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-rw-r--r--src/extras/postfx.cpp129
1 files changed, 79 insertions, 50 deletions
diff --git a/src/extras/postfx.cpp b/src/extras/postfx.cpp
index ee6c3964..84c1d059 100644
--- a/src/extras/postfx.cpp
+++ b/src/extras/postfx.cpp
@@ -16,23 +16,25 @@
RwRaster *CPostFX::pFrontBuffer;
RwRaster *CPostFX::pBackBuffer;
bool CPostFX::bJustInitialised;
-int CPostFX::EffectSwitch = POSTFX_NORMAL;
+int CPostFX::EffectSwitch = POSTFX_PS2;
bool CPostFX::BlurOn = false;
bool CPostFX::MotionBlurOn = false;
static RwIm2DVertex Vertex[4];
static RwIm2DVertex Vertex2[4];
static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
+static RwIm2DVertex BlurVertex[12];
+static RwImVertexIndex BlurIndex[18] = { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11 };
#ifdef RW_D3D9
-void *colourfilterVC_PS;
+void *colourfilterLCS_PS;
void *contrast_PS;
#endif
#ifdef RW_OPENGL
int32 u_blurcolor;
int32 u_contrastAdd;
int32 u_contrastMult;
-rw::gl3::Shader *colourFilterVC;
+rw::gl3::Shader *colourFilterLCS;
rw::gl3::Shader *contrast;
#endif
@@ -146,8 +148,8 @@ CPostFX::Open(RwCamera *cam)
#ifdef RW_D3D9
-#include "shaders/obj/colourfilterVC_PS.inc"
- colourfilterVC_PS = rw::d3d::createPixelShader(colourfilterVC_PS_cso);
+#include "shaders/obj/colourfilterLCS_PS.inc"
+ colourfilterLCS_PS = rw::d3d::createPixelShader(colourfilterLCS_PS_cso);
#include "shaders/obj/contrastPS.inc"
contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
#endif
@@ -156,11 +158,11 @@ CPostFX::Open(RwCamera *cam)
{
#include "shaders/obj/im2d_vert.inc"
-#include "shaders/obj/colourfilterVC_frag.inc"
+#include "shaders/obj/colourfilterLCS_frag.inc"
const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
- const char *fs[] = { shaderDecl, header_frag_src, colourfilterVC_frag_src, nil };
- colourFilterVC = Shader::create(vs, fs);
- assert(colourFilterVC);
+ const char *fs[] = { shaderDecl, header_frag_src, colourfilterLCS_frag_src, nil };
+ colourFilterLCS = Shader::create(vs, fs);
+ assert(colourFilterLCS);
}
{
@@ -187,9 +189,9 @@ CPostFX::Close(void)
pBackBuffer = nil;
}
#ifdef RW_D3D9
- if(colourfilterVC_PS){
- rw::d3d::destroyPixelShader(colourfilterVC_PS);
- colourfilterVC_PS = nil;
+ if(colourfilterLCS_PS){
+ rw::d3d::destroyPixelShader(colourfilterLCS_PS);
+ colourfilterLCS_PS = nil;
}
if(contrast_PS){
rw::d3d::destroyPixelShader(contrast_PS);
@@ -197,9 +199,9 @@ CPostFX::Close(void)
}
#endif
#ifdef RW_OPENGL
- if(colourFilterVC){
- colourFilterVC->destroy();
- colourFilterVC = nil;
+ if(colourFilterLCS){
+ colourFilterLCS->destroy();
+ colourFilterLCS = nil;
}
if(contrast){
contrast->destroy();
@@ -208,9 +210,44 @@ CPostFX::Close(void)
#endif
}
+static float blurOffset = 0.6f;//3.0f/16.0f; // not quite sure sure about this
+static float blurIntensity = 0.25f;
+
void
CPostFX::RenderOverlayBlur(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
{
+ memcpy(BlurVertex, Vertex, sizeof(Vertex));
+ memcpy(BlurVertex+4, Vertex, sizeof(Vertex));
+ memcpy(BlurVertex+8, Vertex, sizeof(Vertex));
+ int intensity = 255*blurIntensity;
+ int i;
+ for(i = 0; i < 4; i++){
+ RwIm2DVertexSetScreenX(&BlurVertex[i], RwIm2DVertexGetScreenX(&BlurVertex[i]) + blurOffset);
+ RwIm2DVertexSetIntRGBA(&BlurVertex[i], 255, 255, 255, intensity);
+ }
+ for(i = 4; i < 8; i++){
+ RwIm2DVertexSetScreenX(&BlurVertex[i], RwIm2DVertexGetScreenX(&BlurVertex[i]) + blurOffset);
+ RwIm2DVertexSetScreenY(&BlurVertex[i], RwIm2DVertexGetScreenY(&BlurVertex[i]) + blurOffset);
+ RwIm2DVertexSetIntRGBA(&BlurVertex[i], 255, 255, 255, intensity);
+ }
+ for(i = 8; i < 12; i++){
+ RwIm2DVertexSetScreenY(&BlurVertex[i], RwIm2DVertexGetScreenY(&BlurVertex[i]) + blurOffset);
