interest_shared;
const vec3 v14 = shad->field_1A8[1] - shad->interest_shared;
float_t v16 = vec3::distance((shad->direction * vec3::dot(v12, shad->direction)), v12);
v16 = max_def(v16 - 0.25f, 0.0f);
if (v2 + MIN_SHADOW_RANGE + v16 > v2 + SHADOW_RANGE_SEPARATE) {
shad->shadow_range = v2 + SHADOW_RANGE_SEPARATE;
shad->separate = true;
}
else
shad->shadow_range = v2 + MIN_SHADOW_RANGE + v16;
if (vec3::dot(v12, shad->direction) < vec3::dot(v14, shad->direction)) {
shad->field_200[0] = 1;
shad->field_200[1] = 0;
}
}
static void sub_1405E6B70(Shadow* shad) {
vec3 v3;
vec3 v86;
if (shad->direction.y * shad->direction.y < 0.99f) {
v86 = vec3::cross(shad->direction, vec3(0.0f, 1.0f, 0.0f));
v3 = vec3::cross(v86, shad->direction);
v86 = vec3::normalize(v86);
v3 = vec3::normalize(v3);
}
else {
v3 = { 0.0f, 0.0f, 1.0f };
v86 = { 1.0f, 0.0f, 0.0f };
}
for (int32_t i = 0; i < 2; i++) {
shad->field_1A8[i] = 0.0f;
shad->field_1C8[i] = 0.0f;
if (!shad->shadow_enable[i] || !shad->field_1D0[i].size())
continue;
vec3 v22 = 0.0f;
for (vec3& j : shad->field_1D0[i])
v22 += j;
float_t v29 = (float_t)(int64_t)shad->field_1D0[i].size();
if (v29 < 0.0f)
v29 += (float_t)UINT64_MAX;
v22 *= 1.0f / v29;
float_t v30 = 0.0f;
for (vec3& j : shad->field_1D0[i]) {
const vec3 v35 = v22 - j;
const float_t v39 = fabsf(vec3::dot(v35, v86));
const float_t v38 = fabsf(vec3::dot(v35, v3));
v30 = max_def(v30, max_def(v38, v39));
}
shad->field_1A8[i] = v22;
shad->field_1C8[i] = v30;
}
if (shad->num_shadow > 0) {
vec3 view_point = 0.0f;
vec3 interest = 0.0f;
for (int32_t i = 0; i < 2; i++) {
if (!shad->shadow_enable[i])
continue;
const vec3 v41 = shad->field_1A8[0] - shad->direction * shad->field_208;
const float_t v42 = vec3::distance(shad->view_point[0], v41);
const float_t v45 = vec3::distance(shad->interest[0], shad->field_1A8[0]);
if (v42 > 0.1f || v45 > 0.1f) {
shad->view_point[0] = v41;
shad->interest[0] = shad->field_1A8[0];
}
view_point += shad->view_point[i];
interest += shad->interest[i];
}
shad->view_point_shared = view_point * (1.0f / (float_t)shad->num_shadow);
shad->interest_shared = interest * (1.0f / (float_t)shad->num_shadow);
}
const float_t v67 = max_def(shad->field_1C8[0], shad->field_1C8[1]);
shad->separate = 0;
shad->shadow_range = v67 + MIN_SHADOW_RANGE;
shad->field_200[0] = 0;
shad->field_200[1] = 1;
if (shad->num_shadow >= 2) {
float_t v2 = 0.0f;
float_t v68 = 0.0f;
float_t v69 = 0.0f;
float_t v70 = 0.0f;
for (int32_t i = 0; i < 2; i++) {
if (!shad->shadow_enable[i])
continue;
for (vec3& j : shad->field_1D0[i]) {
const vec3 v74 = j - shad->interest_shared;
const float_t v77 = vec3::dot(v86, v74);
if (v2 > v77)
v2 = v77;
else if (v69 < v77)
v69 = v77;
const float_t v78 = vec3::dot(v3, v74);
if (v68 > v78)
v68 = v78;
else if (v70 < v78)
v70 = v78;
}
}
const float_t v79 = max_def(max_def(max_def(-v2, v69), -v68), v70);
if (v79 + MIN_SHADOW_RANGE > v67 + SHADOW_RANGE_SEPARATE) {
shad->shadow_range = v67 + SHADOW_RANGE_SEPARATE;
shad->separate = true;
}
else
shad->shadow_range = v79 + MIN_SHADOW_RANGE;
if (vec3::dot(shad->field_1A8[0] - shad->interest_shared, shad->direction)
< vec3::dot(shad->field_1A8[1] - shad->interest_shared, shad->direction)) {
shad->field_200[1] = 0;
shad->field_200[0] = 1;
}
}
for (std::vector<vec3>& i : shad->field_1D0)
i.clear();
}