From 8877046a985b73b00ecf417208fd69519794282c Mon Sep 17 00:00:00 2001 From: vortex Date: Wed, 13 Oct 2010 22:49:54 +0000 Subject: [PATCH] remove r_glsl_saturation_redcompensate, as it's considered a hack and can be done with postprocess customizing git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10531 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 78 +++++++++++++++--------------------------------------- 1 file changed, 22 insertions(+), 56 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index d9d95477..44e3504e 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -189,7 +189,6 @@ cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspectiv cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; -cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"}; cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; @@ -750,16 +749,8 @@ static const char *builtinshaderstring = "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" -" // 'vampire sight' effect, wheres red is compensated\n" -" #ifdef SATURATION_REDCOMPENSATE\n" -" float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" -" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" -" gl_FragColor.r += rboost;\n" -" #else\n" -" // normal desaturation\n" -" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" -" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" -" #endif\n" +" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" +" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" @@ -2012,16 +2003,8 @@ const char *builtincgshaderstring = "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" -" // 'vampire sight' effect, wheres red is compensated\n" -" #ifdef SATURATION_REDCOMPENSATE\n" -" float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" -" gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" -" gl_FragColor.r += r;\n" -" #else\n" -" // normal desaturation\n" -" //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" -" gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" -" #endif\n" +" //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" +" gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" @@ -3584,21 +3567,6 @@ r_glsl_permutation_t; #define SHADERPERMUTATION_HASHSIZE 256 -// this called both on R_GLSL_CompileShader and R_HLSL_CacheShader -// this function adds more "#define" to supply static parms, could be used by game-specific code part -int vertstrings_count = 0; -int geomstrings_count = 0; -int fragstrings_count = 0; -const char *vertstrings_list[64+3]; -const char *geomstrings_list[64+3]; -const char *fragstrings_list[64+3]; -void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) -{ - if (mode == SHADERMODE_POSTPROCESS && (permutation & SHADERPERMUTATION_SATURATION)) - if (r_glsl_saturation_redcompensate.integer) - fragstrings_list[fragstrings_count++] = "#define SATURATION_REDCOMPENSATE\n"; -} - /// information about each possible shader permutation r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; /// currently selected permutation @@ -3664,7 +3632,13 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode { int i; shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode; + int vertstrings_count = 0; + int geomstrings_count = 0; + int fragstrings_count = 0; char *vertexstring, *geometrystring, *fragmentstring; + const char *vertstrings_list[32+3]; + const char *geomstrings_list[32+3]; + const char *fragstrings_list[32+3]; char permutationname[256]; if (p->compiled) @@ -3713,9 +3687,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode } } - // add static parms - R_CompileShader_AddStaticParms(mode, permutation); - // now append the shader text itself vertstrings_list[vertstrings_count++] = vertexstring; geomstrings_list[geomstrings_count++] = geometrystring; @@ -4088,11 +4059,13 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un { int i; shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode; - int vertstring_length = 0; - int geomstring_length = 0; - int fragstring_length = 0; - char *t; + int vertstrings_count = 0, vertstring_length = 0; + int geomstrings_count = 0, geomstring_length = 0; + int fragstrings_count = 0, fragstring_length = 0; char *vertexstring, *geometrystring, *fragmentstring; + const char *vertstrings_list[32+3]; + const char *geomstrings_list[32+3]; + const char *fragstrings_list[32+3]; char *vertstring, *geomstring, *fragstring; char permutationname[256]; char cachename[256]; @@ -4116,9 +4089,6 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un // the first pretext is which type of shader to compile as // (later these will all be bound together as a program object) - vertstrings_count = 0; - geomstrings_count = 0; - fragstrings_count = 0; vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; @@ -4713,11 +4683,14 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode { int i; shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode; - int vertstring_length = 0; - int geomstring_length = 0; - int fragstring_length = 0; + int vertstrings_count = 0, vertstring_length = 0; + int geomstrings_count = 0, geomstring_length = 0; + int fragstrings_count = 0, fragstring_length = 0; char *t; char *vertexstring, *geometrystring, *fragmentstring; + const char *vertstrings_list[32+3]; + const char *geomstrings_list[32+3]; + const char *fragstrings_list[32+3]; char *vertstring, *geomstring, *fragstring; char permutationname[256]; char cachename[256]; @@ -4738,9 +4711,6 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode strlcat(cachename, "hlsl/", sizeof(cachename)); // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler - vertstrings_count = 0; - geomstrings_count = 0; - fragstrings_count = 0; vertstrings_list[vertstrings_count++] = "#define HLSL\n"; geomstrings_list[geomstrings_count++] = "#define HLSL\n"; fragstrings_list[fragstrings_count++] = "#define HLSL\n"; @@ -4781,9 +4751,6 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode } } - // add static parms - R_CompileShader_AddStaticParms(mode, permutation); - // replace spaces in the cachename with _ characters for (i = 0;cachename[i];i++) if (cachename[i] == ' ') @@ -7373,7 +7340,6 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); Cvar_RegisterVariable(&r_glsl_saturation); - Cvar_RegisterVariable(&r_glsl_saturation_redcompensate); Cvar_RegisterVariable(&r_framedatasize); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); -- 2.39.2