}
}
- if(autocvar_hud_postprocessing)
+ if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
{
- // all of this should be done in the engine eventually
-
// enable or disable rendering types if they are used or not
- if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
- cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
- if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
- cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
-
- // lets apply the postprocess effects from the previous two functions if needed
+ if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
+ if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
+
+ // blur postprocess handling done first (used by hud_damage and hud_contents)
if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
{
float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
old_bluralpha = 0;
}
+ // edge detection postprocess handling done second (used by hud_powerup)
float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
-
- // Check the health stat to see whether the player is still alive, then remove the effect if they are dead so it isn't there when they respawn...
- // then bound the given value since powerup warning time is 5 seconds, so fade the effect from 5 seconds down.
- sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5);
-
+ sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
{
if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
{
- cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * cvar("hud_powerup")), " ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
+ cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
old_sharpen_intensity = sharpen_intensity;
}
}