diff options
Diffstat (limited to 'src/renderer/MBlur.cpp')
-rw-r--r-- | src/renderer/MBlur.cpp | 536 |
1 files changed, 506 insertions, 30 deletions
diff --git a/src/renderer/MBlur.cpp b/src/renderer/MBlur.cpp index 8e5fba2a..cc8270ce 100644 --- a/src/renderer/MBlur.cpp +++ b/src/renderer/MBlur.cpp @@ -7,8 +7,14 @@ #endif #include "main.h" +#include "General.h" #include "RwHelper.h" #include "Camera.h" +#include "Timecycle.h" +#include "Particle.h" +#include "Timer.h" +#include "Hud.h" +#include "Frontend.h" #include "MBlur.h" #include "postfx.h" @@ -18,8 +24,12 @@ RwRaster *CMBlur::pFrontBuffer; bool CMBlur::ms_bJustInitialised; bool CMBlur::ms_bScaledBlur; bool CMBlur::BlurOn; +float CMBlur::Drunkness; + +int32 CMBlur::pBufVertCount; static RwIm2DVertex Vertex[4]; +static RwIm2DVertex Vertex2[4]; static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 }; #ifndef LIBRW @@ -201,6 +211,121 @@ 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); + + + 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); +} + +void +CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect, RwIm2DVertex *verts, RwRGBA color, float u1Off, float v1Off, float u2Off, float v2Off, float z, int fullTexture) +{ + float x1 = rect->x; + float y1 = rect->y; + float x2 = rect->w; + float y2 = rect->h; + + float u1, v1, u2, v2; + if(fullTexture){ + u1 = 0.0f; + v1 = 0.0f; + u2 = 1.0f; + v2 = 1.0f; + }else{ + if(RwRasterGetDepth(RwCameraGetRaster(cam)) == 16){ + x1 += HALFPX; + y1 += HALFPX; + x2 += HALFPX; + y2 += HALFPX; + }else{ + x1 -= HALFPX; + y1 -= HALFPX; + x2 -= HALFPX; + y2 -= HALFPX; + } + + int32 width = Pow(2.0f, int32(log2(RwRasterGetWidth (RwCameraGetRaster(cam))))+1); + int32 height = Pow(2.0f, int32(log2(RwRasterGetHeight(RwCameraGetRaster(cam))))+1); + u1 = x1/width + u1Off; + v1 = y1/height + v1Off; + u2 = x2/width + u2Off; + v2 = y2/height + v2Off; + u1 = Clamp(u1, 0.0f, 1.0f); + v1 = Clamp(v1, 0.0f, 1.0f); + u2 = Clamp(u2, 0.0f, 1.0f); + v2 = Clamp(v2, 0.0f, 1.0f); + } + + float recipz = 1.0f/z; + // TODO: CameraZ is wrong, what should we do? + RwIm2DVertexSetScreenX(&verts[0], x1); + RwIm2DVertexSetScreenY(&verts[0], y1); + RwIm2DVertexSetScreenZ(&verts[0], z); + RwIm2DVertexSetCameraZ(&verts[0], RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetRecipCameraZ(&verts[0], recipz); + RwIm2DVertexSetU(&verts[0], u1, recipz); + RwIm2DVertexSetV(&verts[0], v1, recipz); + RwIm2DVertexSetIntRGBA(&verts[0], color.red, color.green, color.blue, color.alpha); + + RwIm2DVertexSetScreenX(&verts[1], x1); + RwIm2DVertexSetScreenY(&verts[1], y2); + RwIm2DVertexSetScreenZ(&verts[1], z); + RwIm2DVertexSetCameraZ(&verts[1], RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetRecipCameraZ(&verts[1], recipz); + RwIm2DVertexSetU(&verts[1], u1, recipz); + RwIm2DVertexSetV(&verts[1], v2, recipz); + RwIm2DVertexSetIntRGBA(&verts[1], color.red, color.green, color.blue, color.alpha); + + RwIm2DVertexSetScreenX(&verts[2], x2); + RwIm2DVertexSetScreenY(&verts[2], y2); + RwIm2DVertexSetScreenZ(&verts[2], z); + RwIm2DVertexSetCameraZ(&verts[2], RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetRecipCameraZ(&verts[2], recipz); + RwIm2DVertexSetU(&verts[2], u2, recipz); + RwIm2DVertexSetV(&verts[2], v2, recipz); + RwIm2DVertexSetIntRGBA(&verts[2], color.red, color.green, color.blue, color.alpha); + + RwIm2DVertexSetScreenX(&verts[3], x2); + RwIm2DVertexSetScreenY(&verts[3], y1); + RwIm2DVertexSetScreenZ(&verts[3], z); + RwIm2DVertexSetCameraZ(&verts[3], RwCameraGetNearClipPlane(cam)); + RwIm2DVertexSetRecipCameraZ(&verts[3], recipz); + RwIm2DVertexSetU(&verts[3], u2, recipz); + RwIm2DVertexSetV(&verts[3], v1, recipz); + RwIm2DVertexSetIntRGBA(&verts[3], color.red, color.green, color.blue, color.alpha); } void @@ -215,24 +340,25 @@ CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, u if( pFrontBuffer ) OverlayRender(cam, pFrontBuffer, color, type, bluralpha); #else + if(ms_bJustInitialised) + ms_bJustInitialised = false; + else + OverlayRender(cam, pFrontBuffer, color, type, bluralpha); if(BlurOn){ - if(pFrontBuffer){ - if(ms_bJustInitialised) - ms_bJustInitialised = false; - else - OverlayRender(cam, pFrontBuffer, color, type, bluralpha); - } RwRasterPushContext(pFrontBuffer); RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0); RwRasterPopContext(); - }else{ - OverlayRender(cam, nil, color, type, bluralpha); } #endif POP_RENDERGROUP(); #endif } +static uint8 DrunkBlurRed = 128; +static uint8 DrunkBlurGreen = 128; +static uint8 DrunkBlurBlue = 128; +static int32 DrunkBlurIncrement = 1; + void CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, int32 bluralpha) { @@ -280,41 +406,105 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, } if(!BlurOn){ - 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? + // gta clamps these to 255 (probably a macro or inlined function) + int ovR = r * 0.6f; + int ovG = g * 0.6f; + int ovB = b * 0.6f; + int ovA = type == MOTION_BLUR_SNIPER ? a : a*0.6f; + RwIm2DVertexSetIntRGBA(&Vertex[0], ovR, ovG, ovB, ovA); + RwIm2DVertexSetIntRGBA(&Vertex[1], ovR, ovG, ovB, ovA); + RwIm2DVertexSetIntRGBA(&Vertex[2], ovR, ovG, ovB, ovA); + RwIm2DVertexSetIntRGBA(&Vertex[3], ovR, ovG, ovB, ovA); + }else{ + 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); } - 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(rwRENDERSTATETEXTURERASTER, raster); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); - RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + + if(BlurOn){ + if(type == MOTION_BLUR_SNIPER){ + RwIm2DVertexSetIntRGBA(&Vertex2[0], r, g, b, 80); + RwIm2DVertexSetIntRGBA(&Vertex2[1], r, g, b, 80); + RwIm2DVertexSetIntRGBA(&Vertex2[2], r, g, b, 80); + RwIm2DVertexSetIntRGBA(&Vertex2[3], r, g, b, 80); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + pBufVertCount = 0; + }else{ + 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, Vertex2, 4, Index, 6); - a = bluralpha/2; - if(a < 30) - a = 30; + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + + 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); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex2, 4, Index, 6); + } + } - 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); + int DrunkBlurAlpha = 175.0f * Drunkness; + if(DrunkBlurAlpha != 0){ + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + if(BlurOn){ + RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, DrunkBlurAlpha); + RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, DrunkBlurAlpha); + RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, DrunkBlurAlpha); + RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, DrunkBlurAlpha); + }else{ + RwIm2DVertexSetIntRGBA(&Vertex[0], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha); + RwIm2DVertexSetIntRGBA(&Vertex[1], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha); + RwIm2DVertexSetIntRGBA(&Vertex[2], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha); + RwIm2DVertexSetIntRGBA(&Vertex[3], DrunkBlurRed, DrunkBlurGreen, DrunkBlurBlue, DrunkBlurAlpha); + if(DrunkBlurIncrement){ + if(DrunkBlurRed < 255) DrunkBlurRed++; + if(DrunkBlurGreen < 255) DrunkBlurGreen++; + if(DrunkBlurBlue < 255) DrunkBlurBlue++; + if(DrunkBlurRed == 255) + DrunkBlurIncrement = 0; + }else{ + if(DrunkBlurRed > 128) DrunkBlurRed--; + if(DrunkBlurGreen > 128) DrunkBlurGreen--; + if(DrunkBlurBlue > 128) DrunkBlurBlue--; + if(DrunkBlurRed == 128) + DrunkBlurIncrement = 1; + } + } RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6); } + if(type != MOTION_BLUR_SNIPER) + OverlayRenderFx(cam, pFrontBuffer); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); @@ -323,3 +513,289 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); } + +void +CMBlur::SetDrunkBlur(float drunkness) +{ + Drunkness = Clamp(drunkness, 0.0f, 1.0f); +} + +void +CMBlur::ClearDrunkBlur() +{ + Drunkness = 0.0f; + CTimer::SetTimeScale(1.0f); +} + +#define NUM_RENDER_FX 64 + +static RwRect fxRect[NUM_RENDER_FX]; +static FxType fxType[NUM_RENDER_FX]; +static float fxZ[NUM_RENDER_FX]; + +bool +CMBlur::PosInside(RwRect *rect, float x1, float y1, float x2, float y2) +{ + if((rect->x < x1 - 10.0f || rect->x > x2 + 10.0f || rect->y < y1 - 10.0f || rect->y > y2 + 10.0f) && + (rect->w < x1 - 10.0f || rect->w > x2 + 10.0f || rect->h < y1 - 10.0f || rect->h > y2 + 10.0f) && + (rect->x < x1 - 10.0f || rect->x > x2 + 10.0f || rect->h < y1 - 10.0f || rect->h > y2 + 10.0f) && + (rect->w < x1 - 10.0f || rect->w > x2 + 10.0f || rect->y < y1 - 10.0f || rect->y > y2 + 10.0f)) + return false; + return true; +} + +bool +CMBlur::AddRenderFx(RwCamera *cam, RwRect *rect, float z, FxType type) +{ + if(pBufVertCount >= NUM_RENDER_FX) + return false; + + rect->x = Max(rect->x, 0); + rect->y = Max(rect->y, 0); + rect->w = Min(rect->w, SCREEN_WIDTH); + rect->h = Min(rect->h, SCREEN_HEIGHT); + if(rect->x >= rect->w || rect->y >= rect->h) + return false; + + switch(type){ + case FXTYPE_WATER1: + case FXTYPE_WATER2: + case FXTYPE_BLOOD1: + case FXTYPE_BLOOD2: + case FXTYPE_HEATHAZE: // code seems to be duplicated for this case + for(int i = 0; i < pBufVertCount; i++) + if(fxType[i] == type && PosInside(rect, fxRect[i].x-10.0f, fxRect[i].y-10.0f, fxRect[i].w+10.0f, fxRect[i].h+10.0f)) + return false; + // TODO: fix aspect ratio scaling + // radar + if(PosInside(rect, 40.0f, SCREEN_SCALE_FROM_BOTTOM(116.0f), 40.0f + SCREEN_SCALE_X(94.0f), SCREEN_SCALE_FROM_BOTTOM(116.0f - 76.0f))) + return false; + // HUD + if(PosInside(rect, 400.0f, 0.0f, SCREEN_WIDTH, 90.0f)) + return false; + // vehicle name + if(CHud::m_VehicleState != 0 && PosInside(rect, SCREEN_WIDTH/2, 350.0f, SCREEN_WIDTH, SCREEN_HEIGHT)) + return false; + // zone name + if(CHud::m_ZoneState != 0 && PosInside(rect, SCREEN_WIDTH/2, 350.0f, SCREEN_WIDTH, SCREEN_HEIGHT)) + return false; + break; + } + + fxRect[pBufVertCount] = *rect; + fxZ[pBufVertCount] = z; + fxType[pBufVertCount] = type; + pBufVertCount++; + + return true; +} + +void +CMBlur::OverlayRenderFx(RwCamera *cam, RwRaster *frontBuf) +{ + bool drawWaterDrops = false; + RwIm2DVertex verts[4]; + int red = (0.75f*CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed())*0.55f * 255; + int green = (0.75f*CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen())*0.55f * 255; + int blue = (0.75f*CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue())*0.55f * 255; + red = Clamp(red, 0, 255); + green = Clamp(green, 0, 255); + blue = Clamp(blue, 0, 255); + + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + +#ifdef LIBRW + rw::SetRenderState(rw::STENCILENABLE, TRUE); +#else + RwD3D8SetRenderState(D3DRS_STENCILENABLE, TRUE); +#endif + + for(int i = 0; i < pBufVertCount; i++) + switch(fxType[i]){ + case FXTYPE_WATER1: + case FXTYPE_WATER2: + case FXTYPE_BLOOD1: + case FXTYPE_BLOOD2: { + drawWaterDrops = true; + int32 width = Pow(2.0f, int32(log2(RwRasterGetWidth (RwCameraGetRaster(cam))))+1); + int32 height = Pow(2.0f, int32(log2(RwRasterGetHeight(RwCameraGetRaster(cam))))+1); + + float u1Off = (fxRect[i].w - fxRect[i].x)/width; + float u2Off = u1Off - (fxRect[i].w - fxRect[i].x + 