mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-26 20:03:43 +00:00
482 lines
15 KiB
C++
482 lines
15 KiB
C++
#define WITHWINDOWS
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#define WITH_D3D
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#include "common.h"
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#ifdef EXTENDED_COLOURFILTER
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#ifndef LIBRW
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#error "Need librw for EXTENDED_COLOURFILTER"
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#endif
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#include "RwHelper.h"
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#include "Camera.h"
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#include "MBlur.h"
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#include "postfx.h"
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RwRaster *CPostFX::pFrontBuffer;
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RwRaster *CPostFX::pBackBuffer;
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bool CPostFX::bJustInitialised;
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int CPostFX::EffectSwitch = POSTFX_NORMAL;
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bool CPostFX::BlurOn = false;
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bool CPostFX::MotionBlurOn = false;
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static RwIm2DVertex Vertex[4];
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static RwIm2DVertex Vertex2[4];
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static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
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#ifdef RW_D3D9
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void *colourfilterVC_PS;
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void *contrast_PS;
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#endif
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#ifdef RW_OPENGL
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int32 u_blurcolor;
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int32 u_contrastAdd;
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int32 u_contrastMult;
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rw::gl3::Shader *colourFilterVC;
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rw::gl3::Shader *contrast;
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#endif
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void
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CPostFX::InitOnce(void)
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{
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#ifdef RW_OPENGL
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u_blurcolor = rw::gl3::registerUniform("u_blurcolor");
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u_contrastAdd = rw::gl3::registerUniform("u_contrastAdd");
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u_contrastMult = rw::gl3::registerUniform("u_contrastMult");
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#endif
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}
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void
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CPostFX::Open(RwCamera *cam)
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{
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uint32 width = Pow(2.0f, int32(log2(RwRasterGetWidth (RwCameraGetRaster(cam))))+1);
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uint32 height = Pow(2.0f, int32(log2(RwRasterGetHeight(RwCameraGetRaster(cam))))+1);
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uint32 depth = RwRasterGetDepth(RwCameraGetRaster(cam));
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pFrontBuffer = RwRasterCreate(width, height, depth, rwRASTERTYPECAMERATEXTURE);
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pBackBuffer = RwRasterCreate(width, height, depth, rwRASTERTYPECAMERATEXTURE);
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bJustInitialised = true;
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float zero, xmax, ymax;
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if(RwRasterGetDepth(RwCameraGetRaster(cam)) == 16){
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zero = HALFPX;
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xmax = width + HALFPX;
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ymax = height + HALFPX;
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}else{
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zero = -HALFPX;
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xmax = width - HALFPX;
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ymax = height - HALFPX;
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}
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RwIm2DVertexSetScreenX(&Vertex[0], zero);
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RwIm2DVertexSetScreenY(&Vertex[0], zero);
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RwIm2DVertexSetScreenZ(&Vertex[0], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&Vertex[0], RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetRecipCameraZ(&Vertex[0], 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetU(&Vertex[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetV(&Vertex[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, 255);
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RwIm2DVertexSetScreenX(&Vertex[1], zero);
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RwIm2DVertexSetScreenY(&Vertex[1], ymax);
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RwIm2DVertexSetScreenZ(&Vertex[1], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&Vertex[1], RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetRecipCameraZ(&Vertex[1], 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetU(&Vertex[1], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetV(&Vertex[1], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, 255);
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RwIm2DVertexSetScreenX(&Vertex[2], xmax);
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RwIm2DVertexSetScreenY(&Vertex[2], ymax);
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RwIm2DVertexSetScreenZ(&Vertex[2], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&Vertex[2], RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetRecipCameraZ(&Vertex[2], 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetU(&Vertex[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetV(&Vertex[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, 255);
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RwIm2DVertexSetScreenX(&Vertex[3], xmax);
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RwIm2DVertexSetScreenY(&Vertex[3], zero);
