extended postfx and sniper hud fix
This commit is contained in:
parent
f0503edf62
commit
afed831aed
@ -87,6 +87,7 @@
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#include "Zones.h"
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#include "debugmenu.h"
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#include "frontendoption.h"
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#include "postfx.h"
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eLevelName CGame::currLevel;
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bool CGame::bDemoMode = true;
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@ -148,6 +149,9 @@ CGame::InitialiseOnceBeforeRW(void)
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CFileMgr::Initialise();
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CdStreamInit(MAX_CDCHANNELS);
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ValidateVersion();
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#ifdef EXTENDED_COLOURFILTER
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CPostFX::InitOnce();
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#endif
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return true;
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}
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@ -208,6 +208,7 @@ enum Config {
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//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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//#define USE_TEXTURE_POOL
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#define CUTSCENE_BORDERS_SWITCH
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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// Particle
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//#define PC_PARTICLE
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@ -29,6 +29,8 @@
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#include "Text.h"
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#include "WaterLevel.h"
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#include "main.h"
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#include "MBlur.h"
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#include "postfx.h"
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#ifndef _WIN32
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#include "assert.h"
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@ -461,6 +463,13 @@ DebugMenuPopulate(void)
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DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil);
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DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil);
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DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, nil);
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#ifdef EXTENDED_COLOURFILTER
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static const char *filternames[] = { "None", "Simple", "Normal", "Mobile" };
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e = DebugMenuAddVar("Render", "Colourfilter", &CPostFX::EffectSwitch, nil, 1, CPostFX::POSTFX_OFF, CPostFX::POSTFX_MOBILE, filternames);
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DebugMenuEntrySetWrap(e, true);
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DebugMenuAddVar("Render", "Intensity", &CPostFX::Intensity, nil, 0.05f, 0, 10.0f);
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DebugMenuAddVarBool8("Render", "Motion Blur", &CPostFX::MotionBlurOn, nil);
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#endif
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DebugMenuAddVarBool8("Render", "Show Ped Paths", &gbShowPedPaths, nil);
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DebugMenuAddVarBool8("Render", "Show Car Paths", &gbShowCarPaths, nil);
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DebugMenuAddVarBool8("Render", "Show Car Path Links", &gbShowCarPathsLinks, nil);
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475
src/extras/postfx.cpp
Normal file
475
src/extras/postfx.cpp
Normal file
@ -0,0 +1,475 @@
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#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::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 *colourfilterIII_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 *colourFilterIII;
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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/colourfilterIII_PS.inc"
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colourfilterIII_PS = rw::d3d::createPixelShader(colourfilterIII_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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#ifdef RW_GLES2
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#include "gl2_shaders/im2d_gl2.inc"
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#include "gl2_shaders/colourfilterIII_fs_gl2.inc"
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#else
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#include "shaders/im2d_gl3.inc"
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#include "shaders/colourfilterIII_fs_gl3.inc"
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#endif
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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, colourfilterIII_frag_src, nil };
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colourFilterIII = Shader::create(vs, fs);
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assert(colourFilterIII);
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}
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{
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#ifdef RW_GLES2
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#include "gl2_shaders/im2d_gl2.inc"
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#include "gl2_shaders/contrast_fs_gl2.inc"
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#else
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#include "shaders/im2d_gl3.inc"