+ RwIm2DVertexSetIntRGBA(&BlurVertex[i], 255, 255, 255, intensity);
+ }
+
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pBackBuffer);
+ RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, BlurVertex, 12, BlurIndex, 18);
+
+ // this sucks: should render colourfilter with blending instead
+ // but can't change equation to subtraction for PSP here
+ GetBackBuffer(cam);
+
+/* the old way
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
@@ -243,6 +280,7 @@ CPostFX::RenderOverlayBlur(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, BlurOn ? Vertex2 : Vertex, 4, Index, 6);
+*/
}
void
@@ -294,15 +332,15 @@ CPostFX::RenderOverlayShader(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
blurcolors[0] = r*f/255.0f;
blurcolors[1] = g*f/255.0f;
blurcolors[2] = b*f/255.0f;
- blurcolors[3] = 30/255.0f;
+ blurcolors[3] = EffectSwitch == POSTFX_PSP ? -1.0f : 1.0f;
#ifdef RW_D3D9
rw::d3d::d3ddevice->SetPixelShaderConstantF(10, blurcolors, 1);
- rw::d3d::im2dOverridePS = colourfilterVC_PS;
+ rw::d3d::im2dOverridePS = colourfilterLCS_PS;
#endif
#ifdef RW_OPENGL
- rw::gl3::im2dOverrideShader = colourFilterVC;
- colourFilterVC->use();
- glUniform4fv(colourFilterVC->uniformLocations[u_blurcolor], 1, blurcolors);
+ rw::gl3::im2dOverrideShader = colourFilterLCS;
+ colourFilterLCS->use();
+ glUniform4fv(colourFilterLCS->uniformLocations[u_blurcolor], 1, blurcolors);
#endif
}
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
@@ -342,11 +380,8 @@ CPostFX::NeedBackBuffer(void)
case POSTFX_SIMPLE:
// no actual rendering here
return false;
- case POSTFX_NORMAL:
- if(MotionBlurOn)
- return false;
- else
- return true;
+ case POSTFX_PSP:
+ case POSTFX_PS2:
case POSTFX_MOBILE:
return true;
}
@@ -357,24 +392,11 @@ bool
CPostFX::NeedFrontBuffer(int32 type)
{
// Last frame -- needed for motion blur
- if(CMBlur::Drunkness > 0.0f)
+ if(MotionBlurOn)
return true;
if(type == MOTION_BLUR_SNIPER)
return true;
- switch(EffectSwitch){
- case POSTFX_OFF:
- case POSTFX_SIMPLE:
- // no actual rendering here
- return false;
- case POSTFX_NORMAL:
- if(MotionBlurOn)
- return true;
- else
- return false;
- case POSTFX_MOBILE:
- return false;
- }
return false;
}
@@ -391,11 +413,17 @@ CPostFX::Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blu
{
PUSH_RENDERGROUP("CPostFX::Render");
+ // LCS PS2 blur is drawn in three passes:
+ // blend frame with current frame 3 times to blur a bit
+ // blend one more time with colour filter
+ // motion blur like normal
+
if(pFrontBuffer == nil)
Open(cam);
assert(pFrontBuffer);
assert(pBackBuffer);
+/* // LCS: don't need that anymore
if(type == MOTION_BLUR_LIGHT_SCENE){
SmoothColor(red, green, blue, blur);
red = AvgRed;
@@ -403,6 +431,7 @@ CPostFX::Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blu
blue = AvgBlue;
blur = AvgAlpha;
}
+*/
if(NeedBackBuffer())
GetBackBuffer(cam);
@@ -410,10 +439,15 @@ CPostFX::Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blu
DefinedState();
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
- RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ if(BlurOn)
+ RenderOverlayBlur(cam, 0, 0, 0, 0);
+
+ RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
+
+ // TODO(LCS): check this out
if(type == MOTION_BLUR_SNIPER){
if(!bJustInitialised)
RenderOverlaySniper(cam, red, green, blue, blur);
@@ -422,21 +456,16 @@ CPostFX::Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blu
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_PSP:
+ case POSTFX_PS2:
case POSTFX_MOBILE:
RenderOverlayShader(cam, red, green, blue, blur);
break;
}
- if(!bJustInitialised)
- RenderMotionBlur(cam, 175.0f * CMBlur::Drunkness);
+ if(MotionBlurOn)
+ if(!bJustInitialised)
+ RenderMotionBlur(cam, bluralpha);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);