Added blur effect when the game is paused (issue #656)

Might be unstable, needs more testing. To enable, add PauseBlur=1 to [Experimental] section in colobot.ini
master
Tomasz Kapuściński 2016-05-21 14:27:35 +02:00
parent 8922bb5e84
commit 213fd6b203
5 changed files with 206 additions and 3 deletions

View File

@ -112,6 +112,7 @@ void CSettings::SaveSettings()
// Experimental settings
GetConfigFile().SetBoolProperty("Experimental", "TerrainShadows", engine->GetTerrainShadows());
GetConfigFile().SetBoolProperty("Experimental", "PauseBlur", engine->GetPauseBlur());
CInput::GetInstancePointer()->SaveKeyBindings();
@ -270,6 +271,9 @@ void CSettings::LoadSettings()
if (GetConfigFile().GetBoolProperty("Experimental", "TerrainShadows", bValue))
engine->SetTerrainShadows(bValue);
if (GetConfigFile().GetBoolProperty("Experimental", "PauseBlur", bValue))
engine->SetPauseBlur(bValue);
CInput::GetInstancePointer()->LoadKeyBindings();

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@ -59,6 +59,7 @@
#include "ui/controls/interface.h"
#include <iomanip>
#include <SDL_surface.h>
#include <SDL_thread.h>
template<> Gfx::CEngine* CSingleton<Gfx::CEngine>::m_instance = nullptr;
@ -148,6 +149,7 @@ CEngine::CEngine(CApplication *app, CSystemUtils* systemUtils)
m_editIndentMode = true;
m_editIndentValue = 4;
m_tracePrecision = 1.0f;
m_pauseBlur = false;
m_updateGeometry = false;
@ -3028,6 +3030,16 @@ EngineMouseType CEngine::GetMouseType()
return m_mouseType;
}
void CEngine::SetPauseBlur(bool enable)
{
m_pauseBlur = enable;
}
bool CEngine::GetPauseBlur()
{
return m_pauseBlur;
}
const Math::Matrix& CEngine::GetMatView()
{
return m_matView;
@ -3066,6 +3078,10 @@ void CEngine::UpdateMatProj()
void CEngine::ApplyChange()
{
SetFocus(m_focus);
// recapture 3D scene
if (m_worldCaptured)
m_captureWorld = true;
}
void CEngine::ClearDisplayCrashSpheres()
@ -3137,8 +3153,8 @@ void CEngine::Render()
UseMSAA(true);
DrawBackground(); // draws the background
if (!m_worldCaptured)
DrawBackground(); // draws the background
if (m_drawWorld)
Draw3DScene();
@ -3155,6 +3171,33 @@ void CEngine::Render()
void CEngine::Draw3DScene()
{
// use currently captured scene for world
if (m_worldCaptured)
{
Math::Matrix identity;
m_device->SetTransform(TRANSFORM_PROJECTION, identity);
m_device->SetTransform(TRANSFORM_VIEW, identity);
m_device->SetTransform(TRANSFORM_WORLD, identity);
Vertex vertices[4];
vertices[0] = Vertex(Math::Vector(-1.0f, -1.0f, 0.0f), Math::Vector(0.0f, 1.0f, 0.0f), Math::Point(0.0f, 0.0f));
vertices[1] = Vertex(Math::Vector( 1.0f, -1.0f, 0.0f), Math::Vector(0.0f, 1.0f, 0.0f), Math::Point(1.0f, 0.0f));
vertices[2] = Vertex(Math::Vector(-1.0f, 1.0f, 0.0f), Math::Vector(0.0f, 1.0f, 0.0f), Math::Point(0.0f, 1.0f));
vertices[3] = Vertex(Math::Vector( 1.0f, 1.0f, 0.0f), Math::Vector(0.0f, 1.0f, 0.0f), Math::Point(1.0f, 1.0f));
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
m_device->SetTexture(TEXTURE_PRIMARY, m_capturedWorldTexture);
m_device->SetTextureEnabled(TEXTURE_PRIMARY, true);
m_device->SetTextureEnabled(TEXTURE_SECONDARY, false);
m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertices, 4);
return;
}
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
UpdateGroundSpotTextures();
@ -3237,7 +3280,6 @@ void CEngine::Draw3DScene()
if (!m_shadowMapping)
DrawShadowSpots();
m_app->StopPerformanceCounter(PCNT_RENDER_TERRAIN);
// Draw other objects
@ -3407,6 +3449,117 @@ void CEngine::Draw3DScene()
DrawForegroundImage(); // draws the foreground
if (! m_overFront) DrawOverColor(); // draws the foreground color
// marked to capture currently rendered world
if (m_captureWorld)
{
// destroy existing texture
if (m_capturedWorldTexture.Valid())
{
m_device->DestroyTexture(m_capturedWorldTexture);
m_capturedWorldTexture = Texture();
}
// obtain pixels from screen
int width = m_size.x;
int height = m_size.y;
auto pixels = m_device->GetFrameBufferPixels();
unsigned char* data = reinterpret_cast<unsigned char*>(pixels->GetPixelsData());
// calculate 2nd mipmap
int newWidth = width / 4;
int newHeight = height / 4;
std::unique_ptr<unsigned char[]> mipmap(new unsigned char[4 * newWidth * newHeight]);
for (int x = 0; x < newWidth; x++)
{
for (int y = 0; y < newHeight; y++)
{
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
int index = 4 * ((4 * x + i) + width * (4 * y + j));
for (int k = 0; k < 4; k++)
color[k] += data[index + k];
}
}
int index = 4 * (x + newWidth * y);
for (int k = 0; k < 4; k++)
{
mipmap[index + k] = static_cast<unsigned char>(color[k] * (1.0f / 16.0f));
}
}
}
// calculate Gaussian blur
std::unique_ptr<unsigned char[]> blured(new unsigned char[4 * newWidth * newHeight]);
float matrix[7][7] =
{
{ 0.00000067f, 0.00002292f, 0.00019117f, 0.00038771f, 0.00019117f, 0.00002292f, 0.00000067f },
{ 0.00002292f, 0.00078634f, 0.00655965f, 0.01330373f, 0.00655965f, 0.00078633f, 0.00002292f },
{ 0.00019117f, 0.00655965f, 0.05472157f, 0.11098164f, 0.05472157f, 0.00655965f, 0.00019117f },
{ 0.00038771f, 0.01330373f, 0.11098164f, 0.22508352f, 0.11098164f, 0.01330373f, 0.00038771f },
{ 0.00019117f, 0.00655965f, 0.05472157f, 0.11098164f, 0.05472157f, 0.00655965f, 0.00019117f },
{ 0.00002292f, 0.00078633f, 0.00655965f, 0.01330373f, 0.00655965f, 0.00078633f, 0.00002292f },
{ 0.00000067f, 0.00002292f, 0.00019117f, 0.00038771f, 0.00019117f, 0.00002292f, 0.00000067f }
};
for (int x = 0; x < newWidth; x++)
{
for (int y = 0; y < newHeight; y++)
{
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
for (int i = -3; i <= 3; i++)
{
for (int j = -3; j <= 3; j++)
{
int xp = Math::Clamp(x + i, 0, newWidth - 1);
int yp = Math::Clamp(y + j, 0, newHeight - 1);
float weight = matrix[i + 3][j + 3];
int index = 4 * (newWidth * yp + xp);
for (int k = 0; k < 4; k++)
color[k] += weight * mipmap[index + k];
}
}
int index = 4 * (newWidth * y + x);
for (int k = 0; k < 4; k++)
{
float value = Math::Clamp(color[k], 0.0f, 255.0f);
blured[index + k] = static_cast<unsigned char>(value);
}
}
}
// create SDL surface and final texture
ImageData image;
image.surface = SDL_CreateRGBSurfaceFrom(blured.get(), newWidth, newHeight, 32, 0, 0, 0, 0, 0xFF000000);
TextureCreateParams params;
params.filter = TEX_FILTER_BILINEAR;
params.format = TEX_IMG_RGBA;
params.mipmap = false;
m_capturedWorldTexture = m_device->CreateTexture(&image, params);
SDL_FreeSurface(image.surface);
m_captureWorld = false;
m_worldCaptured = true;
}
}
void CEngine::DrawCrashSpheres()
@ -5190,6 +5343,22 @@ void CEngine::SetInterfaceCoordinates()
m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);
}
void CEngine::EnablePauseBlur()
{
if (!m_pauseBlur) return;
m_captureWorld = true;
m_worldCaptured = false;
}
void CEngine::DisablePauseBlur()
{
if (!m_pauseBlur) return;
m_captureWorld = false;
m_worldCaptured = false;
}
void CEngine::SetWindowCoordinates()
{
Math::Matrix matWorldWindow;

