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-rw-r--r--src/render/MBlur.cpp138
1 files changed, 113 insertions, 25 deletions
diff --git a/src/render/MBlur.cpp b/src/render/MBlur.cpp
index 68ec1194..0ab9e8df 100644
--- a/src/render/MBlur.cpp
+++ b/src/render/MBlur.cpp
@@ -1,3 +1,4 @@
+#define WITHWINDOWS
#include "common.h"
#include "RwHelper.h"
@@ -8,48 +9,129 @@
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 };
-void
+RwBool
CMBlur::MotionBlurOpen(RwCamera *cam)
{
- // TODO. this is simplified
-
+#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();
-
- 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.");
+
+#ifndef LIBRW
+ 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));
}
+
+#ifndef LIBRW
+ _GetVideoMemInfo(&total, &avaible);
+ debug("Available video memory %d\n", avaible);
+#endif
CreateImmediateModeData(cam, &rect);
- }else{
+ }
+ else
+ {
rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
CreateImmediateModeData(cam, &rect);
}
+
+ return TRUE;
+#endif
}
-void
+RwBool
CMBlur::MotionBlurClose(void)
{
if(pFrontBuffer){
RwRasterDestroy(pFrontBuffer);
pFrontBuffer = nil;
+
+ return TRUE;
}
+
+ return FALSE;
}
void
@@ -109,6 +191,10 @@ 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)
@@ -122,6 +208,7 @@ CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, u
}else{
OverlayRender(cam, nil, color, type, addalpha);
}
+#endif
}
void
@@ -136,32 +223,33 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type,
DefinedState();
- switch(type){
- case MBLUR_INTRO1:
+ switch(type)
+ {
+ case MOTION_BLUR_SECURITY_CAM:
r = 0;
g = 255;
b = 0;
a = 128;
break;
- case MBLUR_INTRO3:
+ case MOTION_BLUR_INTRO:
r = 100;
g = 220;
b = 230;
a = 158;
break;
- case MBLUR_INTRO4:
+ case MOTION_BLUR_INTRO2:
r = 80;
g = 255;
b = 230;
a = 138;
break;
- case MBLUR_INTRO6:
+ case MOTION_BLUR_INTRO3:
r = 255;
g = 60;
b = 60;
a = 200;
break;
- case MBLUR_UNUSED:
+ case MOTION_BLUR_INTRO4:
r = 255;
g = 180;
b = 180;
@@ -170,11 +258,11 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type,
}
if(!BlurOn){
- r *= 0.6f;
- g *= 0.6f;
- b *= 0.6f;
- if(type != 1)
- a *= 0.6f;
+ 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);