re3/src/render/MBlur.h

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#pragma once
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enum FxType
{
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FXTYPE_WATER1,
FXTYPE_WATER2,
FXTYPE_BLOOD1,
FXTYPE_BLOOD2,
FXTYPE_HEATHAZE,
FXTYPE_SPLASH1,
FXTYPE_SPLASH2,
FXTYPE_SPLASH3
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};
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class CMBlur
{
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public:
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static RwRaster *pFrontBuffer;
static bool ms_bJustInitialised;
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static bool ms_bScaledBlur;
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static bool BlurOn;
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static float Drunkness;
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static int32 pBufVertCount;
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public:
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static RwBool MotionBlurOpen(RwCamera *cam);
static RwBool MotionBlurClose(void);
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static void CreateImmediateModeData(RwCamera *cam, RwRect *rect);
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static void CreateImmediateModeData(RwCamera *cam, RwRect *rect, RwIm2DVertex *verts, RwRGBA color, float u1Off, float v1Off, float u2Off, float v2Off, float z, int fullTexture);
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static void MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha);
static void OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, int32 bluralpha);
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static void SetDrunkBlur(float drunkness);
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static void ClearDrunkBlur();
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static bool PosInside(RwRect *rect, float x1, float y1, float x2, float y2);
static bool AddRenderFx(RwCamera *cam, RwRect *rect, float z, FxType type);
static void OverlayRenderFx(RwCamera *cam, RwRaster *frontBuf);
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};