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Added gl_motionblur cvar.

>=1 and <= 0 are bad values.
experiment to find a value you like.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1057 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-05-27 08:24:31 +00:00
parent 7ca1642488
commit 76350b3463
2 changed files with 67 additions and 0 deletions

View file

@ -110,6 +110,7 @@ static cvar_t vid_width = {"vid_width", "640", NULL, CVAR_ARCHIVE|CVAR_RENDERERL
static cvar_t vid_height = {"vid_height", "480", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
static cvar_t vid_refreshrate = {"vid_displayfrequency", "0", NULL, CVAR_ARCHIVE|CVAR_RENDERERLATCH};
cvar_t gl_motionblur = {"gl_motionblur", "0"};
cvar_t gl_fontedgeclamp = {"gl_fontedgeclamp", "0"}; //gl blends. Set this to 1 to stop the outside of your conchars from being visible
cvar_t gl_font = {"gl_font", ""};
cvar_t gl_conback = {"gl_conback", ""};
@ -285,6 +286,7 @@ void GLRenderer_Init(void)
Cvar_Register (&gl_ztrick, GLRENDEREROPTIONS);
Cvar_Register (&gl_motionblur, GLRENDEREROPTIONS);
Cvar_Register (&gl_max_size, GLRENDEREROPTIONS);
Cvar_Register (&gl_maxdist, GLRENDEREROPTIONS);
Cvar_Register (&vid_conwidth, GLRENDEREROPTIONS);

View file

@ -124,6 +124,7 @@ cvar_t gl_finish = {"gl_finish","0"};
cvar_t gl_contrast = {"gl_contrast", "1"};
cvar_t gl_dither = {"gl_dither", "1"};
cvar_t gl_maxdist = {"gl_maxdist", "8192"};
extern cvar_t gl_motionblur;
extern cvar_t gl_ati_truform;
extern cvar_t gl_ati_truform_type;
@ -138,6 +139,7 @@ extern cvar_t gl_ztrick;
extern cvar_t scr_fov;
// post processing stuff
int sceneblur_texture;
int scenepp_texture;
int scenepp_texture_warp;
int scenepp_texture_edge;
@ -226,6 +228,8 @@ void GL_SetupSceneProcessingTextures (void)
unsigned char pp_warp_tex[PP_WARP_TEX_SIZE*PP_WARP_TEX_SIZE*3];
unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*3];
sceneblur_texture = texture_extension_number++;
if (!gl_config.arb_shader_objects)
return;
@ -2144,6 +2148,67 @@ void GLR_RenderView (void)
if (qglGetError())
Con_Printf("GL Error after drawing with shaderobjects\n");
}
if (gl_motionblur.value>=0 && gl_motionblur.value < 1)
{
int vwidth = 1, vheight = 1;
float vs, vt;
while (vwidth < glwidth)
{
vwidth *= 2;
}
while (vheight < glheight)
{
vheight *= 2;
}
qglViewport (glx, gly, glwidth, glheight);
GL_Bind(sceneblur_texture);
// go 2d
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
//blend the last frame onto the scene
//the maths is because our texture is over-sized (must be power of two)
vs = (float)glwidth / vwidth;
vt = (float)glheight / vheight;
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE);
qglDisable (GL_BLEND);
qglDisable (GL_ALPHA_TEST);
qglEnable(GL_BLEND);
qglColor4f(1, 1, 1, gl_motionblur.value);
qglBegin(GL_QUADS);
qglTexCoord2f(0, 0);
qglVertex2f(0, 0);
qglTexCoord2f(vs, 0);
qglVertex2f(glwidth, 0);
qglTexCoord2f(vs, vt);
qglVertex2f(glwidth, glheight);
qglTexCoord2f(0, vt);
qglVertex2f(0, glheight);
qglEnd();
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
//copy the image into the texture so that we can play with it next frame too!
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
#endif