mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- moved the postprocessing CVARs to hwrenderer.
This commit is contained in:
parent
ea98fe3c4d
commit
46a57fdfa1
9 changed files with 171 additions and 102 deletions
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@ -1056,7 +1056,8 @@ set (PCH_SOURCES
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hwrenderer/dynlights/hw_aabbtree.cpp
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hwrenderer/dynlights/hw_shadowmap.cpp
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hwrenderer/scene/hw_skydome.cpp
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hwrenderer/shaders/hw_postprocessshader.cpp
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hwrenderer/postprocessing/hw_postprocess_cvars.cpp
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hwrenderer/postprocessing/hw_postprocessshader.cpp
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hwrenderer/textures/hw_material.cpp
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hwrenderer/textures/hw_precache.cpp
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hwrenderer/utility/hw_clock.cpp
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@ -52,93 +52,6 @@
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#include "gl/textures/gl_hwtexture.h"
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#include "r_videoscale.h"
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE);
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CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, CVAR_ARCHIVE)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CVAR(Float, gl_exposure_scale, 1.3f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_min, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_base, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_speed, 0.05f, CVAR_ARCHIVE)
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 5)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, CVAR_ARCHIVE)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 7;
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}
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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self >= FFXAAShader::Count)
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{
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self = 0;
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}
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}
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CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 3)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_ssao_portals, 1, 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(Int, gl_ssao_debug, 0, 0)
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CVAR(Float, gl_ssao_bias, 0.2f, 0)
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CVAR(Float, gl_ssao_radius, 80.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur, 16.0f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Float, gl_paltonemap_powtable, 2.0f, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (GLRenderer)
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GLRenderer->ClearTonemapPalette();
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}
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CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (GLRenderer)
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GLRenderer->ClearTonemapPalette();
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}
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CVAR(Float, gl_menu_blur, -1.0f, CVAR_ARCHIVE)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Float, vid_saturation)
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EXTERN_CVAR(Int, gl_satformula)
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void FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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@ -28,6 +28,7 @@
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#define __GL_FXAASHADER_H__
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#include "gl_shaderprogram.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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class FFXAALumaShader
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{
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@ -41,19 +42,9 @@ private:
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};
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class FFXAAShader
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class FFXAAShader : public IFXAAShader
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{
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public:
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enum Quality
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{
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None,
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Low,
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Medium,
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High,
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Extreme,
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Count
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};
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void Bind();
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FBufferedUniform1i InputTexture;
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@ -28,7 +28,7 @@
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "hwrenderer/shaders/hw_postprocessshader.h"
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#include "hwrenderer/postprocessing/hw_postprocessshader.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "textures/bitmap.h"
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110
src/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
Normal file
110
src/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
Normal file
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@ -0,0 +1,110 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_postprocess.cpp
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** Post processing effects in the render pipeline
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**
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*/
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#include "hw_postprocess_cvars.h"
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#include "v_video.h"
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE);
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CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, CVAR_ARCHIVE)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CVAR(Float, gl_exposure_scale, 1.3f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_min, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_base, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_speed, 0.05f, CVAR_ARCHIVE)
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 5)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, CVAR_ARCHIVE)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 7;
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}
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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self >= IFXAAShader::Count)
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{
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self = 0;
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}
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}
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CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 3)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_ssao_portals, 1, 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, 0.7f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_ssao_debug, 0, 0)
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CVAR(Float, gl_ssao_bias, 0.2f, 0)
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CVAR(Float, gl_ssao_radius, 80.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur, 16.0f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Float, gl_paltonemap_powtable, 2.0f, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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screen->UpdatePalette();
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}
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CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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screen->UpdatePalette();
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}
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CVAR(Float, gl_menu_blur, -1.0f, CVAR_ARCHIVE)
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54
src/hwrenderer/postprocessing/hw_postprocess_cvars.h
Normal file
54
src/hwrenderer/postprocessing/hw_postprocess_cvars.h
Normal file
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#pragma once
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#include "c_cvars.h"
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class IFXAAShader
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{
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public:
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enum Quality
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{
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None,
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Low,
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Medium,
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High,
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Extreme,
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Count
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};
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};
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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EXTERN_CVAR(Bool, gl_bloom)
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EXTERN_CVAR(Float, gl_bloom_amount)
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EXTERN_CVAR(Float, gl_exposure_scale)
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EXTERN_CVAR(Float, gl_exposure_min)
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EXTERN_CVAR(Float, gl_exposure_base)
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EXTERN_CVAR(Float, gl_exposure_speed)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Int, gl_bloom_kernel_size)
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EXTERN_CVAR(Bool, gl_lens)
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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_chromatic)
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EXTERN_CVAR(Int, gl_fxaa)
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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(Int, gl_ssao_debug)
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EXTERN_CVAR(Float, gl_ssao_bias)
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EXTERN_CVAR(Float, gl_ssao_radius)
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EXTERN_CVAR(Float, gl_ssao_blur)
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EXTERN_CVAR(Float, gl_ssao_exponent)
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EXTERN_CVAR(Float, gl_paltonemap_powtable)
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EXTERN_CVAR(Bool, gl_paltonemap_reverselookup)
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EXTERN_CVAR(Float, gl_menu_blur)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Float, vid_saturation)
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EXTERN_CVAR(Int, gl_satformula)
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@ -22,7 +22,7 @@
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#include "vm.h"
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#include "d_player.h"
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#include "hwrenderer/shaders/hw_postprocessshader.h"
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#include "hw_postprocessshader.h"
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TArray<PostProcessShader> PostProcessShaders;
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@ -44,7 +44,7 @@
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "textures/skyboxtexture.h"
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#include "hwrenderer/shaders/hw_postprocessshader.h"
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#include "hwrenderer/postprocessing/hw_postprocessshader.h"
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void AddLightDefaults(FLightDefaults *defaults, double attnFactor);
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void AddLightAssociation(const char *actor, const char *frame, const char *light);
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