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make screendrops independent of neo.txd; enable new rendering by default
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@ -260,17 +260,14 @@ enum Config {
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#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
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//#define USE_TEXTURE_POOL
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#ifdef LIBRW
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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//#define SCREEN_DROPLETS // neo water droplets
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//#define NEW_RENDERER // leeds-like world rendering, needs librw
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#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define SCREEN_DROPLETS // neo water droplets
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#define NEW_RENDERER // leeds-like world rendering, needs librw
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#endif
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the front- (or back-)buffer for this effect
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#endif
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#ifndef EXTENDED_PIPELINES
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#undef SCREEN_DROPLETS // we need neo.txd
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#undef SCREEN_DROPLETS // we need the backbuffer for this effect
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#endif
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// Water & Particle
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@ -76,13 +76,36 @@ ScreenDroplets::Initialise(void)
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ms_splashObject = nil;
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}
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// Create white circle mask for rain drops
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static RwTexture*
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CreateDropMask(int32 size)
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{
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RwImage *img = RwImageCreate(size, size, 32);
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RwImageAllocatePixels(img);
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uint8 *pixels = RwImageGetPixels(img);
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int32 stride = RwImageGetStride(img);
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for(int y = 0; y < size; y++){
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float yf = ((y + 0.5f)/size - 0.5f)*2.0f;
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for(int x = 0; x < size; x++){
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float xf = ((x + 0.5f)/size - 0.5f)*2.0f;
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memset(&pixels[y*stride + x*4], xf*xf + yf*yf < 1.0f ? 0xFF : 0x00, 4);
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}
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}
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int32 width, height, depth, format;
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RwImageFindRasterFormat(img, rwRASTERTYPETEXTURE, &width, &height, &depth, &format);
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RwRaster *ras = RwRasterCreate(width, height, depth, format);
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RwRasterSetFromImage(ras, img);
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RwImageDestroy(img);
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return RwTextureCreate(ras);
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}
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void
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ScreenDroplets::InitDraw(void)
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{
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if(CustomPipes::neoTxd == nil)
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return;
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ms_maskTex = CustomPipes::neoTxd->find("dropmask");
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ms_maskTex = CreateDropMask(64);
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ms_screenTex = RwTextureCreate(nil);
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RwTextureSetFilterMode(ms_screenTex, rwFILTERLINEAR);
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@ -138,10 +161,6 @@ ScreenDroplets::Shutdown(void)
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void
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ScreenDroplets::Process(void)
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{
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// no need to do anything if we can't render
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if(CustomPipes::neoTxd == nil)
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return;
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ProcessCameraMovement();
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SprayDrops();
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ProcessMoving();
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@ -179,9 +198,6 @@ ScreenDroplets::Render(void)
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{
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ScreenDrop *drop;
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if(CustomPipes::neoTxd == nil)
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return;
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DefinedState();
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(ms_maskTex));
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, FALSE);
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@ -171,8 +171,8 @@ RwFrame *RwCameraGetFrame(const RwCamera *camera) { return camera->getFrame(
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RwImage *RwImageCreate(RwInt32 width, RwInt32 height, RwInt32 depth) { return Image::create(width, height, depth); }
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RwBool RwImageDestroy(RwImage * image) { image->destroy(); return true; }
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RwImage *RwImageAllocatePixels(RwImage * image);
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RwImage *RwImageFreePixels(RwImage * image);
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RwImage *RwImageAllocatePixels(RwImage * image) { image->allocate(); return image; }
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RwImage *RwImageFreePixels(RwImage * image) { image->free(); return image; }
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RwImage *RwImageCopy(RwImage * destImage, const RwImage * sourceImage);
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RwImage *RwImageResize(RwImage * image, RwInt32 width, RwInt32 height);
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RwImage *RwImageApplyMask(RwImage * image, const RwImage * mask);
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@ -187,10 +187,10 @@ RwImage *RwImageSetPixels(RwImage * image, RwUInt8 * pixels) { image->pixels
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RwImage *RwImageSetPalette(RwImage * image, RwRGBA * palette) { image->palette = (uint8*)palette; return image; }
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RwInt32 RwImageGetWidth(const RwImage * image) { return image->width; }
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RwInt32 RwImageGetHeight(const RwImage * image) { return image->height; }
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RwInt32 RwImageGetDepth(const RwImage * image);
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RwInt32 RwImageGetStride(const RwImage * image);
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RwUInt8 *RwImageGetPixels(const RwImage * image);
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RwRGBA *RwImageGetPalette(const RwImage * image);
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RwInt32 RwImageGetDepth(const RwImage * image) { return image->depth; }
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RwInt32 RwImageGetStride(const RwImage * image) { return image->stride; }
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RwUInt8 *RwImageGetPixels(const RwImage * image) { return image->pixels; }
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RwRGBA *RwImageGetPalette(const RwImage * image) { return (RwRGBA*)image->palette; }
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RwUInt32 RwRGBAToPixel(RwRGBA * rgbIn, RwInt32 rasterFormat);
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RwRGBA *RwRGBASetFromPixel(RwRGBA * rgbOut, RwUInt32 pixelValue, RwInt32 rasterFormat);
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RwBool RwImageSetGamma(RwReal gammaValue);
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