]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
remove r_motionblur_debug, and replace with showblur which has been added to sbar.c
[xonotic/darkplaces.git] / gl_rmain.c
index 23351c76dec8d1b057404ee4a0ac3b85b66ce641..32014b33a165001f52256ba0637407fadabf38eb 100644 (file)
@@ -43,7 +43,6 @@ cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at
 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_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
-cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
 
 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
 
@@ -2408,7 +2407,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_motionblur_randomize);
        Cvar_RegisterVariable(&r_damageblur);
        Cvar_RegisterVariable(&r_animcache);
-       Cvar_RegisterVariable(&r_motionblur_debug);
        Cvar_RegisterVariable(&r_depthfirst);
        Cvar_RegisterVariable(&r_useinfinitefarclip);
        Cvar_RegisterVariable(&r_nearclip);
@@ -3772,22 +3770,21 @@ static void R_BlendView(void)
 
                if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
                {  
-                       // declare alpha variable
-                       float a;
+                       // declare variables
                        float speed;
                        static float avgspeed;
 
                        speed = VectorLength(cl.movement_velocity);
 
-                       a = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
-                       avgspeed = avgspeed * (1 - a) + speed * a;
+                       cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
+                       avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
 
                        speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
                        speed = bound(0, speed, 1);
                        speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
 
                        // calculate values into a standard alpha
-                       a = 1 - exp(-
+                       cl.motionbluralpha = 1 - exp(-
                                        (
                                         (r_motionblur.value * speed / 80)
                                         +
@@ -3797,18 +3794,14 @@ static void R_BlendView(void)
                                        max(0.0001, cl.time - cl.oldtime) // fps independent
                                   );
 
-                       a *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
-                       a = bound(0, a, r_motionblur_maxblur.value);
-
-                       // developer debug of current value
-                       if (r_motionblur_debug.value) { Con_Printf("blur alpha = %f\n", a); }
-
+                       cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
+                       cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
                        // apply the blur
-                       if (a > 0)
+                       if (cl.motionbluralpha > 0)
                        {
                                R_SetupGenericShader(true);
                                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               GL_Color(1, 1, 1, a); // to do: add color changing support for damage blur
+                               GL_Color(1, 1, 1, cl.motionbluralpha);
                                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
                                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
                                R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);