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#include "shaders/contrast_fs_gl3.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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#endif
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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(colourfilterIII_PS){
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rw::d3d::destroyPixelShader(colourfilterIII_PS);
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colourfilterIII_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(colourFilterIII){
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colourFilterIII->destroy();
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colourFilterIII = 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, 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(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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void
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CPostFX::RenderOverlaySimple(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
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{
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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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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a *= 0.6f;
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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(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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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)/384.0f + 1.14f;
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mult[1] = (g-64)/384.0f + 1.14f;
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mult[2] = (b-64)/384.0f + 1.14f;
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add[0] = r/1536.f;
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add[1] = g/1536.f;
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add[2] = b/1536.f;
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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/255.0f;
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blurcolors[1] = g/255.0f;
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blurcolors[2] = b/255.0f;
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blurcolors[3] = a*f/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 = colourfilterIII_PS;
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#endif
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#ifdef RW_OPENGL
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rw::gl3::im2dOverrideShader = colourFilterIII;
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colourFilterIII->use();
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glUniform4fv(colourFilterIII->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
|
||||
rw::gl3::im2dOverrideShader = nil;
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
CPostFX::RenderMotionBlur(RwCamera *cam, uint32 blur)
|
||||
{
|
||||
if(blur == 0)
|
||||
return;
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
|
||||
RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, blur);
|
||||
RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, blur);
|
||||
RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, blur);
|
||||
RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, blur);
|
||||
|
||||
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
|
||||
}
|
||||
|
||||
bool
|
||||
CPostFX::NeedBackBuffer(void)
|
||||
{
|
||||
// Current frame -- needed for non-blur effect
|
||||
switch(EffectSwitch){
|
||||
case POSTFX_OFF:
|
||||
// no actual rendering here
|
||||
return false;
|
||||
case POSTFX_SIMPLE:
|
||||
return false;
|
||||
case POSTFX_NORMAL:
|
||||
if(MotionBlurOn)
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
case POSTFX_MOBILE:
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool
|
||||
CPostFX::NeedFrontBuffer(int32 type)
|
||||
{
|
||||
// Last frame -- needed for motion blur
|
||||
if(MotionBlurOn)
|
||||
return true;
|
||||
if(type == MOTION_BLUR_SNIPER)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
CPostFX::Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha)
|
||||
{
|
||||
switch(type)
|
||||
{
|
||||
case MOTION_BLUR_SECURITY_CAM:
|
||||
red = 0;
|
||||
green = 255;
|
||||
blue = 0;
|
||||
blur = 128;
|
||||
break;
|
||||
case MOTION_BLUR_INTRO:
|
||||
red = 100;
|
||||
green = 220;
|
||||
blue = 230;
|
||||
blur = 158;
|
||||
break;
|
||||
case MOTION_BLUR_INTRO2:
|
||||
red = 80;
|
||||
green = 255;
|
||||
blue = 230;
|
||||
blur = 138;
|
||||
break;
|
||||
case MOTION_BLUR_INTRO3:
|
||||
red = 255;
|
||||
green = 60;
|
||||
blue = 60;
|
||||
blur = 200;
|
||||
break;
|
||||
case MOTION_BLUR_INTRO4:
|
||||
red = 255;
|
||||
green = 180;
|
||||
blue = 180;
|
||||
blur = 128;
|
||||
break;
|
||||
}
|
||||
|
||||
if(pFrontBuffer == nil)
|
||||
Open(cam);
|
||||
assert(pFrontBuffer);
|
||||
assert(pBackBuffer);
|
||||
|
||||
if(NeedBackBuffer()){
|
||||
RwRasterPushContext(pBackBuffer);
|
||||
RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
|
||||
RwRasterPopContext();
|
||||
}
|
||||
|
||||
DefinedState();
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
|
||||
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:
|
||||
// no actual rendering here
|
||||
break;
|
||||
case POSTFX_SIMPLE:
|
||||
RenderOverlaySimple(cam, red, green, blue, blur);
|
||||
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;
|
||||
}
|
||||
|
||||
// TODO? maybe we want this even without motion blur on sometimes?
|
||||
if(MotionBlurOn)
|
||||
if(!bJustInitialised)
|
||||
RenderMotionBlur(cam, bluralpha);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
#endif
|
35
src/extras/postfx.h
Normal file
35
src/extras/postfx.h
Normal file
@ -0,0 +1,35 @@
|
||||
#pragma once
|
||||
|
||||
#ifdef EXTENDED_COLOURFILTER
|
||||
|
||||
class CPostFX
|
||||
{
|
||||
public:
|
||||
enum {
|
||||
POSTFX_OFF,
|
||||
POSTFX_SIMPLE,
|
||||
POSTFX_NORMAL,
|
||||
POSTFX_MOBILE
|
||||
};
|
||||
static RwRaster *pFrontBuffer;
|
||||
static RwRaster *pBackBuffer;
|
||||
static bool bJustInitialised;
|
||||
static int EffectSwitch;
|
||||
static bool MotionBlurOn; // or use CMblur for that?
