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re3/src/extras/postfx.cpp

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2020-08-11 16:39:53 +00:00
#define WITHWINDOWS
#define WITH_D3D
#include "common.h"
#ifdef EXTENDED_COLOURFILTER
#ifndef LIBRW
#error "Need librw for EXTENDED_COLOURFILTER"
#endif
#include "RwHelper.h"
#include "Camera.h"
#include "MBlur.h"
#include "postfx.h"
RwRaster *CPostFX::pFrontBuffer;
RwRaster *CPostFX::pBackBuffer;
bool CPostFX::bJustInitialised;
int CPostFX::EffectSwitch = POSTFX_NORMAL;
bool CPostFX::BlurOn = false;
bool CPostFX::MotionBlurOn = false;
static RwIm2DVertex Vertex[4];
static RwIm2DVertex Vertex2[4];
static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
#ifdef RW_D3D9
void *colourfilterVC_PS;
void *contrast_PS;
#endif
#ifdef RW_OPENGL
int32 u_blurcolor;
int32 u_contrastAdd;
int32 u_contrastMult;
rw::gl3::Shader *colourFilterVC;
rw::gl3::Shader *contrast;
#endif
void
CPostFX::InitOnce(void)
{
#ifdef RW_OPENGL
u_blurcolor = rw::gl3::registerUniform("u_blurcolor");
u_contrastAdd = rw::gl3::registerUniform("u_contrastAdd");
u_contrastMult = rw::gl3::registerUniform("u_contrastMult");
#endif
}
void
CPostFX::Open(RwCamera *cam)
{
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));
pFrontBuffer = RwRasterCreate(width, height, depth, rwRASTERTYPECAMERATEXTURE);
pBackBuffer = RwRasterCreate(width, height, depth, rwRASTERTYPECAMERATEXTURE);
bJustInitialised = true;
float zero, xmax, ymax;
if(RwRasterGetDepth(RwCameraGetRaster(cam)) == 16){
zero = HALFPX;
xmax = width + HALFPX;
ymax = height + HALFPX;
}else{
zero = -HALFPX;
xmax = width - HALFPX;
ymax = height - 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);
RwIm2DVertexSetScreenX(&Vertex2[0], zero + 2.0f);
RwIm2DVertexSetScreenY(&Vertex2[0], zero + 2.0f);
RwIm2DVertexSetScreenZ(&Vertex2[0], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Vertex2[0], RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetRecipCameraZ(&Vertex2[0], 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetU(&Vertex2[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetV(&Vertex2[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetIntRGBA(&Vertex2[0], 255, 255, 255, 255);
RwIm2DVertexSetScreenX(&Vertex2[1], 2.0f);
RwIm2DVertexSetScreenY(&Vertex2[1], ymax + 2.0f);
RwIm2DVertexSetScreenZ(&Vertex2[1], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Vertex2[1], RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetRecipCameraZ(&Vertex2[1], 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetU(&Vertex2[1], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetV(&Vertex2[1], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetIntRGBA(&Vertex2[1], 255, 255, 255, 255);
RwIm2DVertexSetScreenX(&Vertex2[2], xmax + 2.0f);
RwIm2DVertexSetScreenY(&Vertex2[2], ymax + 2.0f);
RwIm2DVertexSetScreenZ(&Vertex2[2], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Vertex2[2], RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetRecipCameraZ(&Vertex2[2], 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetU(&Vertex2[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetV(&Vertex2[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetIntRGBA(&Vertex2[2], 255, 255, 255, 255);
RwIm2DVertexSetScreenX(&Vertex2[3], xmax + 2.0f);
RwIm2DVertexSetScreenY(&Vertex2[3], zero + 2.0f);
