Make software overbright optional (cvar r_softOverbright) and reduce the number of FBOs and FBO blits when able.
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8 changed files with 166 additions and 201 deletions
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@ -92,12 +92,18 @@ Cvars for simple rendering features:
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0 - None. (default)
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1-16 - Some.
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17+ - Too much!
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r_ssao - Enable screen-space ambient occlusion.
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Currently eats framerate and has some
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visible artifacts.
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0 - No. (default)
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1 - Yes.
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visible artifacts.
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0 - No. (default)
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1 - Yes.
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r_softOverbright - Enable software overbrighting. This enables
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overbrighting even in a window. Is disabled
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when r_toneMap 1 and r_hdr 1.
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0 - No.
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1 - Yes. (default)
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Cvars for HDR and tonemapping:
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r_hdr - Do scene rendering in a framebuffer with
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@ -123,63 +129,63 @@ Cvars for HDR and tonemapping:
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r_forceToneMap - Cheat. Override built-in and map tonemap
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settings and use cvars r_forceToneMapAvg,
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r_forceToneMapMin, and r_forceToneMapMax.
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0 - No. (default)
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1 - Yes.
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r_forceToneMapMin, and r_forceToneMapMax.
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0 - No. (default)
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1 - Yes.
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r_forceToneMapAvg - Cheat. Map average scene luminance to this
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value, in powers of two. Requires
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r_forceToneMap.
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-2.0 - Dark.
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-1.0 - Kinda dark. (default).
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2.0 - Too bright.
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r_forceToneMap.
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-2.0 - Dark.
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-1.0 - Kinda dark. (default).
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2.0 - Too bright.
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r_forceToneMapMin - Cheat. After mapping average, luminance
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below this level is mapped to black.
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Requires r_forceToneMap.
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-5 - Not noticeable.
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-3.25 - Normal. (default)
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0.0 - Too dark.
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Requires r_forceToneMap.
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-5 - Not noticeable.
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-3.25 - Normal. (default)
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0.0 - Too dark.
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r_forceToneMapMin - Cheat. After mapping average, luminance
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above this level is mapped to white.
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Requires r_forceToneMap.
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0.0 - Too bright.
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1.0 - Normal. (default).
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2.0 - Washed out.
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Requires r_forceToneMap.
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0.0 - Too bright.
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1.0 - Normal. (default).
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2.0 - Washed out.
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r_autoExposure - Do automatic exposure based on scene
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brightness. Hardcoded to -2 to 2 on maps
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that don't specify otherwise. Requires
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that don't specify otherwise. Requires
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r_hdr, r_postprocess, and r_toneMap.
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0 - No.
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1 - Yes. (default)
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r_forceAutoExposure - Cheat. Override built-in and map auto
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exposure settings and use cvars
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r_forceAutoExposureMin and
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r_forceAutoExposureMax.
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0 - No. (default)
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1 - Yes.
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r_forceAutoExposureMin and
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r_forceAutoExposureMax.
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0 - No. (default)
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1 - Yes.
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r_forceAutoExposureMin - Cheat. Set minimum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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-3.0 - Dimmer.
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-2.0 - Normal. (default)
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-1.0 - Brighter.
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r_forceAutoExpsure.
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-3.0 - Dimmer.
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-2.0 - Normal. (default)
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-1.0 - Brighter.
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r_forceAutoExposureMax - Cheat. Set maximum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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1.0 - Dimmer.
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2.0 - Normal. (default)
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3.0 - Brighter.
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r_forceAutoExpsure.
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1.0 - Dimmer.
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2.0 - Normal. (default)
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3.0 - Brighter.
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r_srgb - Treat all input textures as sRGB, and do
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final rendering in a sRGB framebuffer. Only
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required if assets were created with it in
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mind.
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required if assets were created with it in
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mind.
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0 - No. (default)
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1 - Yes.
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@ -191,8 +197,8 @@ Cvars for advanced material usage:
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1 - Yes. (default)
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2 - Yes, and use Oren-Nayar reflectance
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model.
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3 - Yes, and use tri-Ace's Oren-Nayar
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reflectance model.
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3 - Yes, and use tri-Ace's Oren-Nayar
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reflectance model.
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r_specularMapping - Enable specular mapping for materials that
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support it, and also specify advanced
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@ -563,7 +569,7 @@ contributed thoughts, ideas, and whole swaths of code to this project.
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- Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the
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ioquake3 team and contributors, for improving massively upon the raw Quake
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3 source, and accepting my and gimhael's modular renderer patch.
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3 source, and accepting my and gimhael's modular renderer patch.
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- Robert 'Tr3B' Beckebans and the other contributors to XReaL, for letting me
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liberally copy code from you. :)
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@ -574,7 +580,7 @@ contributed thoughts, ideas, and whole swaths of code to this project.
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- Yoshiharu Gotanda, Tatsuya Shoji, and the rest of tri-Ace's R&D Department,
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for creating the tri-Ace shading equations and posting their derivations in
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simple English.
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simple English.
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- Matthias 'gimhael' Bentrup, for random ideas and bits of code.
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