|
||||
static float Intensity;
|
||||
|
||||
static void InitOnce(void);
|
||||
static void Open(RwCamera *cam);
|
||||
static void Close(void);
|
||||
static void RenderOverlayBlur(RwCamera *cam, int32 r, int32 g, int32 b, int32 a);
|
||||
static void RenderOverlaySimple(RwCamera *cam, int32 r, int32 g, int32 b, int32 a);
|
||||
static void RenderOverlaySniper(RwCamera *cam, int32 r, int32 g, int32 b, int32 a);
|
||||
static void RenderOverlayShader(RwCamera *cam, int32 r, int32 g, int32 b, int32 a);
|
||||
static void RenderMotionBlur(RwCamera *cam, uint32 blur);
|
||||
static void Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha);
|
||||
static bool NeedBackBuffer(void);
|
||||
static bool NeedFrontBuffer(int32 type);
|
||||
static bool UseBlurColours(void) { return EffectSwitch != POSTFX_SIMPLE; }
|
||||
};
|
||||
|
||||
#endif
|
16
src/extras/shaders/Makefile
Normal file
16
src/extras/shaders/Makefile
Normal file
@ -0,0 +1,16 @@
|
||||
all: im2d_gl3.inc colourfilterIII_fs_gl3.inc contrast_fs_gl3.inc
|
||||
|
||||
im2d_gl3.inc: im2d.vert
|
||||
(echo 'const char *im2d_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' im2d.vert;\
|
||||
echo ';') >im2d_gl3.inc
|
||||
|
||||
colourfilterIII_fs_gl3.inc: colourfilterIII.frag
|
||||
(echo 'const char *colourfilterIII_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' colourfilterIII.frag;\
|
||||
echo ';') >colourfilterIII_fs_gl3.inc
|
||||
|
||||
contrast_fs_gl3.inc: contrast.frag
|
||||
(echo 'const char *contrast_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' contrast.frag;\
|
||||
echo ';') >contrast_fs_gl3.inc
|
28
src/extras/shaders/colourfilterIII.frag
Normal file
28
src/extras/shaders/colourfilterIII.frag
Normal file
@ -0,0 +1,28 @@
|
||||
uniform sampler2D tex0;
|
||||
uniform vec4 u_blurcolor;
|
||||
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex0;
|
||||
in float v_fog;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
float a = u_blurcolor.a;
|
||||
|
||||
vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
|
||||
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
vec4 prev = dst;
|
||||
for(int i = 0; i < 5; i++){
|
||||
// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
|
||||
vec4 tmp = dst*(1.0-a) + prev*doublec*a;
|
||||
tmp += prev*u_blurcolor;
|
||||
tmp += prev*u_blurcolor;
|
||||
prev = clamp(tmp, 0.0, 1.0);
|
||||
}
|
||||
color.rgb = prev.rgb;
|
||||
color.a = 1.0f;
|
||||
}
|
||||
|
BIN
src/extras/shaders/colourfilterIII_PS.cso
Normal file
BIN
src/extras/shaders/colourfilterIII_PS.cso
Normal file
Binary file not shown.
