Allow turning off bloom in snowballs
--HG-- branch : multipass-stereo
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parent
fe91e2a751
commit
85977755de
2 changed files with 18 additions and 5 deletions
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@ -271,6 +271,7 @@ GlobalRetrieverName = "snowballs.gr";
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SquareBloom = 1;
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DensityBloom = 128;
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EnableBloom = 1;
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//////////////////////////////////////////////////////////////////////////////
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@ -152,6 +152,8 @@ LoadedOnline = false, LoadedOffline = false; // state
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static IStereoRender *_StereoRender = NULL;
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#endif /* #if SBCLIENT_DEV_STEREO */
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static bool s_EnableBloom = false;
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//
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// Prototypes
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//
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@ -182,6 +184,7 @@ void releaseOffline();
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void cbGraphicsDriver(CConfigFile::CVar &var);
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void cbSquareBloom(CConfigFile::CVar &var);
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void cbDensityBloom(CConfigFile::CVar &var);
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void cbEnableBloom(CConfigFile::CVar &var);
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//
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// Functions
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@ -368,6 +371,7 @@ void initIngame()
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CBloomEffect::instance().init(ConfigFile->getVar("OpenGL").asInt() == 1);
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CConfiguration::setAndCallback("SquareBloom", cbSquareBloom);
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CConfiguration::setAndCallback("DensityBloom", cbDensityBloom);
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CConfiguration::setAndCallback("EnableBloom", cbEnableBloom);
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// Init the landscape using the previously created UScene
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displayLoadingState("Initialize Landscape");
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initLandscape();
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@ -748,9 +752,12 @@ void loopIngame()
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if (!StereoHMD || StereoHMD->beginClear())
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{
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nlassert(bloomStage == 0);
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CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
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bloomStage = 1;
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if (s_EnableBloom)
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{
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nlassert(bloomStage == 0);
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CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
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bloomStage = 1;
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}
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// 01. Render Driver (background color)
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Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
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@ -774,7 +781,7 @@ void loopIngame()
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if (!StereoHMD || StereoHMD->beginInterface3D())
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{
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if (bloomStage == 1)
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if (s_EnableBloom && bloomStage == 1)
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{
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// End the actual bloom effect visible in the scene.
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if (StereoHMD) Driver->setViewport(NL3D::CViewport());
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@ -791,7 +798,7 @@ void loopIngame()
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if (!StereoHMD || StereoHMD->beginInterface2D())
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{
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if (bloomStage == 2)
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if (s_EnableBloom && bloomStage == 2)
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{
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// End bloom effect system after drawing the 3d interface (z buffer related).
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if (StereoHMD) Driver->setViewport(NL3D::CViewport());
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@ -944,6 +951,11 @@ void cbDensityBloom(CConfigFile::CVar &var)
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CBloomEffect::instance().setDensityBloom((uint8)(var.asInt() & 0xFF));
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}
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void cbEnableBloom(CConfigFile::CVar &var)
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{
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s_EnableBloom = var.asBool();
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}
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//
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// Loading state procedure
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//
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