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path: root/src/extras/postfx.cpp
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#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::MotionBlurOn = false;

static RwIm2DVertex Vertex[4];
static RwIm2DVertex Vertex2[4];
static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };

#ifdef RW_D3D9
void *colourfilterIII_PS;
void *contrast_PS;
#endif
#ifdef RW_OPENGL
int32 u_blurcolor;
int32 u_contrastAdd;
int32 u_contrastMult;
rw::gl3::Shader *colourFilterIII;
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/colourfilterIII_PS.inc"
	colourfilterIII_PS = rw::d3d::createPixelShader(colourfilterIII_PS_cso);
#include "shaders/contrastPS.inc"
	contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
#endif
#ifdef RW_OPENGL
	using namespace rw::gl3;
	{
#include "shaders/im2d_gl.inc"
#include "shaders/colourfilterIII_fs_gl.inc"
	const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
	const char *fs[] = { shaderDecl, header_frag_src, colourfilterIII_frag_src, nil };
	colourFilterIII = Shader::create(vs, fs);
	assert(colourFilterIII);
	}

	{
#include "shaders/im2d_gl.inc"
#include "shaders/contrast_fs_gl.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
}

void
CPostFX::Close(void)
{
	if(pFrontBuffer){
		RwRasterDestroy(pFrontBuffer);
		pFrontBuffer = nil;
	}
	if(pBackBuffer){
		RwRasterDestroy(pBackBuffer);
		pBackBuffer = nil;
	}
#ifdef RW_D3D9
	if(colourfilterIII_PS){
		rw::d3d::destroyPixelShader(colourfilterIII_PS);
		colourfilterIII_PS = nil;
	}
	if(contrast_PS){
		rw::d3d::destroyPixelShader(contrast_PS);
		contrast_PS = nil;
	}
#endif
#ifdef RW_OPENGL
	if(colourFilterIII){
		colourFilterIII->destroy();
		colourFilterIII = 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, 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(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);

	RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
}

void
CPostFX::RenderOverlaySimple(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
{
	RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);

	r *= 0.6f;
	g *= 0.6f;
	b *= 0.6f;
	a *= 0.6f;

	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(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);

	RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, 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)/384.0f + 1.14f;
		mult[1] = (g-64)/384.0f + 1.14f;
		mult[2] = (b-64)/384.0f + 1.14f;
		add[0] = r/1536.f;
		add[1] = g/1536.f;
		add[2] = b/1536.f;
#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/255.0f;
		blurcolors[1] = g/255.0f;
		blurcolors[2] = b/255.0f;
		blurcolors[3] = a*f/255.0f;
#ifdef RW_D3D9
		rw::d3d::d3ddevice->SetPixelShaderConstantF(10, blurcolors, 1);
		rw::d3d::im2dOverridePS = colourfilterIII_PS;
#endif
#ifdef RW_OPENGL
		rw::gl3::im2dOverrideShader = colourFilterIII;
		colourFilterIII->use();
		glUniform4fv(colourFilterIII->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:
		// no actual rendering here
		return false;
	case POSTFX_SIMPLE:
		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(MotionBlurOn)
		return true;
	if(type == MOTION_BLUR_SNIPER)
		return true;

	return false;
}

void
CPostFX::GetBackBuffer(RwCamera *cam)
{
	RwRasterPushContext(pBackBuffer);
	RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
	RwRasterPopContext();
}

void
CPostFX::Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha)
{
	switch(type)
	{
	case MOTION_BLUR_SECURITY_CAM:
		red = 0;
		green = 255;
		blue = 0;
		blur = 128;
		break;
	case MOTION_BLUR_INTRO:
		red = 100;
		green = 220;
		blue = 230;
		blur = 158;
		break;
	case MOTION_BLUR_INTRO2:
		red = 80;
		green = 255;
		blue = 230;
		blur = 138;
		break;
	case MOTION_BLUR_INTRO3:
		red = 255;
		green = 60;
		blue = 60;
		blur = 200;
		break;
	case MOTION_BLUR_INTRO4:
		red = 255;
		green = 180;
		blue = 180;
		blur = 128;
		break;
	}

	if(pFrontBuffer == nil)
		Open(cam);
	assert(pFrontBuffer);
	assert(pBackBuffer);

	if(NeedBackBuffer())
		GetBackBuffer(cam);

	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:
		// no actual rendering here
		break;
	case POSTFX_SIMPLE:
		RenderOverlaySimple(cam, red, green, blue, blur);
		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;
	}

	// TODO? maybe we want this even without motion blur on sometimes?
	if(MotionBlurOn)
		if(!bJustInitialised)
			RenderMotionBlur(cam, bluralpha);

	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;
}

#endif