Implements new shape fadeout and lighting fade/max lights/shadows pref options into the options menu

This commit is contained in:
Areloch 2020-09-24 22:49:05 -05:00
parent add299e1b8
commit 4a8273b824
2 changed files with 149 additions and 25 deletions

View file

@ -279,9 +279,11 @@ function OptionsMenu::populateGraphicsSettingsList(%this)
%highMedLow = "Low\tMedium\tHigh";
%anisoFilter = "Off\t4\t8\t16";
%aaFilter = "Off\t1\t2\t4";
OptionsMenuSettingsList.addOptionRow("Lighting Quality", getQualityLevels(LightingQualityList), false, "", -1, -30, true, "Amount and drawdistance of local lights", getCurrentQualityLevel(LightingQualityList));
OptionsMenuSettingsList.addOptionRow("Shadow Quality", getQualityLevels(ShadowQualityList), false, "", -1, -30, true, "Shadow revolution quality", getCurrentQualityLevel(ShadowQualityList));
OptionsMenuSettingsList.addOptionRow("Soft Shadow Quality", getQualityLevels(SoftShadowList), false, "", -1, -30, true, "Amount of softening applied to shadowmaps", getCurrentQualityLevel(SoftShadowList));
OptionsMenuSettingsList.addOptionRow("Mesh Quality", getQualityLevels(MeshQualityGroup), false, "", -1, -30, true, "Fidelity of rendering of mesh objects", getCurrentQualityLevel(MeshQualityGroup));
OptionsMenuSettingsList.addOptionRow("Object Draw Distance", getQualityLevels(MeshDrawDistQualityGroup), false, "", -1, -30, true, "Dictates if and when static objects fade out in the distance", getCurrentQualityLevel(MeshDrawDistQualityGroup));
OptionsMenuSettingsList.addOptionRow("Texture Quality", getQualityLevels(TextureQualityGroup), false, "", -1, -30, true, "Fidelity of textures", getCurrentQualityLevel(TextureQualityGroup));
OptionsMenuSettingsList.addOptionRow("Terrain Quality", getQualityLevels(TerrainQualityGroup), false, "", -1, -30, true, "Quality level of terrain objects", getCurrentQualityLevel(TerrainQualityGroup));
OptionsMenuSettingsList.addOptionRow("Decal Lifetime", getQualityLevels(DecalLifetimeGroup), false, "", -1, -30, true, "How long decals are rendered", getCurrentQualityLevel(DecalLifetimeGroup));
@ -301,15 +303,17 @@ function OptionsMenu::populateGraphicsSettingsList(%this)
function OptionsMenu::applyGraphicsSettings(%this)
{
ShadowQualityList.applySetting(OptionsMenuSettingsList.getCurrentOption(0));
SoftShadowList.applySetting(OptionsMenuSettingsList.getCurrentOption(1));
LightingQualityList.applySetting(OptionsMenuSettingsList.getCurrentOption(0));
ShadowQualityList.applySetting(OptionsMenuSettingsList.getCurrentOption(1));
SoftShadowList.applySetting(OptionsMenuSettingsList.getCurrentOption(2));
MeshQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(2));
TextureQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(3));
TerrainQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(4));
DecalLifetimeGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(5));
GroundCoverDensityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(6));
ShaderQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(7));
MeshQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(3));
MeshDrawDistQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(4));
TextureQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(5));
TerrainQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(6));
DecalLifetimeGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(7));
GroundCoverDensityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(8));
ShaderQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(9));
//Update Textures
reloadTextures();
@ -319,23 +323,23 @@ function OptionsMenu::applyGraphicsSettings(%this)
// if its already set or if its not compatible.
//setLightManager( $pref::lightManager );
$pref::PostFX::EnableSSAO = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(12));
$pref::PostFX::EnableDOF = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(13));
$pref::PostFX::EnableVignette = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(14));
$pref::PostFX::EnableLightRays = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(15));
$pref::PostFX::EnableSSAO = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(14));
$pref::PostFX::EnableDOF = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(15));
$pref::PostFX::EnableVignette = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(16));
$pref::PostFX::EnableLightRays = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(17));
PostFXManager.settingsEffectSetEnabled(SSAOPostFx, $pref::PostFX::EnableSSAO);
PostFXManager.settingsEffectSetEnabled(DOFPostEffect, $pref::PostFX::EnableDOF);
PostFXManager.settingsEffectSetEnabled(LightRayPostFX, $pref::PostFX::EnableLightRays);
PostFXManager.settingsEffectSetEnabled(vignettePostFX, $pref::PostFX::EnableVignette);
$pref::Video::disableParallaxMapping = !convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(10));
$pref::Video::disableParallaxMapping = !convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(12));
//water reflections
$pref::Water::disableTrueReflections = !convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(11));
$pref::Water::disableTrueReflections = !convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(13));
// Check the anisotropic filtering.
%level = OptionsMenuSettingsList.getCurrentOption(8);
%level = OptionsMenuSettingsList.getCurrentOption(10);
if ( %level != $pref::Video::defaultAnisotropy )
{
if ( %testNeedApply )
@ -344,7 +348,7 @@ function OptionsMenu::applyGraphicsSettings(%this)
$pref::Video::defaultAnisotropy = %level;
}
%newFSAA = OptionsMenuSettingsList.getCurrentOption(9);
%newFSAA = OptionsMenuSettingsList.getCurrentOption(11);
if (%newFSAA $= "off")
%newFSAA = 0;
if (%newFSAA !$= $pref::Video::AA)