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Add gl_ssao_portals for controlling how many portals gets SSAO
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3f11c0562c
commit
979e70ca8f
5 changed files with 20 additions and 2 deletions
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@ -105,6 +105,12 @@ CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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self = 0;
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self = 0;
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}
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}
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CUSTOM_CVAR(Int, gl_ssao_portals, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0)
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self = 0;
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}
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CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_ssao_debug, false, 0)
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CVAR(Bool, gl_ssao_debug, false, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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@ -477,6 +477,7 @@ void FGLRenderer::RenderTranslucent()
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void FGLRenderer::DrawScene(int drawmode)
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void FGLRenderer::DrawScene(int drawmode)
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{
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{
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static int recursion=0;
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static int recursion=0;
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static int ssao_portals_available = 0;
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if (camera != nullptr)
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if (camera != nullptr)
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{
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{
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@ -494,8 +495,16 @@ void FGLRenderer::DrawScene(int drawmode)
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}
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}
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GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
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GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
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// If SSAO is active, switch to gbuffer shaders and use the gbuffer framebuffer
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// Decide if we need to do ssao for this scene
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bool applySSAO = gl_ssao != 0 && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW;
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bool applySSAO = gl_ssao != 0 && FGLRenderBuffers::IsEnabled();
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switch (drawmode)
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{
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case DM_MAINVIEW: ssao_portals_available = gl_ssao_portals; break;
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case DM_OFFSCREEN: ssao_portals_available = 0; applySSAO = false; break;
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case DM_PORTAL: applySSAO = applySSAO && (ssao_portals_available > 0); ssao_portals_available--; break;
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}
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// If SSAO is active, switch to gbuffer shaders and use the framebuffer with gbuffers
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if (applySSAO)
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if (applySSAO)
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{
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{
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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@ -51,6 +51,7 @@ EXTERN_CVAR(Float, gl_lens_k)
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EXTERN_CVAR(Float, gl_lens_kcube)
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EXTERN_CVAR(Float, gl_lens_kcube)
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EXTERN_CVAR(Float, gl_lens_chromatic)
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EXTERN_CVAR(Float, gl_lens_chromatic)
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EXTERN_CVAR(Int, gl_ssao)
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EXTERN_CVAR(Int, gl_ssao)
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EXTERN_CVAR(Int, gl_ssao_portals)
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EXTERN_CVAR(Float, gl_ssao_strength)
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EXTERN_CVAR(Float, gl_ssao_strength)
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EXTERN_CVAR(Bool, gl_ssao_debug)
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EXTERN_CVAR(Bool, gl_ssao_debug)
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EXTERN_CVAR(Float, gl_ssao_bias)
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EXTERN_CVAR(Float, gl_ssao_bias)
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@ -2637,6 +2637,7 @@ GLPREFMNU_TONEMAP = "Tonemap Mode";
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GLPREFMNU_BLOOM = "Bloom effect";
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GLPREFMNU_BLOOM = "Bloom effect";
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GLPREFMNU_LENS = "Lens distortion effect";
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GLPREFMNU_LENS = "Lens distortion effect";
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GLPREFMNU_SSAO = "Ambient occlusion quality";
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GLPREFMNU_SSAO = "Ambient occlusion quality";
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GLPREFMNU_SSAO_PORTALS = "Portals with AO";
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// Option Values
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// Option Values
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OPTVAL_SMART = "Smart";
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OPTVAL_SMART = "Smart";
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@ -235,4 +235,5 @@ OptionMenu "GLPrefOptions"
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Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
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Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
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Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
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Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
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Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes"
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Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes"
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Slider "$GLPREFMNU_SSAO_PORTALS", gl_ssao_portals, 0.0, 4.0, 1.0, 0
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}
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}
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