15
src/extras/shaders/colourfilterIII_PS.hlsl
Normal file
15
src/extras/shaders/colourfilterIII_PS.hlsl
Normal file
@ -0,0 +1,15 @@
|
||||
sampler2D tex : register(s0);
|
||||
float4 blurcol : register(c10);
|
||||
|
||||
float4 main(in float2 texcoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float a = blurcol.a;
|
||||
float4 dst = tex2D(tex, texcoord.xy);
|
||||
float4 prev = dst;
|
||||
for(int i = 0; i < 5; i++){
|
||||
float4 tmp = dst*(1-a) + prev*blurcol*a;
|
||||
prev = saturate(tmp);
|
||||
}
|
||||
prev.a = 1.0f;
|
||||
return prev;
|
||||
}
|
40
src/extras/shaders/colourfilterIII_PS.inc
Normal file
40
src/extras/shaders/colourfilterIII_PS.inc
Normal file
@ -0,0 +1,40 @@
|
||||
static unsigned char colourfilterIII_PS_cso[] = {
|
||||
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2b, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x77, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
|
||||
0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x70, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x00,
|
||||
0x01, 0x00, 0x2a, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
|
||||
0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x62, 0x6c, 0x75, 0x72,
|
||||
0x63, 0x6f, 0x6c, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x00,
|
||||
0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d,
|
||||
0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29,
|
||||
0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72,
|
||||
0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e,
|
||||
0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00,
|
||||
0x51, 0x00, 0x00, 0x05, 0x00, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0xb0,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0,
|
||||
0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0,
|
||||
0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04,
|
||||
0x02, 0x00, 0x17, 0x80, 0x0a, 0x00, 0xff, 0xa0, 0x01, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
|
||||
0x02, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04,
|
||||
0x02, 0x00, 0x17, 0x80, 0x0a, 0x00, 0xff, 0xa0, 0x01, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
|
||||
0x02, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04,
|
||||
0x02, 0x00, 0x17, 0x80, 0x0a, 0x00, 0xff, 0xa0, 0x01, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
|
||||
0x02, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04,
|
||||
0x02, 0x00, 0x17, 0x80, 0x0a, 0x00, 0xff, 0xa0, 0x01, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
|
||||
0x02, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04,
|
||||
0x02, 0x00, 0x17, 0x80, 0x0a, 0x00, 0xff, 0xa0, 0x01, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x08, 0x80,
|
||||
0x00, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
|
||||
0x02, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
30
src/extras/shaders/colourfilterIII_fs_gl3.inc
Normal file
30
src/extras/shaders/colourfilterIII_fs_gl3.inc
Normal file
@ -0,0 +1,30 @@
|
||||
const char *colourfilterIII_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
"uniform vec4 u_blurcolor;\n"
|
||||
|
||||
"in vec4 v_color;\n"
|
||||
"in vec2 v_tex0;\n"
|
||||
"in float v_fog;\n"
|
||||
|
||||
"out vec4 color;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" float a = u_blurcolor.a;\n"
|
||||
|
||||
" vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n"
|
||||
" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" vec4 prev = dst;\n"
|
||||
" for(int i = 0; i < 5; i++){\n"
|
||||
"// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n"
|
||||
" vec4 tmp = dst*(1.0-a) + prev*doublec*a;\n"
|
||||
" tmp += prev*u_blurcolor;\n"
|
||||
" tmp += prev*u_blurcolor;\n"
|
||||
" prev = clamp(tmp, 0.0, 1.0);\n"
|
||||
" }\n"
|
||||
" color.rgb = prev.rgb;\n"
|
||||
" color.a = 1.0f;\n"
|
||||
"}\n"
|
||||
|
||||
;
|
18
src/extras/shaders/contrast.frag
Normal file
18
src/extras/shaders/contrast.frag
Normal file
@ -0,0 +1,18 @@
|
||||
uniform sampler2D tex0;
|
||||
uniform vec3 u_contrastAdd;
|
||||
uniform vec3 u_contrastMult;
|
||||
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex0;
|
||||
in float v_fog;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
|
||||
color.a = 1.0f;
|
||||
}
|
||||
|
BIN
src/extras/shaders/contrastPS.cso
Normal file
BIN
src/extras/shaders/contrastPS.cso
Normal file
Binary file not shown.
