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https://github.com/halpz/re3.git
synced 2025-07-27 01:52:45 +00:00
timecycle; some rendering
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@ -25,14 +25,14 @@ static RwIm2DVertex Vertex2[4];
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static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
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#ifdef RW_D3D9
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void *colourfilterVC_PS;
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void *colourfilterLCS_PS;
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void *contrast_PS;
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#endif
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#ifdef RW_OPENGL
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int32 u_blurcolor;
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int32 u_contrastAdd;
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int32 u_contrastMult;
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rw::gl3::Shader *colourFilterVC;
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rw::gl3::Shader *colourFilterLCS;
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rw::gl3::Shader *contrast;
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#endif
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@ -143,8 +143,8 @@ CPostFX::Open(RwCamera *cam)
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#ifdef RW_D3D9
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#include "shaders/colourfilterVC_PS.inc"
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colourfilterVC_PS = rw::d3d::createPixelShader(colourfilterVC_PS_cso);
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#include "shaders/colourfilterLCS_PS.inc"
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colourfilterLCS_PS = rw::d3d::createPixelShader(colourfilterLCS_PS_cso);
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#include "shaders/contrastPS.inc"
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contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
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#endif
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@ -153,11 +153,11 @@ CPostFX::Open(RwCamera *cam)
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{
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#include "shaders/im2d_gl.inc"
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#include "shaders/colourfilterVC_fs_gl.inc"
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#include "shaders/colourfilterLCS_fs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, colourfilterVC_frag_src, nil };
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colourFilterVC = Shader::create(vs, fs);
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assert(colourFilterVC);
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const char *fs[] = { shaderDecl, header_frag_src, colourfilterLCS_frag_src, nil };
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colourFilterLCS = Shader::create(vs, fs);
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assert(colourFilterLCS);
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}
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{
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@ -184,9 +184,9 @@ CPostFX::Close(void)
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pBackBuffer = nil;
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}
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#ifdef RW_D3D9
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if(colourfilterVC_PS){
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rw::d3d::destroyPixelShader(colourfilterVC_PS);
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colourfilterVC_PS = nil;
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if(colourfilterLCS_PS){
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rw::d3d::destroyPixelShader(colourfilterLCS_PS);
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colourfilterLCS_PS = nil;
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}
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if(contrast_PS){
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rw::d3d::destroyPixelShader(contrast_PS);
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@ -194,9 +194,9 @@ CPostFX::Close(void)
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}
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#endif
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#ifdef RW_OPENGL
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if(colourFilterVC){
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colourFilterVC->destroy();
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colourFilterVC = nil;
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if(colourFilterLCS){
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colourFilterLCS->destroy();
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colourFilterLCS = nil;
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}
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if(contrast){
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contrast->destroy();
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@ -294,12 +294,12 @@ CPostFX::RenderOverlayShader(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
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blurcolors[3] = 30/255.0f;
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#ifdef RW_D3D9
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rw::d3d::d3ddevice->SetPixelShaderConstantF(10, blurcolors, 1);
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rw::d3d::im2dOverridePS = colourfilterVC_PS;
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rw::d3d::im2dOverridePS = colourfilterLCS_PS;
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#endif
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#ifdef RW_OPENGL
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rw::gl3::im2dOverrideShader = colourFilterVC;
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colourFilterVC->use();
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glUniform4fv(colourFilterVC->uniformLocations[u_blurcolor], 1, blurcolors);
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rw::gl3::im2dOverrideShader = colourFilterLCS;
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colourFilterLCS->use();
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glUniform4fv(colourFilterLCS->uniformLocations[u_blurcolor], 1, blurcolors);
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#endif
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}
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
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