RwIm2DVertexSetScreenZ(&Vertex2[3], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Vertex2[3], RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetRecipCameraZ(&Vertex2[3], 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetU(&Vertex2[3], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetV(&Vertex2[3], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
RwIm2DVertexSetIntRGBA(&Vertex2[3], 255, 255, 255, 255);
#ifdef RW_D3D9
#include "shaders/colourfilterVC_PS.inc"
colourfilterVC_PS = rw::d3d::createPixelShader(colourfilterVC_PS_cso);
#include "shaders/contrastPS.inc"
contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
#endif
#ifdef RW_OPENGL
using namespace rw::gl3;
{
#ifdef RW_GLES2
#include "gl2_shaders/im2d_gl2.inc"
#include "gl2_shaders/colourfilterVC_fs_gl2.inc"
#else
#include "shaders/im2d_gl3.inc"
#include "shaders/colourfilterVC_fs_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, colourfilterVC_frag_src, nil };
colourFilterVC = Shader::create(vs, fs);
assert(colourFilterVC);
}
{
#ifdef RW_GLES2
#include "gl2_shaders/im2d_gl2.inc"
#include "gl2_shaders/contrast_fs_gl2.inc"
#else
#include "shaders/im2d_gl3.inc"
#include "shaders/contrast_fs_gl3.inc"
const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, contrast_frag_src, nil };
contrast = Shader::create(vs, fs);
assert(contrast);
#endif
}
#endif
}
void
CPostFX::Close(void)
{
if(pFrontBuffer){
RwRasterDestroy(pFrontBuffer);
pFrontBuffer = nil;
}
if(pBackBuffer){
RwRasterDestroy(pBackBuffer);
pBackBuffer = nil;
}
#ifdef RW_D3D9
if(colourfilterVC_PS){
rw::d3d::destroyPixelShader(colourfilterVC_PS);
colourfilterVC_PS = nil;
}
if(contrast_PS){
rw::d3d::destroyPixelShader(contrast_PS);
contrast_PS = nil;
}
#endif
#ifdef RW_OPENGL
if(colourFilterVC){
colourFilterVC->destroy();
colourFilterVC = nil;
}
if(contrast){
contrast->destroy();
contrast = nil;
}
#endif
}
void
CPostFX::RenderOverlayBlur(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwIm2DVertexSetIntRGBA(&Vertex[0], r*2, g*2, b*2, 30);
RwIm2DVertexSetIntRGBA(&Vertex[1], r*2, g*2, b*2, 30);
RwIm2DVertexSetIntRGBA(&Vertex[2], r*2, g*2, b*2, 30);
RwIm2DVertexSetIntRGBA(&Vertex[3], r*2, g*2, b*2, 30);
RwIm2DVertexSetIntRGBA(&Vertex2[0], r*2, g*2, b*2, 30);
RwIm2DVertexSetIntRGBA(&Vertex2[1], r*2, g*2, b*2, 30);
RwIm2DVertexSetIntRGBA(&Vertex2[2], r*2, g*2, b*2, 30);
RwIm2DVertexSetIntRGBA(&Vertex2[3], r*2, g*2, b*2, 30);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, BlurOn ? Vertex2 : Vertex, 4, Index, 6);
RwIm2DVertexSetIntRGBA(&Vertex2[0], r, g, b, a);
RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, a);
RwIm2DVertexSetIntRGBA(&Vertex2[1], r, g, b, a);
RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, a);
RwIm2DVertexSetIntRGBA(&Vertex2[2], r, g, b, a);
RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, a);
RwIm2DVertexSetIntRGBA(&Vertex2[3], r, g, b, a);
RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, a);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, BlurOn ? Vertex2 : Vertex, 4, Index, 6);
}
void
CPostFX::RenderOverlaySniper(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, 80);
RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, 80);
RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, 80);
RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, 80);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
}
float CPostFX::Intensity = 1.0f;
void
CPostFX::RenderOverlayShader(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pBackBuffer);
