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-rw-r--r--src/renderer/MBlur.cpp325
1 files changed, 325 insertions, 0 deletions
diff --git a/src/renderer/MBlur.cpp b/src/renderer/MBlur.cpp
new file mode 100644
index 00000000..8e5fba2a
--- /dev/null
+++ b/src/renderer/MBlur.cpp
@@ -0,0 +1,325 @@
+#ifndef LIBRW
+#define WITHD3D
+#endif
+#include "common.h"
+#ifndef LIBRW
+#include <d3d8caps.h>
+#endif
+
+#include "main.h"
+#include "RwHelper.h"
+#include "Camera.h"
+#include "MBlur.h"
+#include "postfx.h"
+
+// Originally taken from RW example 'mblur'
+
+RwRaster *CMBlur::pFrontBuffer;
+bool CMBlur::ms_bJustInitialised;
+bool CMBlur::ms_bScaledBlur;
+bool CMBlur::BlurOn;
+
+static RwIm2DVertex Vertex[4];
+static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
+
+#ifndef LIBRW
+extern "C" D3DCAPS8 _RwD3D8DeviceCaps;
+#endif
+RwBool
+CMBlur::MotionBlurOpen(RwCamera *cam)
+{
+#ifdef EXTENDED_COLOURFILTER
+ CPostFX::Open(cam);
+ return TRUE;
+#else
+#ifdef GTA_PS2
+ RwRect rect = {0, 0, 0, 0};
+
+ if (pFrontBuffer)
+ return TRUE;
+
+ BlurOn = true;
+
+ rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
+ rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
+
+ pFrontBuffer = RwRasterCreate(0, 0, 0, rwRASTERDONTALLOCATE|rwRASTERTYPECAMERATEXTURE);
+ if (!pFrontBuffer)
+ {
+ printf("Error creating raster\n");
+ return FALSE;
+ }
+
+ RwRaster *raster = RwRasterSubRaster(pFrontBuffer, RwCameraGetRaster(cam), &rect);
+ if (!raster)
+ {
+ RwRasterDestroy(pFrontBuffer);
+ pFrontBuffer = NULL;
+ printf("Error subrastering\n");
+ return FALSE;
+ }
+
+ CreateImmediateModeData(cam, &rect);
+#else
+ RwRect rect = { 0, 0, 0, 0 };
+
+ if(pFrontBuffer)
+ MotionBlurClose();
+
+#ifndef LIBRW
+ extern void _GetVideoMemInfo(LPDWORD total, LPDWORD avaible);
+ DWORD total, avaible;
+
+ _GetVideoMemInfo(&total, &avaible);
+ debug("Available video memory %d\n", avaible);
+#endif
+
+ if(BlurOn)
+ {
+ uint32 width = Pow(2.0f, int32(log2(RwRasterGetWidth (RwCameraGetRaster(cam))))+1);
+ uint32 height = Pow(2.0f, int32(log2(RwRasterGetHeight(RwCameraGetRaster(cam))))+1);
+ uint32 depth = RwRasterGetDepth(RwCameraGetRaster(cam));
+
+#ifndef LIBRW
+ extern DWORD _dwMemTotalVideo;
+ if ( _RwD3D8DeviceCaps.MaxTextureWidth >= width && _RwD3D8DeviceCaps.MaxTextureHeight >= height )
+ {
+ total = _dwMemTotalVideo - 3 *
+ ( RwRasterGetDepth(RwCameraGetRaster(cam))
+ * RwRasterGetHeight(RwCameraGetRaster(cam))
+ * RwRasterGetWidth(RwCameraGetRaster(cam)) / 8 );
+ BlurOn = total >= height*width*(depth/8) + (12*1024*1024) /*12 MB*/;
+ }
+ else
+ BlurOn = false;
+#endif
+
+ if ( BlurOn )
+ {
+ ms_bScaledBlur = false;
+ rect.w = width;
+ rect.h = height;
+
+ pFrontBuffer = RwRasterCreate(rect.w, rect.h, depth, rwRASTERTYPECAMERATEXTURE);
+ if ( !pFrontBuffer )
+ {
+ debug("MBlurOpen can't create raster.");
+ BlurOn = false;
+ rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
+ rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
+ }
+ else
+ ms_bJustInitialised = true;
+ }
+ else
+ {
+ rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
+ rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
+ }
+
+#ifndef LIBRW
+ _GetVideoMemInfo(&total, &avaible);
+ debug("Available video memory %d\n", avaible);
+#endif
+ CreateImmediateModeData(cam, &rect);
+ }
+ else
+ {
+ rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
+ rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
+ CreateImmediateModeData(cam, &rect);
+ }
+
+ return TRUE;
+#endif
+#endif
+}
+
+RwBool
+CMBlur::MotionBlurClose(void)
+{
+#ifdef EXTENDED_COLOURFILTER
+ CPostFX::Close();
+#else
+ if(pFrontBuffer){
+ RwRasterDestroy(pFrontBuffer);
+ pFrontBuffer = nil;
+
+ return TRUE;
+ }
+#endif
+ return FALSE;
+}
+
+void
+CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
+{
+ float zero, xmax, ymax;
+
+ if(RwRasterGetDepth(RwCameraGetRaster(cam)) == 16){
+ zero = HALFPX;
+ xmax = rect->w + HALFPX;
+ ymax = rect->h + HALFPX;
+ }else{
+ zero = -HALFPX;
+ xmax = rect->w - HALFPX;
+ ymax = rect->h - HALFPX;
+ }
+
+ RwIm2DVertexSetScreenX(&Vertex[0], zero);
+ RwIm2DVertexSetScreenY(&Vertex[0], zero);
+ RwIm2DVertexSetScreenZ(&Vertex[0], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex[0], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex[0], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Vertex[1], zero);
+ RwIm2DVertexSetScreenY(&Vertex[1], ymax);
+ RwIm2DVertexSetScreenZ(&Vertex[1], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex[1], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex[1], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex[1], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex[1], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Vertex[2], xmax);
+ RwIm2DVertexSetScreenY(&Vertex[2], ymax);
+ RwIm2DVertexSetScreenZ(&Vertex[2], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex[2], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex[2], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Vertex[3], xmax);
+ RwIm2DVertexSetScreenY(&Vertex[3], zero);
+ RwIm2DVertexSetScreenZ(&Vertex[3], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex[3], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex[3], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex[3], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex[3], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, 255);
+}
+
+void
+CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha)
+{
+#ifdef EXTENDED_COLOURFILTER
+ CPostFX::Render(cam, red, green, blue, blur, type, bluralpha);
+#else
+ PUSH_RENDERGROUP("CMBlur::MotionBlurRender");
+ RwRGBA color = { (RwUInt8)red, (RwUInt8)green, (RwUInt8)blue, (RwUInt8)blur };
+#ifdef GTA_PS2
+ if( pFrontBuffer )
+ OverlayRender(cam, pFrontBuffer, color, type, bluralpha);
+#else
+ if(BlurOn){
+ if(pFrontBuffer){
+ if(ms_bJustInitialised)
+ ms_bJustInitialised = false;
+ else
+ OverlayRender(cam, pFrontBuffer, color, type, bluralpha);
+ }
+ RwRasterPushContext(pFrontBuffer);
+ RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
+ RwRasterPopContext();
+ }else{
+ OverlayRender(cam, nil, color, type, bluralpha);
+ }
+#endif
+ POP_RENDERGROUP();
+#endif
+}
+
+void
+CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, int32 bluralpha)
+{
+ int r, g, b, a;
+
+ r = color.red;
+ g = color.green;
+ b = color.blue;
+ a = color.alpha;
+
+ DefinedState();
+
+ switch(type)
+ {
+ case MOTION_BLUR_SECURITY_CAM:
+ r = 0;
+ g = 255;
+ b = 0;
+ a = 128;
+ break;
+ case MOTION_BLUR_INTRO:
+ r = 100;
+ g = 220;
+ b = 230;
+ a = 158;
+ break;
+ case MOTION_BLUR_INTRO2:
+ r = 80;
+ g = 255;
+ b = 230;
+ a = 138;
+ break;
+ case MOTION_BLUR_INTRO3:
+ r = 255;
+ g = 60;
+ b = 60;
+ a = 200;
+ break;
+ case MOTION_BLUR_INTRO4:
+ r = 255;
+ g = 180;
+ b = 180;
+ a = 128;
+ break;
+ }
+
+ if(!BlurOn){
+ r = Min(r*0.6f, 255.0f);
+ g = Min(g*0.6f, 255.0f);
+ b = Min(b*0.6f, 255.0f);
+ if(type != MOTION_BLUR_SNIPER)
+ a = Min(a*0.6f, 255.0f);
+ // game clamps to 255 here, but why?
+ }
+ RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, a);
+
+ RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, BlurOn ? raster : nil);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
+
+ a = bluralpha/2;
+ if(a < 30)
+ a = 30;
+
+ if(BlurOn && a != 0){ // the second condition should always be true
+ RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, a);
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
+ }
+
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+}