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re3/src/render/MBlur.cpp

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#include "common.h"
#include "patcher.h"
#include "RwHelper.h"
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#include "Camera.h"
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#include "MBlur.h"
// Originally taken from RW example 'mblur'
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RwRaster *CMBlur::pFrontBuffer;
bool CMBlur::ms_bJustInitialised;
bool CMBlur::BlurOn;
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static RwIm2DVertex Vertex[4];
static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
void
CMBlur::MotionBlurOpen(RwCamera *cam)
{
// TODO. this is simplified
RwRect rect = { 0, 0, 0, 0 };
if(pFrontBuffer)
MotionBlurClose();
if(BlurOn){
for(rect.w = 1; rect.w < RwRasterGetWidth(RwCameraGetRaster(cam)); rect.w *= 2);
for(rect.h = 1; rect.h < RwRasterGetHeight(RwCameraGetRaster(cam)); rect.h *= 2);
pFrontBuffer = RwRasterCreate(rect.w, rect.h, RwRasterGetDepth(RwCameraGetRaster(cam)), rwRASTERTYPECAMERATEXTURE);
if(pFrontBuffer)
ms_bJustInitialised = true;
else{
debug("MBlurOpen can't create raster.");
BlurOn = false;
rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
}
CreateImmediateModeData(cam, &rect);
}else{
rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
CreateImmediateModeData(cam, &rect);
}
}
void
CMBlur::MotionBlurClose(void)
{
if(pFrontBuffer){
RwRasterDestroy(pFrontBuffer);
pFrontBuffer = nil;
}
}
void
CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
{
float zero, xmax, ymax;
if(RwRasterGetDepth(RwCameraGetRaster(cam)) == 16){
zero = 0.5f;
xmax = rect->w + 0.5f;
ymax = rect->h + 0.5f;
}else{
zero = -0.5f;
xmax = rect->w - 0.5f;
ymax = rect->h - 0.5f;
}
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
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CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 addalpha)
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{
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RwRGBA color = { (RwUInt8)red, (RwUInt8)green, (RwUInt8)blue, (RwUInt8)blur };
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if(BlurOn){
if(pFrontBuffer){
if(ms_bJustInitialised)
ms_bJustInitialised = false;
else
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OverlayRender(cam, pFrontBuffer, color, type, addalpha);
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}
RwRasterPushContext(pFrontBuffer);
RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
RwRasterPopContext();
}else{
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OverlayRender(cam, nil, color, type, addalpha);
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}
}
void
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CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, uint32 addalpha)
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{
int r, g, b, a;
r = color.red;
g = color.green;
b = color.blue;
a = color.alpha;
DefinedState();
switch(type){
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case MBLUR_INTRO1:
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r = 0;
g = 255;
b = 0;
a = 128;
break;
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case MBLUR_INTRO3:
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r = 100;
g = 220;
b = 230;
a = 158;
break;
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case MBLUR_INTRO4:
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r = 80;
g = 255;
b = 230;
a = 138;
break;
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case MBLUR_INTRO6:
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r = 255;
g = 60;
b = 60;
a = 200;
break;
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case MBLUR_UNUSED:
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r = 255;
g = 180;
b = 180;
a = 128;
break;
}
if(!BlurOn){
r *= 0.6f;
g *= 0.6f;
b *= 0.6f;
if(type != 1)
a *= 0.6f;
// 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);
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a = addalpha/2;
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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);
}
STARTPATCHES
InjectHook(0x50AE40, CMBlur::MotionBlurOpen, PATCH_JUMP);
InjectHook(0x50B170, CMBlur::MotionBlurClose, PATCH_JUMP);
InjectHook(0x50A800, CMBlur::CreateImmediateModeData, PATCH_JUMP);
InjectHook(0x50AD70, CMBlur::MotionBlurRender, PATCH_JUMP);
InjectHook(0x50A9C0, CMBlur::OverlayRender, PATCH_JUMP);
ENDPATCHES