if(EffectSwitch == POSTFX_MOBILE){
float mult[3], add[3];
mult[0] = (r-64)/256.0f + 1.4f;
mult[1] = (g-64)/256.0f + 1.4f;
mult[2] = (b-64)/256.0f + 1.4f;
add[0] = r/1536.f - 0.05f;
add[1] = g/1536.f - 0.05f;
add[2] = b/1536.f - 0.05f;
#ifdef RW_D3D9
rw::d3d::d3ddevice->SetPixelShaderConstantF(10, mult, 1);
rw::d3d::d3ddevice->SetPixelShaderConstantF(11, add, 1);
rw::d3d::im2dOverridePS = contrast_PS;
#endif
#ifdef RW_OPENGL
rw::gl3::im2dOverrideShader = contrast;
contrast->use();
glUniform3fv(contrast->uniformLocations[u_contrastMult], 1, mult);
glUniform3fv(contrast->uniformLocations[u_contrastAdd], 1, add);
#endif
}else{
float f = Intensity;
float blurcolors[4];
blurcolors[0] = r*f/255.0f;
blurcolors[1] = g*f/255.0f;
blurcolors[2] = b*f/255.0f;
blurcolors[3] = 30/255.0f;
#ifdef RW_D3D9
rw::d3d::d3ddevice->SetPixelShaderConstantF(10, blurcolors, 1);
rw::d3d::im2dOverridePS = colourfilterVC_PS;
#endif
#ifdef RW_OPENGL
rw::gl3::im2dOverrideShader = colourFilterVC;
colourFilterVC->use();
glUniform4fv(colourFilterVC->uniformLocations[u_blurcolor], 1, blurcolors);
#endif
}
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
#ifdef RW_D3D9
rw::d3d::im2dOverridePS = nil;
#endif
#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:
case POSTFX_SIMPLE:
// no actual rendering here
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(CMBlur::Drunkness > 0.0f)
return true;
if(type == MOTION_BLUR_SNIPER)
return true;
switch(EffectSwitch){
case POSTFX_OFF:
case POSTFX_SIMPLE:
// no actual rendering here
return false;
case POSTFX_NORMAL:
if(MotionBlurOn)
return true;
else
return false;
case POSTFX_MOBILE:
return false;
}
return false;
}
void
CPostFX::Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha)
{
if(pFrontBuffer == nil)
Open(cam);
assert(pFrontBuffer);
assert(pBackBuffer);
if(type == MOTION_BLUR_LIGHT_SCENE){
SmoothColor(red, green, blue, blur);
red = AvgRed;
green = AvgGreen;
blue = AvgBlue;
blur = AvgAlpha;
}
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:
case POSTFX_SIMPLE:
// no actual rendering here
break;
case POSTFX_NORMAL:
if(MotionBlurOn){
if(!bJustInitialised)
RenderOverlayBlur(cam, red, green, blue, blur);
}else{
RenderOverlayShader(cam, red, green, blue, blur);
}
break;
case POSTFX_MOBILE:
RenderOverlayShader(cam, red, green, blue, blur);
break;
}
if(!bJustInitialised)
RenderMotionBlur(cam, 175.0f * CMBlur::Drunkness);
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;
}
int CPostFX::PrevRed[NUMAVERAGE], CPostFX::AvgRed;
int CPostFX::PrevGreen[NUMAVERAGE], CPostFX::AvgGreen;
int CPostFX::PrevBlue[NUMAVERAGE], CPostFX::AvgBlue;
int CPostFX::PrevAlpha[NUMAVERAGE], CPostFX::AvgAlpha;
int CPostFX::Next;
int CPostFX::NumValues;
// This is rather annoying...the blur color can flicker slightly
// which becomes very visible when amplified by the shader
void
CPostFX::SmoothColor(uint32 red, uint32 green, uint32 blue, uint32 alpha)
{
PrevRed[Next] = red;
PrevGreen[Next] = green;
PrevBlue[Next] = blue;
PrevAlpha[Next] = alpha;
Next = (Next+1) % NUMAVERAGE;
NumValues = Min(NumValues+1, NUMAVERAGE);
AvgRed = 0;
AvgGreen = 0;
AvgBlue = 0;
AvgAlpha = 0;
for(int i = 0; i < NumValues; i++){
AvgRed += PrevRed[i];
AvgGreen += PrevGreen[i];
AvgBlue += PrevBlue[i];
AvgAlpha += PrevAlpha[i];
}
AvgRed /= NumValues;
AvgGreen /= NumValues;
AvgBlue /= NumValues;
AvgAlpha /= NumValues;
}
#endif