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RwIm2DVertexSetScreenZ(&Vertex[3], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&Vertex[3], RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetRecipCameraZ(&Vertex[3], 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetU(&Vertex[3], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetV(&Vertex[3], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, 255);
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RwIm2DVertexSetScreenX(&Vertex2[0], zero + 2.0f);
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RwIm2DVertexSetScreenY(&Vertex2[0], zero + 2.0f);
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RwIm2DVertexSetScreenZ(&Vertex2[0], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&Vertex2[0], RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetRecipCameraZ(&Vertex2[0], 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetU(&Vertex2[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetV(&Vertex2[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetIntRGBA(&Vertex2[0], 255, 255, 255, 255);
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RwIm2DVertexSetScreenX(&Vertex2[1], 2.0f);
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RwIm2DVertexSetScreenY(&Vertex2[1], ymax + 2.0f);
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RwIm2DVertexSetScreenZ(&Vertex2[1], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&Vertex2[1], RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetRecipCameraZ(&Vertex2[1], 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetU(&Vertex2[1], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetV(&Vertex2[1], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetIntRGBA(&Vertex2[1], 255, 255, 255, 255);
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RwIm2DVertexSetScreenX(&Vertex2[2], xmax + 2.0f);
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RwIm2DVertexSetScreenY(&Vertex2[2], ymax + 2.0f);
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RwIm2DVertexSetScreenZ(&Vertex2[2], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&Vertex2[2], RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetRecipCameraZ(&Vertex2[2], 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetU(&Vertex2[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetV(&Vertex2[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetIntRGBA(&Vertex2[2], 255, 255, 255, 255);
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RwIm2DVertexSetScreenX(&Vertex2[3], xmax + 2.0f);
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RwIm2DVertexSetScreenY(&Vertex2[3], zero + 2.0f);
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RwIm2DVertexSetScreenZ(&Vertex2[3], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&Vertex2[3], RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetRecipCameraZ(&Vertex2[3], 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetU(&Vertex2[3], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetV(&Vertex2[3], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
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RwIm2DVertexSetIntRGBA(&Vertex2[3], 255, 255, 255, 255);
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#ifdef RW_D3D9
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#include "shaders/colourfilterVC_PS.inc"
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colourfilterVC_PS = rw::d3d::createPixelShader(colourfilterVC_PS_cso);
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#include "shaders/contrastPS.inc"
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contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
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#endif
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#ifdef RW_OPENGL
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using namespace rw::gl3;
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{
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#include "shaders/im2d_gl.inc"
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#include "shaders/colourfilterVC_fs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, colourfilterVC_frag_src, nil };
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colourFilterVC = Shader::create(vs, fs);
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assert(colourFilterVC);
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}
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{
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#include "shaders/im2d_gl.inc"
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#include "shaders/contrast_fs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, contrast_frag_src, nil };
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contrast = Shader::create(vs, fs);
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assert(contrast);
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}
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#endif
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}
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void
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CPostFX::Close(void)
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{
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if(pFrontBuffer){
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RwRasterDestroy(pFrontBuffer);
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pFrontBuffer = nil;
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}
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if(pBackBuffer){
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RwRasterDestroy(pBackBuffer);
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pBackBuffer = nil;
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}
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#ifdef RW_D3D9
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if(colourfilterVC_PS){
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rw::d3d::destroyPixelShader(colourfilterVC_PS);
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colourfilterVC_PS = nil;
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}
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if(contrast_PS){
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rw::d3d::destroyPixelShader(contrast_PS);
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contrast_PS = nil;
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}
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#endif
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#ifdef RW_OPENGL
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if(colourFilterVC){
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colourFilterVC->destroy();
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colourFilterVC = nil;
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}
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if(contrast){
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contrast->destroy();
