From 37d3aab3903bae334bb94c8fd34f39c387cf7a4b Mon Sep 17 00:00:00 2001 From: Samual Date: Sun, 28 Aug 2011 20:45:16 -0400 Subject: [PATCH] Code cleanup and fix stupid problem of not using autocvar_'s --- qcsrc/client/View.qc | 23 ++++++++--------------- 1 file changed, 8 insertions(+), 15 deletions(-) diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index ec3240bad..6e8c8639e 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -884,17 +884,13 @@ void CSQC_UpdateView(float w, float h) } } - 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); @@ -913,19 +909,16 @@ void CSQC_UpdateView(float w, float h) 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; } } -- 2.39.2