forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@938 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			295 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			295 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "Config.h"
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#include "Render.h"
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using namespace D3D;
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namespace Postprocess
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{
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	LPDIRECT3DSURFACE9 displayColorBuffer;
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	LPDIRECT3DSURFACE9 displayZStencilBuffer;
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	LPDIRECT3DTEXTURE9 mainColorBufferTexture;
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	LPDIRECT3DSURFACE9 mainColorBuffer;
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	LPDIRECT3DSURFACE9 mainZStencilBuffer;
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	const int numScratch = 2;
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	LPDIRECT3DTEXTURE9 scratch[numScratch];
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	LPDIRECT3DSURFACE9 scratchSurface[numScratch];
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	const int mainWidth = 640, mainHeight=480;
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	const int scratchWidth = 256, scratchHeight=256;
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	int displayWidth, displayHeight;
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	bool initialized;
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	int GetWidth() {
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		return initialized ? mainWidth : displayWidth;
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	}
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	int GetHeight() {
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		return initialized ? mainHeight : displayHeight;
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	}
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	void CreateStuff()
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	{
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		mainColorBufferTexture = D3D::CreateRenderTarget(mainWidth,mainHeight);
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		mainColorBufferTexture->GetSurfaceLevel(0,&mainColorBuffer);
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		mainZStencilBuffer = D3D::CreateDepthStencilSurface(mainWidth,mainHeight);
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		for (int i=0; i<numScratch; i++)
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		{
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			scratch[i]=D3D::CreateRenderTarget(scratchWidth,scratchHeight);
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			scratch[i]->GetSurfaceLevel(0,&(scratchSurface[i]));
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		}
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		initialized=true;
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	}
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	void DestroyStuff()
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	{
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		SAFE_RELEASE(mainColorBuffer);
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		SAFE_RELEASE(mainColorBufferTexture);
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		SAFE_RELEASE(mainZStencilBuffer);
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		for (int i=0; i<numScratch; i++)
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		{
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			SAFE_RELEASE(scratch[i]);
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			SAFE_RELEASE(scratchSurface[i]);
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		}
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		initialized=false;
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	}
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	void Initialize()
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	{
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		dev->GetRenderTarget(0,&displayColorBuffer);
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		dev->GetDepthStencilSurface(&displayZStencilBuffer);
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		D3DSURFACE_DESC desc;
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		displayColorBuffer->GetDesc(&desc);
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		displayWidth = desc.Width;
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		displayHeight = desc.Height;
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		if (g_Config.iPostprocessEffect)
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			CreateStuff();
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	}
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	void Cleanup()
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	{
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		DestroyStuff();
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		SAFE_RELEASE(displayColorBuffer);
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		SAFE_RELEASE(displayZStencilBuffer);
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	}
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	void BeginFrame()
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	{
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		if (g_Config.iPostprocessEffect)
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		{
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			if (!initialized)
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				CreateStuff();
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			dev->SetRenderTarget(0,mainColorBuffer);
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			dev->SetDepthStencilSurface(mainZStencilBuffer);
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			// dev->SetRenderState(D3DRS_ZENABLE,TRUE);
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			Renderer::SetRenderState( D3DRS_ZENABLE, TRUE );
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			dev->Clear(0,0,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,0,1,0);
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		}
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		else
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		{
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			if (initialized)
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			{
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				dev->SetRenderTarget(0,displayColorBuffer);
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				dev->SetDepthStencilSurface(displayZStencilBuffer);
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				DestroyStuff();
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			}
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			// dev->SetRenderState(D3DRS_ZENABLE,TRUE);
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			Renderer::SetRenderState( D3DRS_ZENABLE, TRUE );
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		}
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	}
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	int filterKernel[8] = {0x40,0x80,0xc0,0xFF,0xFF,0xc0,0x80,0x40}; //good looking almost Gaussian
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	//int filterKernel[8] = {0xFF,0xc0,0x80,0x40,0x40,0x80,0xc0,0xFF,}; //crazy filter
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	void NightGlow(bool intense, bool original)
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	{
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		// dev->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_SUBTRACT);
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		// dev->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
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		// dev->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_ONE);
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		// dev->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_ONE);
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		Renderer::SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SUBTRACT );
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		Renderer::SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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		Renderer::SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
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		Renderer::SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
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		dev->SetDepthStencilSurface(0);
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		//dev->SetTexture(0,mainColorBufferTexture);
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		Renderer::SetTexture( 0, mainColorBufferTexture );
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		dev->SetRenderTarget(0,scratchSurface[0]);
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		dev->SetSamplerState(0,D3DSAMP_ADDRESSU,D3DTADDRESS_CLAMP);
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		dev->SetSamplerState(0,D3DSAMP_ADDRESSV,D3DTADDRESS_CLAMP);
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		dev->SetSamplerState(0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR);
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		dev->SetSamplerState(0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR);
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		dev->SetSamplerState(0,D3DSAMP_MIPFILTER,D3DTEXF_LINEAR);
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		dev->Clear(0,0,D3DCLEAR_TARGET,0,0,0);
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		POINT pt;
