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korenkonder_ReDIVA/src/CRE/static_var.cpp
T

106 lines
3.1 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "static_var.hpp"
#include "../KKdLib/timer.hpp"
extern timer* render_timer;
int32_t sv_max_texture_buffer_size = 0x100000;
int32_t sv_max_texture_size = 2048;
int32_t sv_max_texture_max_anisotropy = 1;
bool sv_anisotropy_changed = false;
int32_t sv_old_anisotropy = 1;
int32_t sv_anisotropy = 1;
size_t frame_counter = 0;
bool select_frame_speed = false;
float_t frame_speed = 1.0f;
float_t target_anim_fps = 60.0f;
float_t target_fps = 60.0f;
float_t current_fps = 60.0f;
int32_t uniform_value[U_MAX];
const vec3 sv_rgb_to_luma = {
0.2126f, 0.7152f, 0.0722f
};
const mat3 sv_rgb_to_ypbpr = {
{ 0.21260f, -0.11458f, 0.50000f },
{ 0.71520f, -0.38542f, -0.45415f },
{ 0.07220f, 0.50000f, -0.04585f },
};
const mat3 sv_ypbpr_to_rgb = {
{ 1.00000f, 1.00000f, 1.00000f },
{ 0.00000f, -0.18732f, 1.85560f },
{ 1.57480f, -0.46812f, 0.00000f },
};
const vec4u8 color_black = { 0x00, 0x00, 0x00, 0xFF };
const vec4u8 color_grey = { 0x7F, 0x7F, 0x7F, 0xFF };
const vec4u8 color_white = { 0xFF, 0xFF, 0xFF, 0xFF };
const vec4u8 color_red = { 0xFF, 0x00, 0x00, 0xFF };
const vec4u8 color_green = { 0x00, 0xFF, 0x00, 0xFF };
const vec4u8 color_blue = { 0x00, 0x00, 0xFF, 0xFF };
const vec4u8 color_cyan = { 0x00, 0xFF, 0xFF, 0xFF };
const vec4u8 color_magenta = { 0xFF, 0x00, 0xFF, 0xFF };
const vec4u8 color_yellow = { 0xFF, 0xFF, 0x00, 0xFF };
const vec4u8 color_dark_red = { 0x7F, 0x00, 0x00, 0xFF };
const vec4u8 color_dark_green = { 0x00, 0x7F, 0x00, 0xFF };
const vec4u8 color_dark_blue = { 0x00, 0x00, 0x7F, 0xFF };
const vec4u8 color_dark_cyan = { 0x00, 0x7F, 0x7F, 0xFF };
const vec4u8 color_dark_magenta = { 0x7F, 0x00, 0x7F, 0xFF };
const vec4u8 color_dark_yellow = { 0x7F, 0x7F, 0x00, 0xFF };
void sv_anisotropy_set(int32_t value) {
sv_anisotropy = 1 << (int32_t)roundf(log2f((float_t)clamp_def(value, 1, sv_max_texture_max_anisotropy)));
if (sv_anisotropy != sv_old_anisotropy)
sv_anisotropy_changed = true;
sv_old_anisotropy = sv_anisotropy;
}
float_t get_anim_frame_speed() {
return 60.0f / target_anim_fps;
}
float_t get_delta_frame() {
if (!select_frame_speed)
return frame_speed;
double_t freq_ratio = render_timer->get_freq_ratio();
return (float_t)(freq_ratio * frame_speed);
}
uint32_t get_frame_counter() {
return (uint32_t)frame_counter;
}
float_t get_target_anim_fps() {
return target_anim_fps;
}
void uniform_value_reset() {
uniform_value[U_ANISO] = 0;
uniform_value[U0B] = 0;
uniform_value[U_TEXTURE_BLEND] = 0;
uniform_value[U_FOG_HEIGHT] = 0;
uniform_value[U_FOG] = 0;
uniform_value[U_SPECULAR_IBL] = 0;
uniform_value[U_TEX_0_TYPE] = 0;
uniform_value[U_TEX_1_TYPE] = 0;
uniform_value[U_TEXTURE_COUNT] = 0;
uniform_value[U_ENV_MAP] = 0;
uniform_value[U_TRANSLUCENCY] = 0;
uniform_value[U_NORMAL] = 0;
uniform_value[U_TRANSPARENCY] = 0;
uniform_value[U_LIGHT_0] = 0;
uniform_value[U_SPECULAR] = 0;
uniform_value[U45] = 0;
}