Allow turning off bloom in snowballs
--HG-- branch : multipass-stereo
This commit is contained in:
parent
fe91e2a751
commit
85977755de
2 changed files with 18 additions and 5 deletions
|
@ -271,6 +271,7 @@ GlobalRetrieverName = "snowballs.gr";
|
|||
|
||||
SquareBloom = 1;
|
||||
DensityBloom = 128;
|
||||
EnableBloom = 1;
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -152,6 +152,8 @@ LoadedOnline = false, LoadedOffline = false; // state
|
|||
static IStereoRender *_StereoRender = NULL;
|
||||
#endif /* #if SBCLIENT_DEV_STEREO */
|
||||
|
||||
static bool s_EnableBloom = false;
|
||||
|
||||
//
|
||||
// Prototypes
|
||||
//
|
||||
|
@ -182,6 +184,7 @@ void releaseOffline();
|
|||
void cbGraphicsDriver(CConfigFile::CVar &var);
|
||||
void cbSquareBloom(CConfigFile::CVar &var);
|
||||
void cbDensityBloom(CConfigFile::CVar &var);
|
||||
void cbEnableBloom(CConfigFile::CVar &var);
|
||||
|
||||
//
|
||||
// Functions
|
||||
|
@ -368,6 +371,7 @@ void initIngame()
|
|||
CBloomEffect::instance().init(ConfigFile->getVar("OpenGL").asInt() == 1);
|
||||
CConfiguration::setAndCallback("SquareBloom", cbSquareBloom);
|
||||
CConfiguration::setAndCallback("DensityBloom", cbDensityBloom);
|
||||
CConfiguration::setAndCallback("EnableBloom", cbEnableBloom);
|
||||
// Init the landscape using the previously created UScene
|
||||
displayLoadingState("Initialize Landscape");
|
||||
initLandscape();
|
||||
|
@ -747,10 +751,13 @@ void loopIngame()
|
|||
}
|
||||
|
||||
if (!StereoHMD || StereoHMD->beginClear())
|
||||
{
|
||||
if (s_EnableBloom)
|
||||
{
|
||||
nlassert(bloomStage == 0);
|
||||
CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
|
||||
bloomStage = 1;
|
||||
}
|
||||
|
||||
// 01. Render Driver (background color)
|
||||
Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
|
||||
|
@ -774,7 +781,7 @@ void loopIngame()
|
|||
|
||||
if (!StereoHMD || StereoHMD->beginInterface3D())
|
||||
{
|
||||
if (bloomStage == 1)
|
||||
if (s_EnableBloom && bloomStage == 1)
|
||||
{
|
||||
// End the actual bloom effect visible in the scene.
|
||||
if (StereoHMD) Driver->setViewport(NL3D::CViewport());
|
||||
|
@ -791,7 +798,7 @@ void loopIngame()
|
|||
|
||||
if (!StereoHMD || StereoHMD->beginInterface2D())
|
||||
{
|
||||
if (bloomStage == 2)
|
||||
if (s_EnableBloom && bloomStage == 2)
|
||||
{
|
||||
// End bloom effect system after drawing the 3d interface (z buffer related).
|
||||
if (StereoHMD) Driver->setViewport(NL3D::CViewport());
|
||||
|
@ -944,6 +951,11 @@ void cbDensityBloom(CConfigFile::CVar &var)
|
|||
CBloomEffect::instance().setDensityBloom((uint8)(var.asInt() & 0xFF));
|
||||
}
|
||||
|
||||
void cbEnableBloom(CConfigFile::CVar &var)
|
||||
{
|
||||
s_EnableBloom = var.asBool();
|
||||
}
|
||||
|
||||
//
|
||||
// Loading state procedure
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue