/
rendererappearanceeditor.cpp
516 lines (390 loc) · 17.8 KB
/
rendererappearanceeditor.cpp
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/** @file rendererappearanceeditor.cpp
*
* @authors Copyright (c) 2013 Jaakko Keränen <jaakko.keranen@iki.fi>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details. You should have received a copy of the GNU
* General Public License along with this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#include "ui/editors/rendererappearanceeditor.h"
#include "ui/editors/variablegroupeditor.h"
#include "ui/dialogs/renderersettingsdialog.h"
#include "ui/widgets/profilepickerwidget.h"
#include "ui/widgets/cvarchoicewidget.h"
#include "ui/widgets/cvarsliderwidget.h"
#include "ui/widgets/cvartogglewidget.h"
#include "ui/clientwindow.h"
#include "clientapp.h"
#include <de/ButtonWidget>
#include <de/ScrollAreaWidget>
#include <de/FoldPanelWidget>
#include <de/DialogContentStylist>
#include <de/SequentialLayout>
#include <de/SignalAction>
#include <de/VariableSliderWidget>
using namespace de;
using namespace ui;
DENG_GUI_PIMPL(RendererAppearanceEditor),
DENG2_OBSERVES(SettingsRegister, ProfileChange),
DENG2_OBSERVES(App, GameChange),
public VariableGroupEditor::IOwner
{
using Group = VariableGroupEditor;
SettingsRegister &settings;
ProfilePickerWidget *profile;
Group *skyGroup;
Group *shadowGroup;
Group *lightGroup;
Group *volLightGroup;
Group *glowGroup;
Group *lensGroup;
Group *matGroup;
Group *modelGroup;
Group *spriteGroup;
Group *objectGroup;
Group *partGroup;
Instance(Public *i)
: Base(i)
, settings(ClientApp::renderSystem().appearanceSettings())
{
// The editor will close automatically when going to Ring Zero.
App::app().audienceForGameChange() += this;
settings.audienceForProfileChange += this;
GuiWidget *container = &self.containerWidget();
// The contents of the editor will scroll.
container->add(profile = new ProfilePickerWidget(settings, tr("appearance")));
// Sky settings.
skyGroup = new Group(this, "sky", tr("Sky"));
skyGroup->addLabel(tr("Sky Sphere Radius:"));
skyGroup->addSlider("rend-sky-distance", Ranged(0, 8000), 10, 0);
skyGroup->commit();
// Shadow settings.
shadowGroup = new Group(this, "shadow", tr("Shadows"));
shadowGroup->addSpace();
shadowGroup->addToggle("rend-fakeradio", tr("Ambient Occlusion"));
shadowGroup->addLabel(tr("Occlusion Darkness:"));
shadowGroup->addSlider("rend-fakeradio-darkness");
shadowGroup->addSpace();
shadowGroup->addToggle("rend-shadow", tr("Objects Cast Shadows"));
shadowGroup->addLabel(tr("Shadow Darkness:"));
shadowGroup->addSlider("rend-shadow-darkness");
shadowGroup->addLabel(tr("Max Visible Distance:"));
shadowGroup->addSlider("rend-shadow-far", Ranged(0, 3000), 10, 0);
shadowGroup->addLabel(tr("Maximum Radius:"));
shadowGroup->addSlider("rend-shadow-radius-max", Ranged(1, 128), 1, 0);
shadowGroup->commit();
// Dynamic light settings.
lightGroup = new Group(this, "plight", tr("Point Lighting"));
lightGroup->addSpace();
lightGroup->addToggle("rend-light", tr("Dynamic Lights"));
lightGroup->addSpace();
lightGroup->addToggle("rend-light-decor", tr("Light Decorations"));
lightGroup->addLabel(tr("Blending Mode:"));
lightGroup->addChoice("rend-light-blend")->items()
<< new ChoiceItem(tr("Multiply"), 0)
<< new ChoiceItem(tr("Add"), 1)
<< new ChoiceItem(tr("Process without drawing"), 2);
lightGroup->addLabel(tr("Number of Lights:"));
lightGroup->addSlider("rend-light-num", Ranged(0, 2000), 1, 0)->setMinLabel(tr("Max"));
lightGroup->addLabel(tr("Brightness:"));
lightGroup->addSlider("rend-light-bright");
lightGroup->addLabel(tr("Brightness in Fog:"));
lightGroup->addSlider("rend-light-fog-bright");
lightGroup->addLabel(tr("Light Radius Factor:"));
lightGroup->addSlider("rend-light-radius-scale");
lightGroup->addLabel(tr("Light Max Radius:"));
lightGroup->addSlider("rend-light-radius-max");
lightGroup->commit();
// Volume lighting group.
