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.inimaster
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8922bb5e84
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213fd6b203
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@ -112,6 +112,7 @@ void CSettings::SaveSettings()
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// Experimental settings
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GetConfigFile().SetBoolProperty("Experimental", "TerrainShadows", engine->GetTerrainShadows());
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GetConfigFile().SetBoolProperty("Experimental", "PauseBlur", engine->GetPauseBlur());
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CInput::GetInstancePointer()->SaveKeyBindings();
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@ -270,6 +271,9 @@ void CSettings::LoadSettings()
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if (GetConfigFile().GetBoolProperty("Experimental", "TerrainShadows", bValue))
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engine->SetTerrainShadows(bValue);
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if (GetConfigFile().GetBoolProperty("Experimental", "PauseBlur", bValue))
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engine->SetPauseBlur(bValue);
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CInput::GetInstancePointer()->LoadKeyBindings();
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@ -59,6 +59,7 @@
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#include "ui/controls/interface.h"
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#include <iomanip>
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#include <SDL_surface.h>
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#include <SDL_thread.h>
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template<> Gfx::CEngine* CSingleton<Gfx::CEngine>::m_instance = nullptr;
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@ -148,6 +149,7 @@ CEngine::CEngine(CApplication *app, CSystemUtils* systemUtils)
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m_editIndentMode = true;
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m_editIndentValue = 4;
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m_tracePrecision = 1.0f;
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m_pauseBlur = false;
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m_updateGeometry = false;
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@ -3028,6 +3030,16 @@ EngineMouseType CEngine::GetMouseType()
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return m_mouseType;
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}
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void CEngine::SetPauseBlur(bool enable)
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{
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m_pauseBlur = enable;
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}
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bool CEngine::GetPauseBlur()
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{
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return m_pauseBlur;
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}
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const Math::Matrix& CEngine::GetMatView()
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{
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return m_matView;
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@ -3066,6 +3078,10 @@ void CEngine::UpdateMatProj()
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void CEngine::ApplyChange()
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{
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SetFocus(m_focus);
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// recapture 3D scene
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if (m_worldCaptured)
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m_captureWorld = true;
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}
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void CEngine::ClearDisplayCrashSpheres()
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@ -3137,8 +3153,8 @@ void CEngine::Render()
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UseMSAA(true);
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DrawBackground(); // draws the background
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if (!m_worldCaptured)
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DrawBackground(); // draws the background
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if (m_drawWorld)
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Draw3DScene();
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@ -3155,6 +3171,33 @@ void CEngine::Render()
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void CEngine::Draw3DScene()
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{
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// use currently captured scene for world
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if (m_worldCaptured)
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{
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Math::Matrix identity;
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m_device->SetTransform(TRANSFORM_PROJECTION, identity);
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m_device->SetTransform(TRANSFORM_VIEW, identity);
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m_device->SetTransform(TRANSFORM_WORLD, identity);
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Vertex vertices[4];
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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));
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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));
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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));
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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));
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m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
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m_device->SetTexture(TEXTURE_PRIMARY, m_capturedWorldTexture);
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m_device->SetTextureEnabled(TEXTURE_PRIMARY, true);
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m_device->SetTextureEnabled(TEXTURE_SECONDARY, false);
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m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertices, 4);
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return;
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}
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m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
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UpdateGroundSpotTextures();
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@ -3237,7 +3280,6 @@ void CEngine::Draw3DScene()
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if (!m_shadowMapping)
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DrawShadowSpots();
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m_app->StopPerformanceCounter(PCNT_RENDER_TERRAIN);
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// Draw other objects
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@ -3407,6 +3449,117 @@ void CEngine::Draw3DScene()
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DrawForegroundImage(); // draws the foreground
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if (! m_overFront) DrawOverColor(); // draws the foreground color
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// marked to capture currently rendered world
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if (m_captureWorld)
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{
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// destroy existing texture
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if (m_capturedWorldTexture.Valid())
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{
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m_device->DestroyTexture(m_capturedWorldTexture);
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m_capturedWorldTexture = Texture();
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}
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// obtain pixels from screen
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int width = m_size.x;
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int height = m_size.y;
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auto pixels = m_device->GetFrameBufferPixels();
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unsigned char* data = reinterpret_cast<unsigned char*>(pixels->GetPixelsData());
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// calculate 2nd mipmap
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int newWidth = width / 4;
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int newHeight = height / 4;
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std::unique_ptr<unsigned char[]> mipmap(new unsigned char[4 * newWidth * newHeight]);
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for (int x = 0; x < newWidth; x++)
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{
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for (int y = 0; y < newHeight; y++)
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{
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float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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int index = 4 * ((4 * x + i) + width * (4 * y + j));
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for (int k = 0; k < 4; k++)
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color[k] += data[index + k];
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}
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}
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int index = 4 * (x + newWidth * y);
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for (int k = 0; k < 4; k++)
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{
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mipmap[index + k] = static_cast<unsigned char>(color[k] * (1.0f / 16.0f));
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}
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}
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}
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// calculate Gaussian blur
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std::unique_ptr<unsigned char[]> blured(new unsigned char[4 * newWidth * newHeight]);
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float matrix[7][7] =
