Refactor shadow generation
Trying to make the code easier to understand. The logic is unchanged. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -531,12 +531,8 @@ typedef struct session {
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/// Gaussian map of shadow.
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conv *gaussian_map;
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// for shadow precomputation
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/// Shadow depth on one side.
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int cgsize;
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/// Pre-computed color table for corners of shadow.
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unsigned char *shadow_corner;
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/// Pre-computed color table for a side of shadow.
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unsigned char *shadow_top;
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/// Pre-computed table for shadow.
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double *shadow_sum;
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/// A region in which shadow is not painted on.
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region_t shadow_exclude_reg;
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