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@ -1162,6 +1162,12 @@ public:
EngineMouseType GetMouseType();
//@}
//@{
//! Management of pause blur
void SetPauseBlur(bool enable);
bool GetPauseBlur();
//@}
//! Returns the view matrix
const Math::Matrix& GetMatView();
//! Returns the camera center point
@ -1199,6 +1205,9 @@ public:
void SetWindowCoordinates();
void SetInterfaceCoordinates();
void EnablePauseBlur();
void DisablePauseBlur();
protected:
//! Resets some states and flushes textures after device was changed (e.g. resoulution changed)
/** Instead of calling this directly, send EVENT_RESOLUTION_CHANGED event **/
@ -1408,6 +1417,7 @@ protected:
float m_terrainVision;
bool m_backForce;
float m_tracePrecision;
bool m_pauseBlur;
bool m_dirty;
bool m_fog;
@ -1502,6 +1512,13 @@ protected:
//! Pause the animation updates
bool m_pause = false;
//! true means that current 3D scene was captured and is not to be rendered again
bool m_worldCaptured = false;
//! true means that currently rendered world is to be captured
bool m_captureWorld = false;
//! Texture with captured 3D world
Texture m_capturedWorldTexture;
};

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@ -1601,6 +1601,8 @@ void CRobotMain::StartSuspend()
m_suspendInitCamera = m_camera->GetType();
m_camera->SetType(Gfx::CAM_TYPE_DIALOG);
m_engine->EnablePauseBlur();
}
//! End of dialogue during the game
@ -1619,6 +1621,8 @@ void CRobotMain::StopSuspend()
m_displayText->HideText(false);
m_camera->SetType(m_suspendInitCamera);
m_engine->DisablePauseBlur();
}

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@ -93,6 +93,15 @@ inline float Max(float a, float b, float c, float d, float e)
return Math::Max( Math::Max(a, b), Math::Max(c, d), e );
}
//! Clamps the value to a range specified by min and max
template<typename T>
inline T Clamp(T value, T min, T max)
{
if (value < min) return min;
else if (value > max) return max;
else return value;
}
//! Returns the normalized value (0 .. 1)
inline float Norm(float a)
{