21
src/extras/shaders/contrastPS.hlsl
Normal file
21
src/extras/shaders/contrastPS.hlsl
Normal file
@ -0,0 +1,21 @@
|
||||
struct PS_INPUT
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float3 texcoord0 : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
uniform float3 contrastMult : register(c10);
|
||||
uniform float3 contrastAdd : register(c11);
|
||||
|
||||
sampler2D tex : register(s0);
|
||||
|
||||
float4
|
||||
main(PS_INPUT In) : COLOR
|
||||
{
|
||||
float4 dst = tex2D(tex, In.texcoord0.xy);
|
||||
|
||||
dst.rgb = dst.rgb*contrastMult + contrastAdd;
|
||||
dst.a = 1.0;
|
||||
return dst;
|
||||
}
|
31
src/extras/shaders/contrastPS.inc
Normal file
31
src/extras/shaders/contrastPS.inc
Normal file
@ -0,0 +1,31 @@
|
||||
static unsigned char contrastPS_cso[] = {
|
||||
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x35, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x9f, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
|
||||
0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x98, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0b, 0x00,
|
||||
0x01, 0x00, 0x2e, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x74, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x00, 0x01, 0x00, 0x2a, 0x00,
|
||||
0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, 0x00,
|
||||
0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x88, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6e, 0x74, 0x72, 0x61, 0x73, 0x74,
|
||||
0x41, 0x64, 0x64, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6e, 0x74,
|
||||
0x72, 0x61, 0x73, 0x74, 0x4d, 0x75, 0x6c, 0x74, 0x00, 0x74, 0x65, 0x78,
|
||||
0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32,
|
||||
0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74,
|
||||
0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68,
|
||||
0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65,
|
||||
0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33,
|
||||
0x31, 0x31, 0x31, 0x00, 0x51, 0x00, 0x00, 0x05, 0x00, 0x00, 0x0f, 0xa0,
|
||||
0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x00, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
|
||||
0x00, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02,
|
||||
0x01, 0x00, 0x07, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80,
|
||||
0x0b, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
|
||||
0x00, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
20
src/extras/shaders/contrast_fs_gl3.inc
Normal file
20
src/extras/shaders/contrast_fs_gl3.inc
Normal file
@ -0,0 +1,20 @@
|
||||
const char *contrast_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
"uniform vec3 u_contrastAdd;\n"
|
||||
"uniform vec3 u_contrastMult;\n"
|
||||
|
||||
"in vec4 v_color;\n"
|
||||
"in vec2 v_tex0;\n"
|
||||
"in float v_fog;\n"
|
||||
|
||||
"out vec4 color;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n"
|
||||
" color.a = 1.0f;\n"
|
||||
"}\n"
|
||||
|
||||
;
|
21
src/extras/shaders/im2d.vert
Normal file
21
src/extras/shaders/im2d.vert
Normal file
@ -0,0 +1,21 @@
|
||||
uniform vec4 u_xform;
|
||||
|
||||
layout(location = 0) in vec4 in_pos;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
gl_Position = in_pos;
|
||||
gl_Position.w = 1.0;
|
||||
gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
|
||||
v_fog = DoFog(gl_Position.z);
|
||||
gl_Position.xyz *= gl_Position.w;
|
||||
v_color = in_color;
|
||||
v_tex0 = in_tex0;
|
||||
}
|
23
src/extras/shaders/im2d_gl3.inc
Normal file
23
src/extras/shaders/im2d_gl3.inc
Normal file
@ -0,0 +1,23 @@
|
||||
const char *im2d_vert_src =
|
||||
"uniform vec4 u_xform;\n"
|
||||
|
||||
"layout(location = 0) in vec4 in_pos;\n"
|
||||
"layout(location = 2) in vec4 in_color;\n"
|
||||
"layout(location = 3) in vec2 in_tex0;\n"
|
||||
|
||||
"out vec4 v_color;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
"out float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" gl_Position = in_pos;\n"
|
||||
" gl_Position.w = 1.0;\n"
|
||||
" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
|
||||
" v_fog = DoFog(gl_Position.z);\n"
|
||||
" gl_Position.xyz *= gl_Position.w;\n"
|
||||
" v_color = in_color;\n"
|
||||
" v_tex0 = in_tex0;\n"
|
||||
"}\n"
|
||||
;
|
3
src/extras/shaders/make.cmd
Normal file
3
src/extras/shaders/make.cmd
Normal file
@ -0,0 +1,3 @@
|
||||
@echo off
|
