Exemple #1
0
/*
==================
FullscreenFXManager::Process
==================
*/
void FullscreenFXManager::Process( const renderView_t *view ) {
	bool allpass = false;
	bool atLeastOneFX = false;

	if ( g_testFullscreenFX.GetInteger() == -2 ) {
		allpass = true;
	}

	// do the first render
	gameRenderWorld->RenderScene( view );

	// we should consider these on a case-by-case basis for stereo rendering
	// double vision could be implemented "for real" by shifting the
	// eye views
	if ( IsGameStereoRendered() && !player_allowScreenFXInStereo.GetBool() ) {
		return;
	}

	// do the process
	for ( int i = 0; i < fx.Num(); i++ ) {
		FullscreenFX *pfx = fx[i];
		bool drawIt = false;

		// determine if we need to draw
		if ( pfx->Active() || g_testFullscreenFX.GetInteger() == i || allpass ) {
			drawIt = pfx->SetTriggerState( true );
		} else {
			drawIt = pfx->SetTriggerState( false );
		}

		// do the actual drawing
		if ( drawIt ) {
			atLeastOneFX = true;

			// we need to dump to _currentRender
			renderSystem->CaptureRenderToImage( "_currentRender" );

			// handle the accum pass if we have one
			if ( pfx->HasAccum() ) {
				// we need to crop the accum pass
				renderSystem->CropRenderSize( 512, 512 );
				pfx->AccumPass( view );
				renderSystem->CaptureRenderToImage( "_accum" );
				renderSystem->UnCrop();
			}

			// do the high quality pass
			pfx->HighQuality();

			// do the blendback
			Blendback( pfx->GetFadeAlpha() );
		}
	}
}
Exemple #2
0
/*
==================
FullscreenFXManager::Process
==================
*/
void FullscreenFXManager::Process( const renderView_t *view ) {
	bool allpass = false;
	bool atLeastOneFX = false;

	if ( g_testFullscreenFX.GetInteger() == -2 ) {
		allpass = true;
	}

	if ( g_lowresFullscreenFX.GetBool() ) {
		highQualityMode = false;
	}
	else {
		highQualityMode = true;
	}

	// compute the shift scale
	if ( highQualityMode ) {
		int vidWidth, vidHeight;
		renderSystem->GetGLSettings( vidWidth, vidHeight );

		float pot;
		int	 w = vidWidth;
		pot = MakePowerOfTwo( w );
		shiftScale.x = (float)w / pot;

		int	 h = vidHeight;
		pot = MakePowerOfTwo( h );
		shiftScale.y = (float)h / pot;
	}
	else {
		// if we're in low-res mode, shrink view down
		shiftScale.x = 1;
		shiftScale.y = 1;
		renderSystem->CropRenderSize( 512, 512, true );
	}

	// do the first render
	gameRenderWorld->RenderScene( view );

	// do the process
	for ( int i = 0; i < fx.Num(); i++ ) {
		FullscreenFX *pfx = fx[i];
		bool drawIt = false;

		// determine if we need to draw
		if ( pfx->Active() || g_testFullscreenFX.GetInteger() == i || allpass ) {
			drawIt = pfx->SetTriggerState( true );
		}
		else {
			drawIt = pfx->SetTriggerState( false );
		}

		// do the actual drawing
		if ( drawIt ) {
			atLeastOneFX = true;

			// we need to dump to _currentRender
			CaptureCurrentRender();

			// handle the accum pass if we have one
			if ( pfx->HasAccum() ) {

				// if we're in high quality mode, we need to crop the accum pass
				if ( highQualityMode ) {
					renderSystem->CropRenderSize( 512, 512, true );
					pfx->AccumPass( view );
					renderSystem->UnCrop();
				}
				else {
					pfx->AccumPass( view );
				}
			}

			// do the high quality pass
			pfx->HighQuality();

			// do the blendback
			Blendback( pfx->GetFadeAlpha() );
		}
	}

	if ( !highQualityMode ) {
		// we need to dump to _currentRender
		CaptureCurrentRender();

		// uncrop view
		renderSystem->UnCrop();

		// draw the final full-screen image
		renderSystem->SetColor4( 1, 1, 1, 1 );
		renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1, 1, 0.f, blendBackMaterial );
	}
}