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Added r_exposure and tweaked lighting
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11 changed files with 1776 additions and 422 deletions
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@ -149,7 +149,7 @@ idCVar r_shadowPolygonFactor( "r_shadowPolygonFactor", "0", CVAR_RENDERER | CVAR
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idCVar r_subviewOnly( "r_subviewOnly", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't render main view, allowing subviews to be debugged" );
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idCVar r_testGamma( "r_testGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels", 0, 195 );
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idCVar r_testGammaBias( "r_testGammaBias", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" );
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idCVar r_lightScale( "r_lightScale", "3", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_FLOAT, "all light intensities are multiplied by this" );
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idCVar r_lightScale( "r_lightScale", "3", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_FLOAT, "all light intensities are multiplied by this", 0, 100 );
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idCVar r_flareSize( "r_flareSize", "1", CVAR_RENDERER | CVAR_FLOAT, "scale the flare deforms from the material def" );
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idCVar r_skipPrelightShadows( "r_skipPrelightShadows", "0", CVAR_RENDERER | CVAR_BOOL, "skip the dmap generated static shadow volumes" );
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@ -246,10 +246,12 @@ idCVar r_shadowMapSunDepthBiasScale( "r_shadowMapSunDepthBiasScale", "0.999991",
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// RB: HDR parameters
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idCVar r_useHDR( "r_useHDR", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use high dynamic range rendering" );
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idCVar r_hdrAutoExposure( "r_hdrAutoExposure", "1", CVAR_RENDERER | CVAR_BOOL, "EXPENSIVE: enables adapative HDR tone mapping otherwise the exposure is derived by r_exposure" );
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idCVar r_hdrMinLuminance( "r_hdrMinLuminance", "0.05", CVAR_RENDERER | CVAR_FLOAT, "" );
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idCVar r_hdrMaxLuminance( "r_hdrMaxLuminance", "300", CVAR_RENDERER | CVAR_FLOAT, "" );
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idCVar r_hdrKey( "r_hdrKey", "1.0", CVAR_RENDERER | CVAR_FLOAT, "mid-gray 0.5 in linear RGB space (without gamma curve applied)" );
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idCVar r_hdrContrastThreshold( "r_hdrContrastThreshold", "33", CVAR_RENDERER | CVAR_FLOAT, "all pixels brighter than this cause HDR bloom glares" );
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idCVar r_hdrContrastDynamicThreshold( "r_hdrContrastDynamicThreshold", "33", CVAR_RENDERER | CVAR_FLOAT, "if dynamic tonemapping is on, all pixels brighter than this cause HDR bloom glares" );
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idCVar r_hdrContrastStaticThreshold( "r_hdrContrastStaticThreshold", "0.5", CVAR_RENDERER | CVAR_FLOAT, "if dynamic tonemapping is off, all pixels brighter than this cause HDR bloom glares" );
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idCVar r_hdrContrastOffset( "r_hdrContrastOffset", "100", CVAR_RENDERER | CVAR_FLOAT, "" );
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idCVar r_hdrGlarePasses( "r_hdrGlarePasses", "8", CVAR_RENDERER | CVAR_INTEGER, "how many times the bloom blur is rendered offscreen. number should be even" );
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idCVar r_hdrDebug( "r_hdrDebug", "0", CVAR_RENDERER | CVAR_FLOAT, "show scene luminance as heat map" );
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@ -258,14 +260,18 @@ idCVar r_ldrContrastThreshold( "r_ldrContrastThreshold", "1.1", CVAR_RENDERER |
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idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLOAT, "" );
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idCVar r_useFilmicPostProcessEffects( "r_useFilmicPostProcessEffects", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
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idCVar r_forceAmbient( "r_forceAmbient", "0.2", CVAR_RENDERER | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.4f );
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idCVar r_forceAmbient( "r_forceAmbient", "0.2", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.4f );
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idCVar r_useSSGI( "r_useSSGI", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use screen space global illumination and reflections" );
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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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idCVar r_ssgiDebug( "r_ssgiDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
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idCVar r_ssgiFiltering( "r_ssgiFiltering", "1", CVAR_RENDERER | CVAR_BOOL, "" );
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idCVar r_useSSAO( "r_useSSAO", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use screen space ambient occlusion to darken corners" );
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idCVar r_ssaoDebug( "r_ssaoDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
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idCVar r_ssaoFiltering( "r_ssaoFiltering", "1", CVAR_RENDERER | CVAR_BOOL, "" );
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idCVar r_useHierarchicalDepthBuffer( "r_useHierarchicalDepthBuffer", "1", CVAR_RENDERER | CVAR_BOOL, "" );
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idCVar r_exposure( "r_exposure", "0.5", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_FLOAT, "HDR exposure or LDR brightness [0.0 .. 1.0]", 0.0f, 1.0f );
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// RB end
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const char* fileExten[3] = { "tga", "png", "jpg" };
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