Add option to disable light scattering (#3662)
* Fix typo * Match name in irr_driver * Add option to disable light scattering
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@ -851,6 +851,10 @@ namespace UserConfigParams
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PARAM_DEFAULT(BoolUserConfigParam(false,
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"ssao", &m_graphics_quality,
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"Enable Screen Space Ambient Occlusion") );
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PARAM_PREFIX BoolUserConfigParam m_light_scatter
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PARAM_DEFAULT(BoolUserConfigParam(true,
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"light_scatter", &m_graphics_quality,
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"Enable light scattering shaders") );
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PARAM_PREFIX IntUserConfigParam m_shadows_resolution
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PARAM_DEFAULT( IntUserConfigParam(0,
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"shadows_resolution", &m_graphics_quality,
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@ -295,9 +295,9 @@ void ShaderBasedRenderer::renderSceneDeferred(scene::ICameraSceneNode * const ca
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const Track * const track = Track::getCurrentTrack();
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// Render discrete lights scattering
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if (track && track->isFogEnabled())
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if (UserConfigParams::m_light_scatter && track && track->isFogEnabled())
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{
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PROFILER_PUSH_CPU_MARKER("- PointLight Scatter", 0xFF, 0x00, 0x00);
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PROFILER_PUSH_CPU_MARKER("- Light Scatter", 0xFF, 0x00, 0x00);
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_LIGHTSCATTER));
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m_lighting_passes.renderLightsScatter(m_rtts->getDepthStencilTexture(),
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m_rtts->getFBO(FBO_HALF1),
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@ -970,7 +970,7 @@ void World::scheduleTutorial()
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//-----------------------------------------------------------------------------
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/** This updates all only graphical elements. It is only called once per
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* rendered frame, not once per time step.
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* float dt Time since last rame.
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* float dt Time since last frame.
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*/
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void World::updateGraphics(float dt)
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{
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