||||
for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo %%~nf.cso %%f
|
||||
for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo %%~nf.cso %%f
|
5
src/extras/shaders/makeinc.sh
Normal file
5
src/extras/shaders/makeinc.sh
Normal file
@ -0,0 +1,5 @@
|
||||
#!sh
|
||||
for i in *cso; do
|
||||
(echo -n 'static '
|
||||
xxd -i $i | grep -v '_len = ') > ${i%cso}inc
|
||||
done
|
@ -175,7 +175,8 @@ void CHud::Draw()
|
||||
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f);
|
||||
rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.6f);
|
||||
|
||||
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
|
||||
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
else {
|
||||
rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.4f);
|
||||
@ -183,7 +184,8 @@ void CHud::Draw()
|
||||
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.4f);
|
||||
rect.bottom = f3rdY + SCREEN_SCALE_Y(32.0f * 0.4f);
|
||||
|
||||
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
|
||||
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
else {
|
||||
@ -194,7 +196,9 @@ void CHud::Draw()
|
||||
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f);
|
||||
rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f);
|
||||
rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f);
|
||||
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
|
||||
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
}
|
||||
else if (Mode == CCam::MODE_1STPERSON_RUNABOUT) {
|
||||
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f * 0.7f);
|
||||
@ -202,7 +206,8 @@ void CHud::Draw()
|
||||
rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f * 0.7f);
|
||||
rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f * 0.7f);
|
||||
|
||||
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
|
||||
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
else if (Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
|
||||
@ -216,29 +221,33 @@ void CHud::Draw()
|
||||
}
|
||||
else {
|
||||
// Sniper
|
||||
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
|
||||
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
|
||||
rect.right = SCREEN_WIDTH / 2;
|
||||
rect.bottom = SCREEN_HEIGHT / 2;
|
||||
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
|
||||
rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
|
||||
rect.right = SCREEN_WIDTH/2;
|
||||
rect.bottom = SCREEN_HEIGHT/2;
|
||||
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
|
||||
0.01f, 0.01f, 1.0f, 0.0f, 0.01f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
rect.right = (SCREEN_WIDTH / 2);
|
||||
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
|
||||
rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2);
|
||||
rect.bottom = SCREEN_HEIGHT / 2;
|
||||
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
rect.left = SCREEN_WIDTH/2;
|
||||
rect.top = SCREEN_HEIGHT/2 - SCREEN_SCALE_Y(210.0f);
|
||||
rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
|
||||
rect.bottom = SCREEN_HEIGHT/2;
|
||||
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
|
||||
0.99f, 0.0f, 0.01f, 0.01f, 0.99f, 1.0f, 0.01f, 1.0f);
|
||||
|
||||
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
|
||||
rect.bottom = (SCREEN_HEIGHT / 2);
|
||||
rect.right = (SCREEN_WIDTH / 2);
|
||||
rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2);
|
||||
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
rect.left = SCREEN_WIDTH/2 - SCREEN_SCALE_X(210.0f);
|
||||
rect.top = SCREEN_HEIGHT/2;
|
||||
rect.right = SCREEN_WIDTH/2;
|
||||
rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
|
||||
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
|
||||
0.01f, 0.99f, 1.0f, 0.99f, 0.01f, 0.01f, 1.0f, 0.01f);
|
||||
|
||||
rect.right = (SCREEN_WIDTH / 2);
|
||||
rect.bottom = (SCREEN_HEIGHT / 2);
|
||||
rect.left = SCREEN_SCALE_X(210.0f) + (SCREEN_WIDTH / 2);
|
||||
rect.top = SCREEN_SCALE_Y(210.0f) + (SCREEN_HEIGHT / 2);
|
||||
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
|
||||
rect.left = SCREEN_WIDTH/2;
|
||||
rect.top = SCREEN_HEIGHT/2;
|
||||
rect.right = SCREEN_WIDTH/2 + SCREEN_SCALE_X(210.0f);
|
||||
rect.bottom = SCREEN_HEIGHT/2 + SCREEN_SCALE_Y(210.0f);
|
||||
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255),
|
||||
0.99f, 0.99f, 0.01f, 0.99f, 0.99f, 0.01f, 0.1f, 0.01f);
|
||||
}
|
||||