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{
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{ 0.00000067f, 0.00002292f, 0.00019117f, 0.00038771f, 0.00019117f, 0.00002292f, 0.00000067f },
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{ 0.00002292f, 0.00078634f, 0.00655965f, 0.01330373f, 0.00655965f, 0.00078633f, 0.00002292f },
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{ 0.00019117f, 0.00655965f, 0.05472157f, 0.11098164f, 0.05472157f, 0.00655965f, 0.00019117f },
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{ 0.00038771f, 0.01330373f, 0.11098164f, 0.22508352f, 0.11098164f, 0.01330373f, 0.00038771f },
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{ 0.00019117f, 0.00655965f, 0.05472157f, 0.11098164f, 0.05472157f, 0.00655965f, 0.00019117f },
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{ 0.00002292f, 0.00078633f, 0.00655965f, 0.01330373f, 0.00655965f, 0.00078633f, 0.00002292f },
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{ 0.00000067f, 0.00002292f, 0.00019117f, 0.00038771f, 0.00019117f, 0.00002292f, 0.00000067f }
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};
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for (int x = 0; x < newWidth; x++)
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{
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for (int y = 0; y < newHeight; y++)
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{
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float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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for (int i = -3; i <= 3; i++)
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{
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for (int j = -3; j <= 3; j++)
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{
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int xp = Math::Clamp(x + i, 0, newWidth - 1);
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int yp = Math::Clamp(y + j, 0, newHeight - 1);
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float weight = matrix[i + 3][j + 3];
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int index = 4 * (newWidth * yp + xp);
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for (int k = 0; k < 4; k++)
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color[k] += weight * mipmap[index + k];
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}
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}
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int index = 4 * (newWidth * y + x);
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for (int k = 0; k < 4; k++)
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{
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float value = Math::Clamp(color[k], 0.0f, 255.0f);
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blured[index + k] = static_cast<unsigned char>(value);
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}
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}
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}
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// create SDL surface and final texture
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ImageData image;
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image.surface = SDL_CreateRGBSurfaceFrom(blured.get(), newWidth, newHeight, 32, 0, 0, 0, 0, 0xFF000000);
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TextureCreateParams params;
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params.filter = TEX_FILTER_BILINEAR;
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params.format = TEX_IMG_RGBA;
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params.mipmap = false;
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m_capturedWorldTexture = m_device->CreateTexture(&image, params);
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SDL_FreeSurface(image.surface);
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m_captureWorld = false;
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m_worldCaptured = true;
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}
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}
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void CEngine::DrawCrashSpheres()
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@ -5190,6 +5343,22 @@ void CEngine::SetInterfaceCoordinates()
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m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);
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}
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void CEngine::EnablePauseBlur()
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{
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if (!m_pauseBlur) return;
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m_captureWorld = true;
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m_worldCaptured = false;
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}
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void CEngine::DisablePauseBlur()
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{
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if (!m_pauseBlur) return;
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m_captureWorld = false;
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m_worldCaptured = false;
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}
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void CEngine::SetWindowCoordinates()
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{
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Math::Matrix matWorldWindow;
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@ -1162,6 +1162,12 @@ public:
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EngineMouseType GetMouseType();
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//@}
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//@{
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//! Management of pause blur
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void SetPauseBlur(bool enable);
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bool GetPauseBlur();
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//@}
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//! Returns the view matrix
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const Math::Matrix& GetMatView();
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//! Returns the camera center point
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@ -1199,6 +1205,9 @@ public:
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void SetWindowCoordinates();
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void SetInterfaceCoordinates();
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void EnablePauseBlur();
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void DisablePauseBlur();
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protected:
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//! Resets some states and flushes textures after device was changed (e.g. resoulution changed)
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/** Instead of calling this directly, send EVENT_RESOLUTION_CHANGED event **/
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@ -1408,6 +1417,7 @@ protected:
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float m_terrainVision;
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bool m_backForce;
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float m_tracePrecision;
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bool m_pauseBlur;
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bool m_dirty;
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bool m_fog;
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@ -1502,6 +1512,13 @@ protected:
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//! Pause the animation updates
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bool m_pause = false;
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//! true means that current 3D scene was captured and is not to be rendered again
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bool m_worldCaptured = false;
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//! true means that currently rendered world is to be captured
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bool m_captureWorld = false;
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//! Texture with captured 3D world
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Texture m_capturedWorldTexture;
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};
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@ -1601,6 +1601,8 @@ void CRobotMain::StartSuspend()
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m_suspendInitCamera = m_camera->GetType();
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m_camera->SetType(Gfx::CAM_TYPE_DIALOG);
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m_engine->EnablePauseBlur();
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}
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//! End of dialogue during the game
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@ -1619,6 +1621,8 @@ void CRobotMain::StopSuspend()
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m_displayText->HideText(false);
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m_camera->SetType(m_suspendInitCamera);
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m_engine->DisablePauseBlur();
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}
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@ -93,6 +93,15 @@ inline float Max(float a, float b, float c, float d, float e)
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return Math::Max( Math::Max(a, b), Math::Max(c, d), e );
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}
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//! Clamps the value to a range specified by min and max
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template<typename T>
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inline T Clamp(T value, T min, T max)
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{
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if (value < min) return min;
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else if (value > max) return max;
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else return value;
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}
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//! Returns the normalized value (0 .. 1)
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inline float Norm(float a)
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{
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