0.5f)*0.66f/width; + float halfHeight = (fxRect[i].h - fxRect[i].y + 0.5f)*0.25f/height; + + if(RwRasterGetDepth(RwCameraGetRaster(cam)) == 16){ + if(fxType[i] == FXTYPE_BLOOD1 || fxType[i] == FXTYPE_BLOOD2) + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(255, 0, 0, 128), 0.0f, 0.0f, 0.0f, 0.0f, fxZ[i], true); + else + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(32, 32, 32, 225), 0.0f, 0.0f, 0.0f, 0.0f, fxZ[i], true); + }else{ + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(32, 32, 32, 225), 0.0f, 0.0f, 0.0f, 0.0f, fxZ[i], true); + } + + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpDotRaster); +#ifdef LIBRW + rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILALWAYS); + rw::SetRenderState(rw::STENCILFUNCTIONREF, 1); + rw::SetRenderState(rw::STENCILFUNCTIONMASK, 0xFFFFFFFF); + rw::SetRenderState(rw::STENCILFUNCTIONWRITEMASK, 0xFFFFFFFF); + rw::SetRenderState(rw::STENCILZFAIL, rw::STENCILKEEP); + rw::SetRenderState(rw::STENCILFAIL, rw::STENCILKEEP); + rw::SetRenderState(rw::STENCILPASS, rw::STENCILREPLACE); +#else + RwD3D8SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); + RwD3D8SetRenderState(D3DRS_STENCILREF, 1); + RwD3D8SetRenderState(D3DRS_STENCILMASK, 0xFFFFFFFF); + RwD3D8SetRenderState(D3DRS_STENCILWRITEMASK, 0xFFFFFFFF); + RwD3D8SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); + RwD3D8SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); + RwD3D8SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); +#endif + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6); + + if(RwRasterGetDepth(RwCameraGetRaster(cam)) != 16){ + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, frontBuf); +#ifdef LIBRW + rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILEQUAL); + rw::SetRenderState(rw::STENCILPASS, rw::STENCILKEEP); +#else + RwD3D8SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL); + RwD3D8SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); +#endif + if(BlurOn){ + if(fxType[i] == FXTYPE_BLOOD1 || fxType[i] == FXTYPE_BLOOD2) + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(255, 0, 0, 255), u1Off, 0.0f+halfHeight, u2Off, 0.0f-halfHeight, fxZ[i], false); + else + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(225, 225, 225, 160), u1Off, 0.0f+halfHeight, u2Off, 0.0f-halfHeight, fxZ[i], false); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDDESTALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVDESTALPHA); + }else{ + if(fxType[i] == FXTYPE_BLOOD1 || fxType[i] == FXTYPE_BLOOD2) + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(255, 0, 0, 128), u1Off, 0.0f+halfHeight, u2Off, 0.0f-halfHeight, fxZ[i], false); + else + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(128, 128, 128, 32), u1Off, 0.0f+halfHeight, u2Off, 0.0f-halfHeight, fxZ[i], false); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + } + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6); + } + break; + } + case FXTYPE_SPLASH1: + case FXTYPE_SPLASH2: + case FXTYPE_SPLASH3: + drawWaterDrops = true; + break; + + case FXTYPE_HEATHAZE: + if(TheCamera.GetScreenFadeStatus() == FADE_0 && frontBuf){ + int alpha = FrontEndMenuManager.m_PrefsBrightness > 255 ? + FrontEndMenuManager.m_PrefsBrightness - 90 : + FrontEndMenuManager.m_PrefsBrightness - 130; + alpha = Clamp(alpha, 16, 200)/2; + + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(0, 0, 0, alpha), 0.0f, 0.0f, 0.0f, 0.0f, fxZ[i], true); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpHeatHazeRaster); +#ifdef LIBRW + rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILALWAYS); + rw::SetRenderState(rw::STENCILFUNCTIONREF, 1); + rw::SetRenderState(rw::STENCILFUNCTIONMASK, 