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contrast = nil;
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}
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#endif
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}
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void
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CPostFX::RenderOverlayBlur(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
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{
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwIm2DVertexSetIntRGBA(&Vertex[0], r*2, g*2, b*2, 30);
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RwIm2DVertexSetIntRGBA(&Vertex[1], r*2, g*2, b*2, 30);
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RwIm2DVertexSetIntRGBA(&Vertex[2], r*2, g*2, b*2, 30);
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RwIm2DVertexSetIntRGBA(&Vertex[3], r*2, g*2, b*2, 30);
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RwIm2DVertexSetIntRGBA(&Vertex2[0], r*2, g*2, b*2, 30);
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RwIm2DVertexSetIntRGBA(&Vertex2[1], r*2, g*2, b*2, 30);
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RwIm2DVertexSetIntRGBA(&Vertex2[2], r*2, g*2, b*2, 30);
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RwIm2DVertexSetIntRGBA(&Vertex2[3], r*2, g*2, b*2, 30);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, BlurOn ? Vertex2 : Vertex, 4, Index, 6);
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RwIm2DVertexSetIntRGBA(&Vertex2[0], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex2[1], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex2[2], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex2[3], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, a);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, BlurOn ? Vertex2 : Vertex, 4, Index, 6);
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}
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void
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CPostFX::RenderOverlaySniper(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
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{
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, 80);
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RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, 80);
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RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, 80);
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RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, 80);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
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}
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float CPostFX::Intensity = 1.0f;
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void
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CPostFX::RenderOverlayShader(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
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{
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pBackBuffer);
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if(EffectSwitch == POSTFX_MOBILE){
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float mult[3], add[3];
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mult[0] = (r-64)/256.0f + 1.4f;
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mult[1] = (g-64)/256.0f + 1.4f;
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mult[2] = (b-64)/256.0f + 1.4f;
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add[0] = r/1536.f - 0.05f;
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add[1] = g/1536.f - 0.05f;
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add[2] = b/1536.f - 0.05f;
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#ifdef RW_D3D9
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rw::d3d::d3ddevice->SetPixelShaderConstantF(10, mult, 1);
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rw::d3d::d3ddevice->SetPixelShaderConstantF(11, add, 1);
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rw::d3d::im2dOverridePS = contrast_PS;
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#endif
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#ifdef RW_OPENGL
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rw::gl3::im2dOverrideShader = contrast;
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contrast->use();
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glUniform3fv(contrast->uniformLocations[u_contrastMult], 1, mult);
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glUniform3fv(contrast->uniformLocations[u_contrastAdd], 1, add);
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#endif
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}else{
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float f = Intensity;
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float blurcolors[4];
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blurcolors[0] = r*f/255.0f;
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blurcolors[1] = g*f/255.0f;
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blurcolors[2] = b*f/255.0f;
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blurcolors[3] = 30/255.0f;
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#ifdef RW_D3D9
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rw::d3d::d3ddevice->SetPixelShaderConstantF(10, blurcolors, 1);
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rw::d3d::im2dOverridePS = colourfilterVC_PS;
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#endif
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#ifdef RW_OPENGL
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rw::gl3::im2dOverrideShader = colourFilterVC;
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colourFilterVC->use();
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glUniform4fv(colourFilterVC->uniformLocations[u_blurcolor], 1, blurcolors);
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#endif
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}
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
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#ifdef RW_D3D9
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rw::d3d::im2dOverridePS = nil;
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#endif
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#ifdef RW_OPENGL
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rw::gl3::im2dOverrideShader = nil;
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#endif
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}
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void
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CPostFX::RenderMotionBlur(RwCamera *cam, uint32 blur)
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{
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if(blur == 0)
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return;
