NWN: Fixing the NTSC codec. Oops.

This commit is contained in:
Ryan Holtz 2011-05-31 14:43:47 +00:00
parent f42b5ccda0
commit 61eda625cb
3 changed files with 23 additions and 15 deletions

View file

@ -114,13 +114,16 @@ float4 ps_main(PS_INPUT Input) : COLOR
float PI = 3.1415926535897932384626433832795;
float PI2 = 2.0f * PI;
float PI2Length = PI2 / 42.0f;
float4 NOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
float W = PI2 * CCValue * ScanTime;
for(float n = -21.0f; n < 22.0f; n += 4.0f)
{
float4 n4 = float4(n + 0.0f, n + 1.0f, n + 2.0f, n + 3.0f);
float4 n4 = n + NOffset;
float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f;
float4 CoordY = Input.Coord0.y;
float4 C = tex2D(CompositeSampler, float2(CoordX.r, CoordY.r)) * CRange + MinC;
float4 WT = PI2 * CCValue * ScanTime * (CoordX * WidthRatio + AValue * CoordY * 2.0f * (RawHeight / HeightRatio) + BValue) + OValue;
float2 TexCoord = float2(CoordX.r, CoordY.r);
float4 C = tex2D(CompositeSampler, TexCoord) * CRange + MinC;
float4 WT = W * (CoordX * WidthRatio + AValue * CoordY * 2.0f * (RawHeight / HeightRatio) + BValue) + OValue;
float4 SincYIn = PI2 * Fc_y * n4;
float4 IdealY = 2.0f * Fc_y * ((SincYIn != 0.0f) ? (sin(SincYIn) / SincYIn) : 1.0f);

View file

@ -92,15 +92,17 @@ float4 ps_main(PS_INPUT Input) : COLOR
{
float2 Scaler = float2(RawWidth, RawHeight);
float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0 + float2(PValue * 0.00f + 0.5f, 0.5f) / Scaler).rgb;
float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1 + float2(PValue * 0.25f + 0.5f, 0.5f) / Scaler).rgb;
float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2 + float2(PValue * 0.50f + 0.5f, 0.5f) / Scaler).rgb;
float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3 + float2(PValue * 0.75f + 0.5f, 0.5f) / Scaler).rgb;
float2 Coord0 = (Input.Coord0.xy + float2(0.00f / RawWidth, 0.0f));
float2 Coord1 = (Input.Coord1.xy + float2(0.25f / RawWidth, 0.0f));
float2 Coord2 = (Input.Coord2.xy + float2(0.50f / RawWidth, 0.0f));
float2 Coord3 = (Input.Coord3.xy + float2(0.75f / RawWidth, 0.0f));
float2 Coord0 = Input.Coord0 + float2(0.00f, 0.0f) / Scaler;
float2 Coord1 = Input.Coord1 + float2(0.25f, 0.0f) / Scaler;
float2 Coord2 = Input.Coord2 + float2(0.50f, 0.0f) / Scaler;
float2 Coord3 = Input.Coord3 + float2(0.75f, 0.0f) / Scaler;
float2 TexelOffset = 0.5f / Scaler;
float3 Texel0 = tex2D(DiffuseSampler, Coord0 + TexelOffset).rgb;
float3 Texel1 = tex2D(DiffuseSampler, Coord1 + TexelOffset).rgb;
float3 Texel2 = tex2D(DiffuseSampler, Coord2 + TexelOffset).rgb;
float3 Texel3 = tex2D(DiffuseSampler, Coord3 + TexelOffset).rgb;
float PI = 3.1415926535897932384626433832795;
float W = PI * 2.0f * CCValue * ScanTime;

View file

@ -2967,6 +2967,7 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "HeightRatio", 1.0f / (poly->texture->vstop - poly->texture->vstart));
(*d3dintf->effect.set_float)(curr_effect, "TargetWidth", (float)d3d->width);
(*d3dintf->effect.set_float)(curr_effect, "TargetHeight", (float)d3d->height);
(*d3dintf->effect.set_float)(curr_effect, "Prescale", (float)d3d->hlsl_prescale_size);
(*d3dintf->effect.set_float)(curr_effect, "RedFloor", options->screen_red_floor);
(*d3dintf->effect.set_float)(curr_effect, "GrnFloor", options->screen_green_floor);
(*d3dintf->effect.set_float)(curr_effect, "BluFloor", options->screen_blue_floor);
@ -3031,6 +3032,7 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "IFreqResponse", winoptions.screen_yiq_i());
(*d3dintf->effect.set_float)(curr_effect, "QFreqResponse", winoptions.screen_yiq_q());
(*d3dintf->effect.set_float)(curr_effect, "ScanTime", winoptions.screen_yiq_scan_time());
(*d3dintf->effect.set_float)(curr_effect, "Prescale", (float)d3d->hlsl_prescale_size);
result = (*d3dintf->device.set_render_target)(d3d->device, 0, d3d->hlsltarget4[poly->texture->target_index]);
@ -3071,6 +3073,7 @@ static void primitive_flush_pending(d3d_info *d3d)
(*d3dintf->effect.set_float)(curr_effect, "IFreqResponse", winoptions.screen_yiq_i());
(*d3dintf->effect.set_float)(curr_effect, "QFreqResponse", winoptions.screen_yiq_q());
(*d3dintf->effect.set_float)(curr_effect, "ScanTime", winoptions.screen_yiq_scan_time());
(*d3dintf->effect.set_float)(curr_effect, "Prescale", (float)d3d->hlsl_prescale_size);
result = (*d3dintf->device.set_render_target)(d3d->device, 0, d3d->hlsltarget3[poly->texture->target_index]);
@ -3993,12 +3996,12 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
goto error;
(*d3dintf->texture.get_surface_level)(d3d->hlsltexture2[idx], 0, &d3d->hlsltarget2[idx]);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth * hlsl_prescale, texture->rawheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture3[idx]);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture3[idx]);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(d3d->hlsltexture3[idx], 0, &d3d->hlsltarget3[idx]);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth * hlsl_prescale, texture->rawheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture4[idx]);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth, texture->rawheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture4[idx]);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(d3d->hlsltexture4[idx], 0, &d3d->hlsltarget4[idx]);
@ -4093,7 +4096,7 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
goto error;
(*d3dintf->texture.get_surface_level)(d3d->hlsltexture3[idx], 0, &d3d->hlsltarget3[idx]);
result = (*d3dintf->device.create_texture)(d3d->device, scwidth * hlsl_prescale, scheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture4[idx]);
result = (*d3dintf->device.create_texture)(d3d->device, scwidth, scheight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture4[idx]);
if (result != D3D_OK)
goto error;
(*d3dintf->texture.get_surface_level)(d3d->hlsltexture4[idx], 0, &d3d->hlsltarget4[idx]);