216 lines
6.3 KiB
C++
216 lines
6.3 KiB
C++
#include "common.h"
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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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// Originally taken from RW example 'mblur'
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RwRaster *CMBlur::pFrontBuffer;
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bool CMBlur::ms_bJustInitialised;
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bool CMBlur::BlurOn;
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static RwIm2DVertex Vertex[4];
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static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
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void
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CMBlur::MotionBlurOpen(RwCamera *cam)
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{
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// TODO. this is simplified
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RwRect rect = { 0, 0, 0, 0 };
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if(pFrontBuffer)
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MotionBlurClose();
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if(BlurOn){
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for(rect.w = 1; rect.w < RwRasterGetWidth(RwCameraGetRaster(cam)); rect.w *= 2);
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for(rect.h = 1; rect.h < RwRasterGetHeight(RwCameraGetRaster(cam)); rect.h *= 2);
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pFrontBuffer = RwRasterCreate(rect.w, rect.h, RwRasterGetDepth(RwCameraGetRaster(cam)), rwRASTERTYPECAMERATEXTURE);
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if(pFrontBuffer)
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ms_bJustInitialised = true;
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else{
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debug("MBlurOpen can't create raster.");
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BlurOn = false;
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rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
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rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
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}
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CreateImmediateModeData(cam, &rect);
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}else{
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rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
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rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
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CreateImmediateModeData(cam, &rect);
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}
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}
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void
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CMBlur::MotionBlurClose(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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}
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void
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CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
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{
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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 = rect->w + HALFPX;
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ymax = rect->h + HALFPX;
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}else{
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zero = -HALFPX;
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xmax = rect->w - HALFPX;
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ymax = rect->h - 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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}
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void
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CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 addalpha)
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{
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RwRGBA color = { (RwUInt8)red, (RwUInt8)green, (RwUInt8)blue, (RwUInt8)blur };
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if(BlurOn){
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if(pFrontBuffer){
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if(ms_bJustInitialised)
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ms_bJustInitialised = false;
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else
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OverlayRender(cam, pFrontBuffer, color, type, addalpha);
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}
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RwRasterPushContext(pFrontBuffer);
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RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
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RwRasterPopContext();
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}else{
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OverlayRender(cam, nil, color, type, addalpha);
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}
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}
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void
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CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, uint32 addalpha)
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{
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int r, g, b, a;
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r = color.red;
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g = color.green;
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b = color.blue;
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a = color.alpha;
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DefinedState();
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switch(type){
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case MBLUR_INTRO1:
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r = 0;
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g = 255;
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b = 0;
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a = 128;
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break;
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case MBLUR_INTRO3:
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r = 100;
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g = 220;
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b = 230;
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a = 158;
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break;
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case MBLUR_INTRO4:
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r = 80;
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g = 255;
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b = 230;
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a = 138;
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break;
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case MBLUR_INTRO6:
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r = 255;
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g = 60;
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b = 60;
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a = 200;
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break;
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case MBLUR_UNUSED:
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r = 255;
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g = 180;
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b = 180;
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a = 128;
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break;
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}
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if(!BlurOn){
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r *= 0.6f;
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g *= 0.6f;
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b *= 0.6f;
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if(type != 1)
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a *= 0.6f;
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// game clamps to 255 here, but why?
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}
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RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, a);
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RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, a);
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RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, BlurOn ? raster : nil);
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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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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
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a = addalpha/2;
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if(a < 30)
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a = 30;
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if(BlurOn && a != 0){ // the second condition should always be true
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RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, a);
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RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, a);
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RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, a);
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RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, a);
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
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}
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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}
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