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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- renamed some variables because they were getting into the way of analyzing usage of the global variable of the same name.
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0e904286e8
commit
d066a1f10f
1 changed files with 40 additions and 40 deletions
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@ -48,20 +48,20 @@ void PPBloom::UpdateTextures()
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for (int i = 0; i < NumBloomLevels; i++)
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for (int i = 0; i < NumBloomLevels; i++)
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{
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{
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auto &level = levels[i];
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auto &blevel = levels[i];
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level.VTexture.Format("Bloom.VTexture.%d", i);
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blevel.VTexture.Format("Bloom.VTexture.%d", i);
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level.HTexture.Format("Bloom.HTexture.%d", i);
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blevel.HTexture.Format("Bloom.HTexture.%d", i);
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level.Viewport.left = 0;
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blevel.Viewport.left = 0;
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level.Viewport.top = 0;
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blevel.Viewport.top = 0;
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level.Viewport.width = (bloomWidth + 1) / 2;
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blevel.Viewport.width = (bloomWidth + 1) / 2;
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level.Viewport.height = (bloomHeight + 1) / 2;
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blevel.Viewport.height = (bloomHeight + 1) / 2;
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PPTextureDesc texture = { level.Viewport.width, level.Viewport.height, PixelFormat::Rgba16f };
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PPTextureDesc texture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::Rgba16f };
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hw_postprocess.Textures[level.VTexture] = texture;
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hw_postprocess.Textures[blevel.VTexture] = texture;
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hw_postprocess.Textures[level.HTexture] = texture;
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hw_postprocess.Textures[blevel.HTexture] = texture;
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bloomWidth = level.Viewport.width;
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bloomWidth = blevel.Viewport.width;
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bloomHeight = level.Viewport.height;
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bloomHeight = blevel.Viewport.height;
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}
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}
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}
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}
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@ -102,17 +102,17 @@ void PPBloom::UpdateSteps()
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// Blur and downscale:
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// Blur and downscale:
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for (int i = 0; i < NumBloomLevels - 1; i++)
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for (int i = 0; i < NumBloomLevels - 1; i++)
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{
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{
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auto &level = levels[i];
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auto &blevel = levels[i];
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auto &next = levels[i + 1];
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auto &next = levels[i + 1];
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
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steps.Push(BlurStep(blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true));
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// Linear downscale:
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// Linear downscale:
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step.ShaderName = "BloomCombine";
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step.ShaderName = "BloomCombine";
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step.Uniforms.Clear();
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step.Uniforms.Clear();
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step.Viewport = next.Viewport;
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step.Viewport = next.Viewport;
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step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
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step.SetInputTexture(0, blevel.VTexture, PPFilterMode::Linear);
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step.SetOutputTexture(next.VTexture);
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step.SetOutputTexture(next.VTexture);
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step.SetNoBlend();
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step.SetNoBlend();
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steps.Push(step);
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steps.Push(step);
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@ -121,17 +121,17 @@ void PPBloom::UpdateSteps()
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// Blur and upscale:
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// Blur and upscale:
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for (int i = NumBloomLevels - 1; i > 0; i--)
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for (int i = NumBloomLevels - 1; i > 0; i--)
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{
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{
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auto &level = levels[i];
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auto &blevel = levels[i];
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auto &next = levels[i - 1];
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auto &next = levels[i - 1];
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
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steps.Push(BlurStep(blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true));
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// Linear upscale:
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// Linear upscale:
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step.ShaderName = "BloomCombine";
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step.ShaderName = "BloomCombine";
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step.Uniforms.Clear();
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step.Uniforms.Clear();
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step.Viewport = next.Viewport;
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step.Viewport = next.Viewport;
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step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
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step.SetInputTexture(0, blevel.VTexture, PPFilterMode::Linear);
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step.SetOutputTexture(next.VTexture);
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step.SetOutputTexture(next.VTexture);
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step.SetNoBlend();
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step.SetNoBlend();
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steps.Push(step);
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steps.Push(step);
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@ -191,17 +191,17 @@ void PPBloom::UpdateBlurSteps()
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// Blur and downscale:
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// Blur and downscale:
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for (int i = 0; i < numLevels - 1; i++)
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for (int i = 0; i < numLevels - 1; i++)
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{
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{
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auto &level = levels[i];
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auto &blevel = levels[i];
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auto &next = levels[i + 1];
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auto &next = levels[i + 1];
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
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steps.Push(BlurStep(blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true));
