summaryrefslogtreecommitdiffstats
path: root/src/render/MBlur.cpp
blob: e37af6b73554935eeef2c6919d89bccaa4c1f4a4 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
#define WITHWINDOWS
#include "common.h"

#include "RwHelper.h"
#include "Camera.h"
#include "MBlur.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 };

RwBool
CMBlur::MotionBlurOpen(RwCamera *cam)
{
#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();
	
#ifdef _WIN32
	extern void _GetVideoMemInfo(LPDWORD total, LPDWORD avaible);
	DWORD total, avaible;
	
	_GetVideoMemInfo(&total, &avaible);
	debug("Available video memory %d\n", avaible);
#endif
		
	if(BlurOn)
	{
		int32 width  = Pow(2.0f, int32(log2(RwRasterGetWidth (RwCameraGetRaster(cam))))+1);
		int32 height = Pow(2.0f, int32(log2(RwRasterGetHeight(RwCameraGetRaster(cam))))+1);
		int32 depth  = RwRasterGetDepth(RwCameraGetRaster(cam));
		
#ifndef LIBRW
		extern D3DCAPS8 _RwD3D8DeviceCaps;
		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));
		}
		
#ifdef _WIN32
		_GetVideoMemInfo(&total, &avaible);
		debug("Available video memory %d\n", avaible);
		CreateImmediateModeData(cam, &rect);
#endif
	}
	else
	{
		rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
		rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
		CreateImmediateModeData(cam, &rect);
	}
	
	return TRUE;
#endif
}

RwBool
CMBlur::MotionBlurClose(void)
{
	if(pFrontBuffer){
		RwRasterDestroy(pFrontBuffer);
		pFrontBuffer = nil;
		
		return TRUE;
	}
	
	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 addalpha)
{
	RwRGBA color = { (RwUInt8)red, (RwUInt8)green, (RwUInt8)blue, (RwUInt8)blur };
#ifdef GTA_PS2
	if( pFrontBuffer )
		OverlayRender(cam, pFrontBuffer, color, type, addalpha);
#else
	if(BlurOn){
		if(pFrontBuffer){
			if(ms_bJustInitialised)
				ms_bJustInitialised = false;
			else
				OverlayRender(cam, pFrontBuffer, color, type, addalpha);
		}
		RwRasterPushContext(pFrontBuffer);
		RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
		RwRasterPopContext();
	}else{
		OverlayRender(cam, nil, color, type, addalpha);
	}
#endif
}

void
CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, uint32 addalpha)
{
	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 = addalpha/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);
}