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r_skipBloom CVar
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3 changed files with 8 additions and 4 deletions
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@ -4887,7 +4887,6 @@ void idRenderBackend::Bloom( const viewDef_t* _viewDef )
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// Draw
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DrawElementsWithCounters( &unitSquareSurface );
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// BLOOM PING PONG rendering
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renderProgManager.BindShader_HDRGlareChromatic();
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@ -5910,7 +5909,10 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
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Tonemap( _viewDef );
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}
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Bloom( _viewDef );
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if ( !r_skipBloom.GetBool() )
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{
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Bloom( _viewDef );
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}
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#endif
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renderLog.CloseBlock();
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@ -1076,6 +1076,7 @@ extern idCVar r_useSeamlessCubeMap;
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extern idCVar r_skipStaticInteractions; // skip interactions created at level load
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extern idCVar r_skipDynamicInteractions; // skip interactions created after level load
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extern idCVar r_skipPostProcess; // skip all post-process renderings
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extern idCVar r_skipBloom; // Admer: skip bloom
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extern idCVar r_skipSuppress; // ignore the per-view suppressions
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extern idCVar r_skipInteractions; // skip all light/surface interaction drawing
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extern idCVar r_skipFrontEnd; // bypasses all front end work, but 2D gui rendering still draws
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@ -119,10 +119,11 @@ idCVar r_skipStaticInteractions( "r_skipStaticInteractions", "0", CVAR_RENDERER
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idCVar r_skipDynamicInteractions( "r_skipDynamicInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip interactions created after level load" );
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idCVar r_skipSuppress( "r_skipSuppress", "0", CVAR_RENDERER | CVAR_BOOL, "ignore the per-view suppressions" );
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#if defined( USE_VULKAN )
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idCVar r_skipPostProcess( "r_skipPostProcess", "1", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings" );
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idCVar r_skipPostProcess( "r_skipPostProcess", "1", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings except bloom" );
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#else
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idCVar r_skipPostProcess( "r_skipPostProcess", "0", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings" );
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idCVar r_skipPostProcess( "r_skipPostProcess", "0", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings except bloom" );
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#endif
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idCVar r_skipBloom( "r_skipBloom", "0", CVAR_RENDERER | CVAR_BOOL, "Skip bloom" );
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idCVar r_skipInteractions( "r_skipInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip all light/surface interaction drawing" );
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idCVar r_skipDynamicTextures( "r_skipDynamicTextures", "0", CVAR_RENDERER | CVAR_BOOL, "don't dynamically create textures" );
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idCVar r_skipCopyTexture( "r_skipCopyTexture", "0", CVAR_RENDERER | CVAR_BOOL, "do all rendering, but don't actually copyTexSubImage2D" );
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