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, blur);
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RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, blur);
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RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, blur);
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RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, blur);
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
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}
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bool
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CPostFX::NeedBackBuffer(void)
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{
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// Current frame -- needed for non-blur effect
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switch(EffectSwitch){
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case POSTFX_OFF:
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case POSTFX_SIMPLE:
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// no actual rendering here
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return false;
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case POSTFX_NORMAL:
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if(MotionBlurOn)
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return false;
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else
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return true;
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case POSTFX_MOBILE:
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return true;
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}
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return false;
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}
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bool
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CPostFX::NeedFrontBuffer(int32 type)
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{
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// Last frame -- needed for motion blur
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if(CMBlur::Drunkness > 0.0f)
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return true;
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if(type == MOTION_BLUR_SNIPER)
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return true;
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switch(EffectSwitch){
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case POSTFX_OFF:
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case POSTFX_SIMPLE:
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// no actual rendering here
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return false;
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case POSTFX_NORMAL:
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if(MotionBlurOn)
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return true;
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else
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return false;
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case POSTFX_MOBILE:
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return false;
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}
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return false;
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}
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void
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CPostFX::Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha)
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{
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if(pFrontBuffer == nil)
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Open(cam);
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assert(pFrontBuffer);
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assert(pBackBuffer);
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if(type == MOTION_BLUR_LIGHT_SCENE){
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SmoothColor(red, green, blue, blur);
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red = AvgRed;
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green = AvgGreen;
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blue = AvgBlue;
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blur = AvgAlpha;
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}
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if(NeedBackBuffer()){
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RwRasterPushContext(pBackBuffer);
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RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
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RwRasterPopContext();
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}
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DefinedState();
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
|
|
|
if(type == MOTION_BLUR_SNIPER){
|
|
if(!bJustInitialised)
|
|
RenderOverlaySniper(cam, red, green, blue, blur);
|
|
}else switch(EffectSwitch){
|
|
case POSTFX_OFF:
|
|
case POSTFX_SIMPLE:
|
|
// no actual rendering here
|
|
break;
|
|
case POSTFX_NORMAL:
|
|
if(MotionBlurOn){
|
|
if(!bJustInitialised)
|
|
RenderOverlayBlur(cam, red, green, blue, blur);
|
|
}else{
|
|
RenderOverlayShader(cam, red, green, blue, blur);
|
|
}
|
|
break;
|
|
case POSTFX_MOBILE:
|
|
RenderOverlayShader(cam, red, green, blue, blur);
|
|
break;
|
|
}
|
|
|
|
if(!bJustInitialised)
|
|
RenderMotionBlur(cam, 175.0f * CMBlur::Drunkness);
|
|
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
|
|
if(NeedFrontBuffer(type)){
|
|
RwRasterPushContext(pFrontBuffer);
|
|
RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
|
|
RwRasterPopContext();
|
|
bJustInitialised = false;
|
|
}else
|
|
bJustInitialised = true;
|
|
}
|
|
|
|
int CPostFX::PrevRed[NUMAVERAGE], CPostFX::AvgRed;
|
|
int CPostFX::PrevGreen[NUMAVERAGE], CPostFX::AvgGreen;
|
|
int CPostFX::PrevBlue[NUMAVERAGE], CPostFX::AvgBlue;
|
|
int CPostFX::PrevAlpha[NUMAVERAGE], CPostFX::AvgAlpha;
|
|
int CPostFX::Next;
|
|
int CPostFX::NumValues;
|
|
|
|
// This is rather annoying...the blur color can flicker slightly
|
|
// which becomes very visible when amplified by the shader
|
|
void
|
|
CPostFX::SmoothColor(uint32 red, uint32 green, uint32 blue, uint32 alpha)
|
|
{
|
|
PrevRed[Next] = red;
|
|
PrevGreen[Next] = green;
|
|
PrevBlue[Next] = blue;
|
|
PrevAlpha[Next] = alpha;
|
|
Next = (Next+1) % NUMAVERAGE;
|
|
NumValues = Min(NumValues+1, NUMAVERAGE);
|
|
|
|
AvgRed = 0;
|
|
AvgGreen = 0;
|
|
AvgBlue = 0;
|
|
AvgAlpha = 0;
|
|
for(int i = 0; i < NumValues; i++){
|
|
AvgRed += PrevRed[i];
|
|
AvgGreen += PrevGreen[i];
|
|
AvgBlue += PrevBlue[i];
|
|
AvgAlpha += PrevAlpha[i];
|
|
}
|
|
AvgRed /= NumValues;
|
|
AvgGreen /= NumValues;
|
|
AvgBlue /= NumValues;
|
|
AvgAlpha /= NumValues;
|
|
}
|
|
|
|
#endif
|