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Optimize vignette rendering
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parent
950f36de85
commit
2d0f0a3330
3 changed files with 9 additions and 6 deletions
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@ -2623,14 +2623,19 @@ static void CG_DrawVignette( void )
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int y = (int)(0 + currentComfortVignetteValue * cg.refdef.height / 3.5f);
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int y = (int)(0 + currentComfortVignetteValue * cg.refdef.height / 3.5f);
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int h = (int)(cg.refdef.height - 2 * y);
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int h = (int)(cg.refdef.height - 2 * y);
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vec4_t black = {0.0, 0.0, 0.0, 1};
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trap_R_SetColor( black );
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// sides
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// sides
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trap_R_DrawStretchPic( 0, 0, x, cg.refdef.height, 0, 0, 1, 1, cgs.media.maskShader );
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trap_R_DrawStretchPic( 0, 0, x, cg.refdef.height, 0, 0, 1, 1, cgs.media.whiteShader );
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trap_R_DrawStretchPic( cg.refdef.width - x, 0, x, cg.refdef.height, 0, 0, 1, 1, cgs.media.maskShader );
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trap_R_DrawStretchPic( cg.refdef.width - x, 0, x, cg.refdef.height, 0, 0, 1, 1, cgs.media.whiteShader );
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// top/bottom
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// top/bottom
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trap_R_DrawStretchPic( x, 0, cg.refdef.width - x, y, 0, 0, 1, 1, cgs.media.maskShader );
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trap_R_DrawStretchPic( x, 0, cg.refdef.width - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
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trap_R_DrawStretchPic( x, cg.refdef.height - y, cg.refdef.width - x, y, 0, 0, 1, 1, cgs.media.maskShader );
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trap_R_DrawStretchPic( x, cg.refdef.height - y, cg.refdef.width - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
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// vignette
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// vignette
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trap_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.vignetteShader );
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trap_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.vignetteShader );
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trap_R_SetColor( NULL );
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}
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}
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}
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}
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@ -1012,7 +1012,6 @@ typedef struct {
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// comfort vignette
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// comfort vignette
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qhandle_t vignetteShader;
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qhandle_t vignetteShader;
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qhandle_t maskShader;
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} cgMedia_t;
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} cgMedia_t;
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@ -1052,7 +1052,6 @@ static void CG_RegisterGraphics( void ) {
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//Load from pakQ3Q
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//Load from pakQ3Q
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cgs.media.reticleShader = trap_R_RegisterShader( "gfx/weapon/scope" );
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cgs.media.reticleShader = trap_R_RegisterShader( "gfx/weapon/scope" );
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cgs.media.vignetteShader = trap_R_RegisterShader( "gfx/vignette" );
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cgs.media.vignetteShader = trap_R_RegisterShader( "gfx/vignette" );
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cgs.media.maskShader = trap_R_RegisterShader( "gfx/mask" );
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//Used for the weapon selector
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//Used for the weapon selector
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cgs.media.smallSphereModel = trap_R_RegisterModel("models/powerups/health/small_sphere.md3");
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cgs.media.smallSphereModel = trap_R_RegisterModel("models/powerups/health/small_sphere.md3");
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