- moved VR code and IntRect to 'common'

This commit is contained in:
Christoph Oelckers 2020-04-26 10:26:29 +02:00
commit 686aa9779d
23 changed files with 108 additions and 85 deletions

View file

@ -33,7 +33,7 @@
#include "gl/shaders/gl_shaderprogram.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hw_vrmodes.h"
#include "hwrenderer/data/flatvertices.h"
#include "gl/textures/gl_hwtexture.h"
#include "r_videoscale.h"
@ -62,7 +62,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
mBuffers->BindCurrentFB();
afterBloomDrawEndScene2D();
if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
}
@ -199,7 +199,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
}
else
{
mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);