- made gl_menu_blur into a menu option
- made bluramount also into a gameinfo option - negative gl_menu_blur cvar now uses gameinfo option, 0 disables it - removed gl_menu_blur_enabled since gl_menu_blur==0 does that anyway - made gl_menu_blur default to -1 to use gameinfo option - add default gameinfo bluramount options
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13 changed files with 23 additions and 6 deletions
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@ -145,8 +145,7 @@ CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITC
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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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CVAR(Bool, gl_menu_blur_enabled, true, CVAR_ARCHIVE)
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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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@ -475,10 +474,17 @@ void FGLRenderer::BloomScene(int fixedcm)
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::BlurScene()
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void FGLRenderer::BlurScene(float gameinfobluramount)
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{
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// first, respect the CVar
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float blurAmount = gl_menu_blur;
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if ((!gl_menu_blur_enabled) || (gl_menu_blur <= 0.0) || !FGLRenderBuffers::IsEnabled())
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// if CVar is negative, use the gameinfo entry
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if (gl_menu_blur < 0)
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blurAmount = gameinfobluramount;
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// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
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if ((blurAmount <= 0.0) || !FGLRenderBuffers::IsEnabled())
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return;
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FGLDebug::PushGroup("BlurScene");
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