Renamed r_useFilmicPostProcessEffects to r_useFilmicPostProcessing

This commit is contained in:
Robert Beckebans 2021-02-10 16:35:08 +01:00
parent 6cff363845
commit f560ee861b
5 changed files with 7 additions and 5 deletions

View file

@ -380,7 +380,7 @@ r_useHDR [0 or 1] | Use High Dynamic Range lighting
r_hdrAutoExposure [0 or 1] | Adaptive tonemapping with HDR. This allows to have very bright or very dark scenes but the camera will adapt to it so the scene won't loose details
r_exposure [0 .. 1] | Default 0.5, Controls brightness and affects HDR exposure key. This is what you change in the video brightness options
r_useSSAO [0 .. 1] | Use Screen Space Ambient Occlusion to darken the corners in the scene
r_useFilmicPostProcessEffects | Apply several post process effects to mimic a filmic look
r_useFilmicPostProcessing | Apply several post process effects to mimic a filmic look
## Modding Support
Name | Description

View file

@ -95,6 +95,8 @@ The main goal is that the new content looks the same in RBDOOM-3-BFG as in Blend
* Bumped the static vertex cache limit of 31 MB to roughly ~ 128 MB to help with some custom models and maps by the Doom 3 community
* Renamed r_useFilmicPostProcessEffects to r_useFilmicPostProcessing
_______________________________________

View file

@ -6003,7 +6003,7 @@ void idRenderBackend::PostProcess( const void* data )
{
// only do the post process step if resolution scaling is enabled. Prevents the unnecessary copying of the framebuffer and
// corresponding full screen quad pass.
if( rs_enable.GetInteger() == 0 && !r_useFilmicPostProcessEffects.GetBool() && r_antiAliasing.GetInteger() == 0 )
if( rs_enable.GetInteger() == 0 && !r_useFilmicPostProcessing.GetBool() && r_antiAliasing.GetInteger() == 0 )
{
return;
}
@ -6113,7 +6113,7 @@ void idRenderBackend::PostProcess( const void* data )
#endif
}
if( r_useFilmicPostProcessEffects.GetBool() )
if( r_useFilmicPostProcessing.GetBool() )
{
globalImages->currentRenderImage->CopyFramebuffer( viewport.x1, viewport.y1, viewport.GetWidth(), viewport.GetHeight() );

View file

@ -1133,7 +1133,7 @@ extern idCVar r_hdrDebug;
extern idCVar r_ldrContrastThreshold;
extern idCVar r_ldrContrastOffset;
extern idCVar r_useFilmicPostProcessEffects;
extern idCVar r_useFilmicPostProcessing;
extern idCVar r_forceAmbient;
extern idCVar r_useSSGI;

View file

@ -280,7 +280,7 @@ idCVar r_hdrDebug( "r_hdrDebug", "0", CVAR_RENDERER | CVAR_FLOAT, "show scene lu
idCVar r_ldrContrastThreshold( "r_ldrContrastThreshold", "1.1", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_useFilmicPostProcessEffects( "r_useFilmicPostProcessEffects", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
idCVar r_useFilmicPostProcessing( "r_useFilmicPostProcessing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
#if defined( USE_VULKAN )
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, 0.75f );