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https://github.com/ZDoom/qzdoom.git
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- made gl_menu_blur into a menu option
- made bluramount also into a gameinfo option - negative gl_menu_blur cvar now uses gameinfo option, 0 disables it - removed gl_menu_blur_enabled since gl_menu_blur==0 does that anyway - made gl_menu_blur default to -1 to use gameinfo option - add default gameinfo bluramount options
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commit
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13 changed files with 23 additions and 6 deletions
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@ -369,6 +369,7 @@ void FMapInfoParser::ParseGameInfo()
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GAMEINFOKEY_BOOL(nightmarefast, "nightmarefast")
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GAMEINFOKEY_COLOR(dimcolor, "dimcolor")
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GAMEINFOKEY_FLOAT(dimamount, "dimamount")
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GAMEINFOKEY_FLOAT(bluramount, "bluramount")
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GAMEINFOKEY_INT(definventorymaxamount, "definventorymaxamount")
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GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime")
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GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime")
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1
src/gi.h
1
src/gi.h
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@ -155,6 +155,7 @@ struct gameinfo_t
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FString CursorPic;
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uint32_t dimcolor;
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float dimamount;
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float bluramount;
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int definventorymaxamount;
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int defaultrespawntime;
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int defaultdropstyle;
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@ -145,8 +145,7 @@ CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITC
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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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CVAR(Bool, gl_menu_blur_enabled, true, CVAR_ARCHIVE)
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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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@ -475,10 +474,17 @@ void FGLRenderer::BloomScene(int fixedcm)
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::BlurScene()
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void FGLRenderer::BlurScene(float gameinfobluramount)
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{
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// first, respect the CVar
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float blurAmount = gl_menu_blur;
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if ((!gl_menu_blur_enabled) || (gl_menu_blur <= 0.0) || !FGLRenderBuffers::IsEnabled())
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// if CVar is negative, use the gameinfo entry
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if (gl_menu_blur < 0)
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blurAmount = gameinfobluramount;
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// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
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if ((blurAmount <= 0.0) || !FGLRenderBuffers::IsEnabled())
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return;
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FGLDebug::PushGroup("BlurScene");
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@ -180,7 +180,7 @@ public:
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void ClearTonemapPalette();
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void LensDistortScene();
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void ApplyFXAA();
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void BlurScene();
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void BlurScene(float gameinfobluramount);
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void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
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void DrawPresentTexture(const GL_IRECT &box, bool applyGamma);
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void Flush();
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@ -782,7 +782,7 @@ void M_Drawer (void)
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{
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screen->Dim(fade);
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if (GLRenderer)
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GLRenderer->BlurScene();
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GLRenderer->BlurScene(gameinfo.bluramount);
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V_SetBorderNeedRefresh();
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}
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CurrentMenu->CallDrawer();
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@ -2696,6 +2696,7 @@ GLPREFMNU_SPRBILLFACECAMERA = "Sprites face camera";
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GLPREFMNU_PARTICLESTYLE = "Particle style";
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GLPREFMNU_AMBLIGHT = "Ambient light level";
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GLPREFMNU_RENDERQUALITY = "Rendering quality";
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GLPREFMNU_MENUBLUR = "Menu Blur";
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GLPREFMNU_VRMODE = "Stereo 3D VR";
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GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
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GLPREFMNU_MULTISAMPLE = "Multisample";
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@ -38,6 +38,7 @@ gameinfo
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weaponslot = 7, "LAZDevice"
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dimcolor = "ff d7 00"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -38,6 +38,7 @@ gameinfo
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weaponslot = 7, "BFG9000"
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dimcolor = "ff d7 00"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -37,6 +37,7 @@ gameinfo
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weaponslot = 7, "Mace"
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dimcolor = "00 00 ff"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 16
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -36,6 +36,7 @@ gameinfo
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weaponslot = 4, "FWeapQuietus", "CWeapWraithverge", "MWeapBloodscourge"
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dimcolor = "00 00 ff"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -27,6 +27,7 @@ gameinfo
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intermissioncounter = true
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dimcolor = "6f 00 6b"
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dimamount = 0.8
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bluramount = 0.0
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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@ -38,6 +38,7 @@ gameinfo
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weaponslot = 8, "Sigil"
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dimcolor = "ff d7 00"
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dimamount = 0.2
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bluramount = 0.5
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definventorymaxamount = 25
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defaultrespawntime = 16
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defaultdropstyle = 2
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@ -2169,6 +2169,8 @@ OptionMenu "OpenGLOptions"
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Option "$GLPREFMNU_PARTICLESTYLE", gl_particles_style, "Particles"
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Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
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StaticText " "
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Slider "$GLPREFMNU_MENUBLUR", gl_menu_blur, 0, 5.0, 0.5, 2
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StaticText " "
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Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
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Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
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StaticText " "
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