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https://github.com/id-Software/DOOM-3-BFG.git
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Use builtin environment probe data as fallback
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parent
0762ed4f04
commit
ae7dc33b5c
3 changed files with 19 additions and 5 deletions
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@ -6170,7 +6170,7 @@ void idRenderBackend::PostProcess( const void* data )
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/*
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* The shader has three passes, chained together as follows:
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*
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* |input|------------------·
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* |input|------------------<EFBFBD>
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* v |
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* [ SMAA*EdgeDetection ] |
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* v |
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@ -6180,7 +6180,7 @@ void idRenderBackend::PostProcess( const void* data )
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* v |
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* |blendTex| |
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* v |
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* [ SMAANeighborhoodBlending ] <------·
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* [ SMAANeighborhoodBlending ] <------<EFBFBD>
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* v
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* |output|
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*/
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@ -1443,6 +1443,9 @@ public:
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{
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if( ( count + 1 ) >= nextTicCount )
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{
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// discard anything currently on the list
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tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL );
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// restore the original resolution, same as "vid_restart"
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glConfig.nativeScreenWidth = sysWidth;
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glConfig.nativeScreenHeight = sysHeight;
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@ -1467,6 +1470,7 @@ public:
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}
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common->UpdateScreen( false );
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common->UpdateScreen( false );
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}
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count++;
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@ -525,7 +525,11 @@ static void R_FindClosestEnvironmentProbes()
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RenderEnvprobeLocal* nearest = viewEnvprobes[0];
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tr.viewDef->globalProbeBounds = nearest->globalProbeBounds;
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tr.viewDef->irradianceImage = nearest->irradianceImage;
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if( !nearest->irradianceImage->IsDefaulted() )
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{
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tr.viewDef->irradianceImage = nearest->irradianceImage;
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}
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// form a triangle of the 3 closest probes
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idVec3 verts[3];
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@ -566,7 +570,10 @@ static void R_FindClosestEnvironmentProbes()
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for( int i = 0; i < viewEnvprobes.Num() && i < 3; i++ )
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{
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tr.viewDef->radianceImages[i] = viewEnvprobes[i]->radianceImage;
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if( !viewEnvprobes[i]->radianceImage->IsDefaulted() )
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{
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tr.viewDef->radianceImages[i] = viewEnvprobes[i]->radianceImage;
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}
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}
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}
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// RB end
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@ -682,7 +689,10 @@ void R_RenderPostProcess( viewDef_t* parms )
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{
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viewDef_t* oldView = tr.viewDef;
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R_AddDrawPostProcess( parms );
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//if( !( parms->renderView.rdflags & RDF_IRRADIANCE ) )
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{
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R_AddDrawPostProcess( parms );
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}
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tr.viewDef = oldView;
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}
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