From f560ee861b11fe44a024f6fc0195f7f1761b01e6 Mon Sep 17 00:00:00 2001 From: Robert Beckebans Date: Wed, 10 Feb 2021 16:35:08 +0100 Subject: [PATCH] Renamed r_useFilmicPostProcessEffects to r_useFilmicPostProcessing --- README.md | 2 +- RELEASE-NOTES.md | 2 ++ neo/renderer/RenderBackend.cpp | 4 ++-- neo/renderer/RenderCommon.h | 2 +- neo/renderer/RenderSystem_init.cpp | 2 +- 5 files changed, 7 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index 144e16b9..865ccf87 100644 --- a/README.md +++ b/README.md @@ -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 diff --git a/RELEASE-NOTES.md b/RELEASE-NOTES.md index 7fd269c2..10198f06 100644 --- a/RELEASE-NOTES.md +++ b/RELEASE-NOTES.md @@ -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 + _______________________________________ diff --git a/neo/renderer/RenderBackend.cpp b/neo/renderer/RenderBackend.cpp index 8c3b68f1..aca76fb8 100644 --- a/neo/renderer/RenderBackend.cpp +++ b/neo/renderer/RenderBackend.cpp @@ -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() ); diff --git a/neo/renderer/RenderCommon.h b/neo/renderer/RenderCommon.h index 732d6190..4797a543 100644 --- a/neo/renderer/RenderCommon.h +++ b/neo/renderer/RenderCommon.h @@ -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; diff --git a/neo/renderer/RenderSystem_init.cpp b/neo/renderer/RenderSystem_init.cpp index f7cfc0de..e0a7731c 100644 --- a/neo/renderer/RenderSystem_init.cpp +++ b/neo/renderer/RenderSystem_init.cpp @@ -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 );