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		GetCursorPos(&pt);
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		//dev->SetSamplerState(0,D3DSAMP_MIPMAPLODBIAS,1.0f);
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#define QOFF(xoff,yoff,col) quad2d(-0.0f,-0.0f,scratchWidth-0.0f,scratchHeight-0.0f,col,0+xoff,0+yoff,1+xoff,1+yoff);
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		float f=0.008f;
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		QOFF(0,0,0xa0a0a0a0);
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		// dev->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
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		//dev->SetTexture(0,scratch[0]);
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		Renderer::SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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		Renderer::SetTexture( 0, scratch[0] );
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		dev->SetRenderTarget(0,scratchSurface[1]);
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		dev->Clear(0,0,D3DCLEAR_TARGET,0,0,0);
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		float yMul = 1.33333333333f;
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		for (int i=0; i<8; i++)
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		{
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			DWORD c=filterKernel[i]/2;
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			c|=c<<8;
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			c|=c<<16;
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			QOFF(0,(i-3.5f) * f * yMul,c);
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		}
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		//dev->SetTexture(0,scratch[1]);
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		Renderer::SetTexture( 0, scratch[1] );
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		dev->SetRenderTarget(0,scratchSurface[0]);
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		dev->Clear(0,0,D3DCLEAR_TARGET,0,0,0);
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		for (int i=0; i<8; i++)
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		{
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			DWORD c=filterKernel[i]/(intense?3:2);
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			c|=c<<8;
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			c|=c<<16;
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			QOFF((i-3.5f) * f,0,c);
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		}
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		// dev->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
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		Renderer::SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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		if (intense)
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		{
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			// dev->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_ONE);
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			// dev->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_SRCALPHA);
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			Renderer::SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
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			Renderer::SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCALPHA );
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		}
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		else
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		{
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			// dev->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVDESTCOLOR);
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			// dev->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_ONE);
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			Renderer::SetRenderState( D3DRS_SRCBLEND, D3DBLEND_INVDESTCOLOR );
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			Renderer::SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
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		}
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		// dev->SetTexture(0,scratch[0]);
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		Renderer::SetTexture( 0, scratch[0] );
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		dev->SetRenderTarget(0,mainColorBuffer);
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		quad2d(0,0,(float)mainWidth,(float)mainHeight,original?0xCFFFFFFF:0xFFFFFFFF,0,0,1,1);
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		// dev->SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE);
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		Renderer::SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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		dev->SetSamplerState(0,D3DSAMP_ADDRESSU,D3DTADDRESS_WRAP);
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		dev->SetSamplerState(0,D3DSAMP_ADDRESSV,D3DTADDRESS_WRAP);
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		//dev->SetSamplerState(0,D3DSAMP_MIPMAPLODBIAS,0);
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	}
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	const char **GetPostprocessingNames()
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	{
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		static const char *names[] = {
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			"None",
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			"Night Glow 1",
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			"Night Glow 2",
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			"Night Glow 3",
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			0,
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		};
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		return names;
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	}
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	void FinalizeFrame()
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	{	
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		if (initialized)
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		{
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			// dev->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
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			// dev->SetRenderState(D3DRS_ZENABLE,FALSE);
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			// dev->SetRenderState(D3DRS_FOGENABLE,FALSE);
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			// dev->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
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			// dev->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);
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			// dev->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
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			// dev->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TEXTURE);
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			// dev->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_DIFFUSE);
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			// dev->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_SELECTARG2);
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			Renderer::SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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			Renderer::SetRenderState( D3DRS_ZENABLE, FALSE );
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			Renderer::SetRenderState( D3DRS_FOGENABLE, FALSE );
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			Renderer::SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
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			Renderer::SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);
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			Renderer::SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
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			Renderer::SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TEXTURE);
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			Renderer::SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_DIFFUSE);
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			Renderer::SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_SELECTARG2);
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			switch(g_Config.iPostprocessEffect) {
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			case 1:
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				NightGlow(true,true);
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			case 2:
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				NightGlow(false,true);
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				break;
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			case 3:
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				NightGlow(false,false);
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				break;
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			}
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			dev->SetRenderTarget(0,displayColorBuffer);
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			dev->SetDepthStencilSurface(displayZStencilBuffer);
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			// dev->SetTexture(0,mainColorBufferTexture);
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			Renderer::SetTexture( 0, mainColorBufferTexture );
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			quad2d(0, 0, (float)displayWidth, (float)displayHeight, 0xFFFFFFFF);
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		}
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	}
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}
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