- moved the postprocessing CVARs to hwrenderer.
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9 changed files with 171 additions and 102 deletions
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@ -52,93 +52,6 @@
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#include "gl/textures/gl_hwtexture.h"
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#include "r_videoscale.h"
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE);
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CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, CVAR_ARCHIVE)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CVAR(Float, gl_exposure_scale, 1.3f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_min, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_base, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_speed, 0.05f, CVAR_ARCHIVE)
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 5)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, CVAR_ARCHIVE)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 7;
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}
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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self >= FFXAAShader::Count)
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{
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self = 0;
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}
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}
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CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 3)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_ssao_portals, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0)
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self = 0;
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}
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CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_ssao_debug, 0, 0)
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CVAR(Float, gl_ssao_bias, 0.2f, 0)
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CVAR(Float, gl_ssao_radius, 80.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur, 16.0f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Float, gl_paltonemap_powtable, 2.0f, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (GLRenderer)
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GLRenderer->ClearTonemapPalette();
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}
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CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (GLRenderer)
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GLRenderer->ClearTonemapPalette();
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}
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CVAR(Float, gl_menu_blur, -1.0f, CVAR_ARCHIVE)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Float, vid_saturation)
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EXTERN_CVAR(Int, gl_satformula)
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void FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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