volLightGroup = new Group(this, "vlight", tr("Volume Lighting"));
volLightGroup->addSpace();
volLightGroup->addToggle("rend-light-sky-auto", tr("Apply Sky Color"));
volLightGroup->addLabel(tr("Sky Color Factor:"));
volLightGroup->addSlider("rend-light-sky");
volLightGroup->addLabel(tr("Attenuation Distance:"));
volLightGroup->addSlider("rend-light-attenuation", Ranged(0, 4000), 1, 0)->setMinLabel(tr("Off"));
volLightGroup->addLabel(tr("Light Compression:"));
volLightGroup->addSlider("rend-light-compression");
volLightGroup->addLabel(tr("Ambient Light:"));
volLightGroup->addSlider("rend-light-ambient");
volLightGroup->addLabel(tr("Wall Angle Factor:"));
volLightGroup->addSlider("rend-light-wall-angle", Ranged(0, 3), .01, 2);
volLightGroup->addSpace();
volLightGroup->addToggle("rend-light-wall-angle-smooth", tr("Smoothed Angle"));
volLightGroup->commit();
// Glow settings.
glowGroup = new Group(this, "glow", tr("Surface Glow"));
glowGroup->addLabel(tr("Material Glow:"));
glowGroup->addSlider("rend-glow");
glowGroup->addLabel(tr("Max Glow Height:"));
glowGroup->addSlider("rend-glow-height");
glowGroup->addLabel(tr("Glow Height Factor:"));
glowGroup->addSlider("rend-glow-scale");
glowGroup->addSpace();
glowGroup->addToggle("rend-glow-wall", tr("Glow Visible on Walls"));
glowGroup->commit();
// Camera lens settings.
lensGroup = new Group(this, "lens", tr("Camera Lens"));
lensGroup->addLabel(tr("Pixel Doubling:"));
lensGroup->addSlider(App::config("render.fx.resize.factor"), Ranged(1, 8), .1, 1);
lensGroup->addSpace();
lensGroup->addToggle("rend-bloom", tr("Bloom"));
lensGroup->addLabel(tr("Bloom Threshold:"));
lensGroup->addSlider("rend-bloom-threshold");
lensGroup->addLabel(tr("Bloom Intensity:"));
lensGroup->addSlider("rend-bloom-intensity");
lensGroup->addLabel(tr("Bloom Dispersion:"));
lensGroup->addSlider("rend-bloom-dispersion");
lensGroup->addSpace();
lensGroup->addToggle("rend-vignette", tr("Vignetting"));
lensGroup->addLabel(tr("Vignette Darkness:"));
lensGroup->addSlider("rend-vignette-darkness", Ranged(0, 2), .01, 2);
lensGroup->addLabel(tr("Vignette Width:"));
lensGroup->addSlider("rend-vignette-width");
lensGroup->addSpace();
lensGroup->addToggle("rend-halo-realistic", tr("Realistic Halos"));
lensGroup->addLabel(tr("Flares per Halo:"));
lensGroup->addSlider("rend-halo")->setMinLabel(tr("None"));
lensGroup->addLabel(tr("Halo Brightness:"));
lensGroup->addSlider("rend-halo-bright", Ranged(0, 100), 1, 0);
lensGroup->addLabel(tr("Halo Size Factor:"));
lensGroup->addSlider("rend-halo-size");
lensGroup->addLabel(tr("Occlusion Fading:"));
lensGroup->addSlider("rend-halo-occlusion", Ranged(1, 256), 1, 0);
lensGroup->addLabel(tr("Min Halo Radius:"));
lensGroup->addSlider("rend-halo-radius-min", Ranged(1, 80), .1, 1);
lensGroup->addLabel(tr("Min Halo Size:"));
lensGroup->addSlider("rend-halo-secondary-limit", Ranged(0, 10), .1, 1);
lensGroup->addLabel(tr("Halo Fading Start:"));
lensGroup->addSlider("rend-halo-dim-near", Ranged(0, 200), .1, 1);
lensGroup->addLabel(tr("Halo Fading End:"));
lensGroup->addSlider("rend-halo-dim-far", Ranged(0, 200), .1, 1);
lensGroup->addLabel(tr("Z-Mag Divisor:"));
lensGroup->addSlider("rend-halo-zmag-div", Ranged(1, 100), .1, 1);
lensGroup->commit();
// Material settings.
