xash3d-fwgs/ref_vk/vk_cvar.c
Ivan 'provod' Avdeev ad7b210228 rtx: improve surface lights
use bsp/pvs-based visibility data for acceleration:
+ fps 5 -> 60
- correctness: some areas have too many lights, which ends up culling visible ones too

also fix shadow artefacts
2021-04-12 11:07:41 -07:00

18 lines
739 B
C

#include "vk_cvar.h"
#include "vk_common.h"
#define NONEXTERN_CVAR(cvar) cvar_t *cvar;
DECLARE_CVAR(NONEXTERN_CVAR)
#undef NONEXTERN_CVAR
static cvar_t *r_drawentities;
void VK_LoadCvars( void )
{
r_lighting_modulate = gEngine.Cvar_Get( "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
cl_lightstyle_lerping = gEngine.pfnGetCvarPointer( "cl_lightstyle_lerping", 0 );
r_drawentities = gEngine.pfnGetCvarPointer( "r_drawentities", 0 );
vk_rtx_bounces = gEngine.Cvar_Get( "vk_rtx_bounces", "2", FCVAR_ARCHIVE, "RTX path tracing ray bounces" );
vk_rtx_prev_frame_blend_factor = gEngine.Cvar_Get("vk_rtx_prev_frame_blend_factor", "0.1", FCVAR_ARCHIVE, "RTX path tracer ghetto temporal denoiser strength");
}