0xFFFFFFFF); + rw::SetRenderState(rw::STENCILFUNCTIONWRITEMASK, 0xFFFFFFFF); + rw::SetRenderState(rw::STENCILZFAIL, rw::STENCILKEEP); + rw::SetRenderState(rw::STENCILFAIL, rw::STENCILKEEP); + rw::SetRenderState(rw::STENCILPASS, rw::STENCILREPLACE); +#else + RwD3D8SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); + RwD3D8SetRenderState(D3DRS_STENCILREF, 1); + RwD3D8SetRenderState(D3DRS_STENCILMASK, 0xFFFFFFFF); + RwD3D8SetRenderState(D3DRS_STENCILWRITEMASK, 0xFFFFFFFF); + RwD3D8SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); + RwD3D8SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); + RwD3D8SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); +#endif + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6); + + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(255, 255, 255, alpha), + CGeneral::GetRandomNumberInRange(-0.002f, 0.002f), + CGeneral::GetRandomNumberInRange(-0.002f, 0.002f), + CGeneral::GetRandomNumberInRange(-0.002f, 0.002f), + CGeneral::GetRandomNumberInRange(-0.002f, 0.002f), + fxZ[i], false); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, frontBuf); +#ifdef LIBRW + rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILEQUAL); + rw::SetRenderState(rw::STENCILPASS, rw::STENCILKEEP); +#else + RwD3D8SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL); + RwD3D8SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); +#endif + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6); + } + break; + } +#ifdef LIBRW + rw::SetRenderState(rw::STENCILENABLE, FALSE); +#else + RwD3D8SetRenderState(D3DRS_STENCILENABLE, FALSE); +#endif + + if(drawWaterDrops){ + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + + // Draw drops + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpRainDripRaster[0]); + for(int i = 0; i < pBufVertCount; i++) + if(fxType[i] == FXTYPE_WATER1 || fxType[i] == FXTYPE_BLOOD1){ + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(red, green, blue, fxType[i] == FXTYPE_BLOOD1 ? 255 : 192), + 0.0f, 0.0f, 0.0f, 0.0f, fxZ[i], true); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6); + } + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpRainDripRaster[1]); + for(int i = 0; i < pBufVertCount; i++) + if(fxType[i] == FXTYPE_WATER2 || fxType[i] == FXTYPE_BLOOD2){ + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(red, green, blue, fxType[i] == FXTYPE_BLOOD2 ? 255 : 192), + 0.0f, 0.0f, 0.0f, 0.0f, fxZ[i], true); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6); + } + + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpCarSplashRaster[0]); + for(int i = 0; i < pBufVertCount; i++) + if(fxType[i] == FXTYPE_SPLASH1 || fxType[i] == FXTYPE_SPLASH2 || fxType[i] == FXTYPE_SPLASH3){ + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(200, 200, 200, 255), + 0.0f, 0.0f, 0.0f, 0.0f, fxZ[i], true); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6); + } + + // Darken the water drops + int alpha = 192*0.5f; + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpRainDripDarkRaster[0]); + for(int i = 0; i < pBufVertCount; i++) + if(fxType[i] == FXTYPE_WATER1){ + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(red, green, blue, alpha), + 0.0f, 0.0f, 0.0f, 0.0f, fxZ[i], true); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6); + } + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpRainDripDarkRaster[1]); + for(int i = 0; i < pBufVertCount; i++) + if(fxType[i] == FXTYPE_WATER2){ + CreateImmediateModeData(cam, &fxRect[i], verts, CRGBA(red, green, blue, alpha), + 0.0f, 0.0f, 0.0f, 0.0f, fxZ[i], true); + RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, verts, 4, Index, 6); + } + } + + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + pBufVertCount = 0; +} |