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neo screen droplets
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parent
856e424c76
commit
02c7f8381b
21 changed files with 1072 additions and 8 deletions
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@ -88,6 +88,7 @@
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#include "debugmenu.h"
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#include "postfx.h"
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#include "custompipes.h"
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#include "screendroplets.h"
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#include "crossplatform.h"
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eLevelName CGame::currLevel;
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@ -408,6 +409,9 @@ bool CGame::Initialise(const char* datFile)
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CPed::Initialise();
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CRouteNode::Initialise();
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CEventList::Initialise();
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#ifdef SCREEN_DROPLETS
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ScreenDroplets::Initialise();
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#endif
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LoadingScreen("Loading the Game", "Find big buildings", nil);
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CRenderer::Init();
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LoadingScreen("Loading the Game", "Setup game variables", nil);
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@ -559,6 +563,9 @@ void CGame::ReInitGameObjectVariables(void)
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CStreaming::LoadAllRequestedModels(false);
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CPed::Initialise();
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CEventList::Initialise();
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#ifdef SCREEN_DROPLETS
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ScreenDroplets::Initialise();
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#endif
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CWeapon::InitialiseWeapons();
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CPopulation::Initialise();
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@ -237,6 +237,14 @@ enum Config {
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#ifdef LIBRW
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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//#define SCREEN_DROPLETS // neo water droplets
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#endif
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the frontbuffer for this effect
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#endif
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#ifndef EXTENDED_PIPELINES
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#undef SCREEN_DROPLETS // we need neo.txd
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#endif
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// Particle
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@ -63,7 +63,9 @@
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#include "SceneEdit.h"
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#include "debugmenu.h"
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#include "Clock.h"
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#include "postfx.h"
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#include "custompipes.h"
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#include "screendroplets.h"
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#include "frontendoption.h"
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GlobalScene Scene;
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@ -419,6 +421,9 @@ Initialise3D(void *param)
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bool ret = CGame::InitialiseRenderWare();
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#ifdef EXTENDED_PIPELINES
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CustomPipes::CustomPipeInit(); // need Scene.world for this
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#endif
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#ifdef SCREEN_DROPLETS
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ScreenDroplets::InitDraw();
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#endif
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return ret;
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}
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@ -429,6 +434,9 @@ Initialise3D(void *param)
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static void
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Terminate3D(void)
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{
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#ifdef SCREEN_DROPLETS
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ScreenDroplets::Shutdown();
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#endif
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#ifdef EXTENDED_PIPELINES
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CustomPipes::CustomPipeShutdown();
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#endif
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@ -1142,10 +1150,17 @@ Idle(void *arg)
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RenderDebugShit();
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RenderEffects();
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tbStartTimer(0, "RenderMotionBlur");
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if((TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE) &&
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TheCamera.m_ScreenReductionPercentage > 0.0f)
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TheCamera.SetMotionBlurAlpha(150);
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#ifdef SCREEN_DROPLETS
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CPostFX::GetBackBuffer(Scene.camera);
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ScreenDroplets::Process();
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ScreenDroplets::Render();
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#endif
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tbStartTimer(0, "RenderMotionBlur");
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TheCamera.RenderMotionBlur();
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tbEndTimer("RenderMotionBlur");
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