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Several bugfixes that address cubemap processing for SH/GGX data
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commit
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10 changed files with 59 additions and 52 deletions
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@ -291,9 +291,9 @@ idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLO
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idCVar r_useFilmicPostProcessing( "r_useFilmicPostProcessing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
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#if defined( USE_VULKAN )
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idCVar r_forceAmbient( "r_forceAmbient", "0.4", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.75f );
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idCVar r_forceAmbient( "r_forceAmbient", "0.5", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.75f );
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#else
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idCVar r_forceAmbient( "r_forceAmbient", "0.4", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.75f );
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idCVar r_forceAmbient( "r_forceAmbient", "0.5", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 1.0f );
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#endif
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idCVar r_useSSGI( "r_useSSGI", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use screen space global illumination and reflections" );
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@ -753,7 +753,7 @@ void R_ReadTiledPixels( int width, int height, byte* buffer, renderView_t* ref =
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if( ref && ref->rdflags & RDF_IRRADIANCE )
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{
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// * 2 = sizeof( half float )
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//temp = ( byte* )R_StaticAlloc( RADIANCE_CUBEMAP_SIZE * RADIANCE_CUBEMAP_SIZE * 3 * 2 );
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//temp = ( byte* )R_StaticAlloc( ENVPROBE_CAPTURE_SIZE * ENVPROBE_CAPTURE_SIZE * 3 * 2 );
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}
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else
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{
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@ -856,7 +856,7 @@ void R_ReadTiledPixels( int width, int height, byte* buffer, renderView_t* ref =
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{
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globalFramebuffers.envprobeFBO->Bind();
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glPixelStorei( GL_PACK_ROW_LENGTH, RADIANCE_CUBEMAP_SIZE );
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glPixelStorei( GL_PACK_ROW_LENGTH, ENVPROBE_CAPTURE_SIZE );
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glReadPixels( 0, 0, w, h, GL_RGB, GL_HALF_FLOAT, buffer );
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R_VerticalFlipRGB16F( buffer, w, h );
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