}
|
||||
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
|
||||
|
@ -10,6 +10,7 @@
|
||||
#include "RwHelper.h"
|
||||
#include "Camera.h"
|
||||
#include "MBlur.h"
|
||||
#include "postfx.h"
|
||||
|
||||
// Originally taken from RW example 'mblur'
|
||||
|
||||
@ -27,6 +28,10 @@ extern "C" D3DCAPS8 _RwD3D8DeviceCaps;
|
||||
RwBool
|
||||
CMBlur::MotionBlurOpen(RwCamera *cam)
|
||||
{
|
||||
#ifdef EXTENDED_COLOURFILTER
|
||||
CPostFX::Open(cam);
|
||||
return TRUE;
|
||||
#else
|
||||
#ifdef GTA_PS2
|
||||
RwRect rect = {0, 0, 0, 0};
|
||||
|
||||
@ -127,18 +132,22 @@ CMBlur::MotionBlurOpen(RwCamera *cam)
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
@ -192,12 +201,14 @@ CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
|
||||
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
|
||||
RwRGBA color = { (RwUInt8)red, (RwUInt8)green, (RwUInt8)blue, (RwUInt8)blur };
|
||||
#ifdef GTA_PS2
|
||||
if( pFrontBuffer )
|
||||
@ -217,6 +228,7 @@ CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, u
|
||||
OverlayRender(cam, nil, color, type, bluralpha);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -178,6 +178,7 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
|
||||
z = 1.0f/RecipNearClip;
|
||||
}
|
||||
recipz = 1.0f/z;
|
||||
float offset = 1.0f/1024.0f;
|
||||
|
||||
// This is what we draw:
|
||||
// 0---1
|
||||
@ -189,8 +190,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
|
||||
RwIm2DVertexSetCameraZ(&maVertices[0], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[0], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[0], c2.r, c2.g, c2.b, c2.a);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[0], 0.0f+offset, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[0], 0.0f+offset, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[1], r.right);
|
||||
RwIm2DVertexSetScreenY(&maVertices[1], r.top);
|
||||
@ -198,8 +199,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
|
||||
RwIm2DVertexSetCameraZ(&maVertices[1], z);
|
||||
RwIm2DVertexSetRecipCameraZ(&maVertices[1], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[1], c3.r, c3.g, c3.b, c3.a);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[1], 1.0f+offset, recipz);
|
||||
RwIm2DVertexSetV(&maVertices[1], 0.0f+offset, recipz);
|
||||
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RwIm2DVertexSetScreenX(&maVertices[2], r.right);
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RwIm2DVertexSetScreenY(&maVertices[2], r.bottom);
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@ -207,8 +208,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
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RwIm2DVertexSetCameraZ(&maVertices[2], z);
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RwIm2DVertexSetRecipCameraZ(&maVertices[2], recipz);
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||||
RwIm2DVertexSetIntRGBA(&maVertices[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&maVertices[2], 1.0f, recipz);
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RwIm2DVertexSetV(&maVertices[2], 1.0f, recipz);
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||||
RwIm2DVertexSetU(&maVertices[2], 1.0f+offset, recipz);
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RwIm2DVertexSetV(&maVertices[2], 1.0f+offset, recipz);
|
||||
|
||||
RwIm2DVertexSetScreenX(&maVertices[3], r.left);
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||||
RwIm2DVertexSetScreenY(&maVertices[3], r.bottom);
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||||
@ -216,8 +217,8 @@ CSprite2d::SetVertices(const CRect &r, const CRGBA &c0, const CRGBA &c1, const C
|
||||
RwIm2DVertexSetCameraZ(&maVertices[3], z);
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||||
RwIm2DVertexSetRecipCameraZ(&maVertices[3], recipz);
|
||||
RwIm2DVertexSetIntRGBA(&maVertices[3], c0.r, c0.g, c0.b, c0.a);
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||||
RwIm2DVertexSetU(&maVertices[3], 0.0f, recipz);
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||||
RwIm2DVertexSetV(&maVertices[3], 1.0f, recipz);
|
||||
RwIm2DVertexSetU(&maVertices[3], 0.0f+offset, recipz);
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||||
RwIm2DVertexSetV(&maVertices[3], 1.0f+offset, recipz);
|
||||
}
|
||||
|
||||
void
|
||||
|
Loading…
Reference in New Issue
Block a user