Make software overbright optional (cvar r_softOverbright) and reduce the number of FBOs and FBO blits when able.

This commit is contained in:
James Canete 2012-11-20 03:34:16 +00:00
parent 1f8db4c14a
commit 467619c034
8 changed files with 166 additions and 201 deletions

View file

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