From 349a5ab52925e16e815df1976415d0314c6332ce Mon Sep 17 00:00:00 2001 From: divverent Date: Sat, 9 Jul 2011 14:08:49 +0000 Subject: [PATCH] Add/update cvars and such... Almost done now basically. Just a bit of testing left. From: Samual git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11239 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=ee3262b2e4f78fdcb461b6a431f178cc314eaf6d --- gl_rmain.c | 55 +++++++++++++++++++++++++++++++++++------------------- 1 file changed, 36 insertions(+), 19 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 50227960..79ca77bf 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -50,14 +50,18 @@ static qboolean r_savedds; // r_refdef_t r_refdef; -cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"}; -cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"}; -cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"}; -cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"}; -cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"}; -cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"}; -cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"}; +cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"}; +cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"}; +cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"}; cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"}; +cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"}; +cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "maxmimum amount of blur"}; +cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"}; +cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"}; +cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"}; +cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "1", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"}; +cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "10", "lower value of mouse acceleration when it starts to factor into blur equation"}; +cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "100", "upper value of mouse acceleration when it reaches the peak factor into blur equation"}; // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat? cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"}; @@ -4138,13 +4142,17 @@ void GL_Main_Init(void) Cvar_RegisterVariable (&gl_skyclip); } Cvar_RegisterVariable(&r_motionblur); - Cvar_RegisterVariable(&r_motionblur_maxblur); - Cvar_RegisterVariable(&r_motionblur_bmin); - Cvar_RegisterVariable(&r_motionblur_vmin); - Cvar_RegisterVariable(&r_motionblur_vmax); - Cvar_RegisterVariable(&r_motionblur_vcoeff); - Cvar_RegisterVariable(&r_motionblur_randomize); Cvar_RegisterVariable(&r_damageblur); + Cvar_RegisterVariable(&r_motionblur_averaging); + Cvar_RegisterVariable(&r_motionblur_randomize); + Cvar_RegisterVariable(&r_motionblur_minblur); + Cvar_RegisterVariable(&r_motionblur_maxblur); + Cvar_RegisterVariable(&r_motionblur_velocityfactor); + Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed); + Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed); + Cvar_RegisterVariable(&r_motionblur_mousefactor); + Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed); + Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed); Cvar_RegisterVariable(&r_equalize_entities_fullbright); Cvar_RegisterVariable(&r_equalize_entities_minambient); Cvar_RegisterVariable(&r_equalize_entities_by); @@ -6298,25 +6306,34 @@ static void R_BlendView(void) static vec3_t blur_oldangles; // used to see how quickly the mouse is moving // set a goal for the factoring - blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value), 1); - blur_mouseaccel = bound(0, (fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value), 1); - blur_factor = (blur_velocity + blur_mouseaccel) * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value; + blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) + / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1); + blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) + / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1); + blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) + + (blur_mouseaccel * r_motionblur_mousefactor.value)); // from the goal, pick an averaged value between goal and last value - cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1); + cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1); blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha; + + // enforce minimum amount of blur + blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value; + + //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel); // calculate values into a standard alpha cl.motionbluralpha = 1 - exp(- ( - (r_motionblur.value * blur_average / 80) + (r_motionblur.value * blur_factor / 80) + (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600)) ) / max(0.0001, cl.time - cl.oldtime) // fps independent ); - + + // randomization for the blur value to combat persistent ghosting cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value); cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value); -- 2.39.2