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// Linear downscale:
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// Linear downscale:
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step.ShaderName = "BloomCombine";
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step.ShaderName = "BloomCombine";
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step.Uniforms.Clear();
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step.Uniforms.Clear();
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step.Viewport = next.Viewport;
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step.Viewport = next.Viewport;
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step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
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step.SetInputTexture(0, blevel.VTexture, PPFilterMode::Linear);
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step.SetOutputTexture(next.VTexture);
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step.SetOutputTexture(next.VTexture);
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step.SetNoBlend();
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step.SetNoBlend();
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steps.Push(step);
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steps.Push(step);
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@ -210,17 +210,17 @@ void PPBloom::UpdateBlurSteps()
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// Blur and upscale:
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// Blur and upscale:
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for (int i = numLevels - 1; i > 0; i--)
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for (int i = numLevels - 1; i > 0; i--)
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{
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{
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auto &level = levels[i];
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auto &blevel = levels[i];
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auto &next = levels[i - 1];
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auto &next = levels[i - 1];
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
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steps.Push(BlurStep(blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true));
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// Linear upscale:
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// Linear upscale:
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step.ShaderName = "BloomCombine";
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step.ShaderName = "BloomCombine";
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step.Uniforms.Clear();
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step.Uniforms.Clear();
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step.Viewport = next.Viewport;
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step.Viewport = next.Viewport;
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step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
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step.SetInputTexture(0, blevel.VTexture, PPFilterMode::Linear);
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step.SetOutputTexture(next.VTexture);
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step.SetOutputTexture(next.VTexture);
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step.SetNoBlend();
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step.SetNoBlend();
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steps.Push(step);
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steps.Push(step);
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@ -440,16 +440,16 @@ void PPCameraExposure::UpdateTextures()
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width = MAX(width / 2, 1);
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width = MAX(width / 2, 1);
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height = MAX(height / 2, 1);
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height = MAX(height / 2, 1);
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PPExposureLevel level;
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PPExposureLevel blevel;
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level.Viewport.left = 0;
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blevel.Viewport.left = 0;
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level.Viewport.top = 0;
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blevel.Viewport.top = 0;
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level.Viewport.width = width;
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blevel.Viewport.width = width;
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level.Viewport.height = height;
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blevel.Viewport.height = height;
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level.Texture.Format("Exposure.Level.%d", i);
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blevel.Texture.Format("Exposure.Level.%d", i);
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ExposureLevels.Push(level);
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ExposureLevels.Push(blevel);
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PPTextureDesc texture = { level.Viewport.width, level.Viewport.height, PixelFormat::R32f };
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PPTextureDesc texture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::R32f };
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hw_postprocess.Textures[level.Texture] = texture;
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hw_postprocess.Textures[blevel.Texture] = texture;
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i++;
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i++;
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@ -483,7 +483,7 @@ void PPCameraExposure::UpdateSteps()
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auto &level0 = ExposureLevels[0];
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auto &level0 = ExposureLevels[0];
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// Extract light level from scene texture:
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// Extract light blevel from scene texture:
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step.ShaderName = "ExposureExtract";
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step.ShaderName = "ExposureExtract";
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step.Uniforms.Set(extractUniforms);
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step.Uniforms.Set(extractUniforms);
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step.Viewport = level0.Viewport;
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step.Viewport = level0.Viewport;
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@ -495,13 +495,13 @@ void PPCameraExposure::UpdateSteps()
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// Find the average value:
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// Find the average value:
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for (unsigned int i = 0; i + 1 < ExposureLevels.Size(); i++)
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for (unsigned int i = 0; i + 1 < ExposureLevels.Size(); i++)
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{
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{
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auto &level = ExposureLevels[i];
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auto &blevel = ExposureLevels[i];
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auto &next = ExposureLevels[i + 1];
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auto &next = ExposureLevels[i + 1];
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step.ShaderName = "ExposureAverage";
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step.ShaderName = "ExposureAverage";
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step.Uniforms.Clear();
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step.Uniforms.Clear();
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step.Viewport = next.Viewport;
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step.Viewport = next.Viewport;
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step.SetInputTexture(0, level.Texture, PPFilterMode::Linear);
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step.SetInputTexture(0, blevel.Texture, PPFilterMode::Linear);
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step.SetOutputTexture(next.Texture);
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step.SetOutputTexture(next.Texture);
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step.SetNoBlend();
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step.SetNoBlend();
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steps.Push(step);
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steps.Push(step);
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