matGroup = new Group(this, "material", tr("Materials"));
matGroup->addSpace();
matGroup->addToggle("rend-tex-shiny", tr("Shiny Surfaces"));
matGroup->addSpace();
matGroup->addToggle("rend-tex-anim-smooth", tr("Smooth Animation"));
matGroup->addLabel(tr("Texture Quality:"));
matGroup->addSlider("rend-tex-quality");
matGroup->addLabel(tr("Texture Filtering:"));
matGroup->addChoice("rend-tex-mipmap")->items()
<< new ChoiceItem(tr("None"), 0)
<< new ChoiceItem(tr("Linear filter, no mip"), 1)
<< new ChoiceItem(tr("No filter, nearest mip"), 2)
<< new ChoiceItem(tr("Linear filter, nearest mip"), 3)
<< new ChoiceItem(tr("No filter, linear mip"), 4)
<< new ChoiceItem(tr("Linear filter, linear mip"), 5);
matGroup->addSpace();
matGroup->addToggle("rend-tex-filter-smart", tr("2x Smart Filtering"));
matGroup->addLabel(tr("Bilinear Filtering:"));
matGroup->addToggle("rend-tex-filter-sprite", tr("Sprites"));
matGroup->addSpace();
matGroup->addToggle("rend-tex-filter-mag", tr("World Surfaces"));
matGroup->addSpace();
matGroup->addToggle("rend-tex-filter-ui", tr("User Interface"));
matGroup->addLabel(tr("Anisotropic Filter:"));
matGroup->addChoice("rend-tex-filter-anisotropic")->items()
<< new ChoiceItem(tr("Best available"), -1)
<< new ChoiceItem(tr("Off"), 0)
<< new ChoiceItem(tr("2x"), 1)
<< new ChoiceItem(tr("4x"), 2)
<< new ChoiceItem(tr("8x"), 3)
<< new ChoiceItem(tr("16x"), 4);
matGroup->addSpace();
matGroup->addToggle("rend-tex-detail", tr("Detail Textures"));
matGroup->addLabel(tr("Scaling Factor:"));
matGroup->addSlider("rend-tex-detail-scale", Ranged(0, 16), .01, 2);
matGroup->addLabel(tr("Contrast:"));
matGroup->addSlider("rend-tex-detail-strength");
matGroup->commit();
// Model settings.
modelGroup = new Group(this, "model", tr("3D Models"));
modelGroup->addSpace();
modelGroup->addToggle("rend-model", tr("3D Models"));
modelGroup->addSpace();
modelGroup->addToggle("rend-model-inter", tr("Interpolate Frames"));
modelGroup->addSpace();
modelGroup->addToggle("rend-model-mirror-hud", tr("Mirror Player Weapon"));
modelGroup->addLabel(tr("Max Visible Distance:"));
modelGroup->addSlider("rend-model-distance", Ranged(0, 3000), 10, 0)->setMinLabel(tr("Inf"));
modelGroup->addLabel(tr("LOD #0 Distance:"));
modelGroup->addSlider("rend-model-lod", Ranged(0, 1000), 1, 0)->setMinLabel(tr("No LOD"));
modelGroup->addLabel(tr("Number of Lights:"));
modelGroup->addSlider("rend-model-lights");
modelGroup->commit();
// Sprite settings.
spriteGroup = new Group(this, "sprite", tr("Sprites"));
spriteGroup->addSpace();
spriteGroup->addToggle("rend-sprite-blend", tr("Additive Blending"));
spriteGroup->addLabel(tr("Number of Lights:"));
spriteGroup->addSlider("rend-sprite-lights")->setMinLabel(tr("Inf"));
spriteGroup->addLabel(tr("Sprite Alignment:"));
spriteGroup->addChoice("rend-sprite-align")->items()
<< new ChoiceItem(tr("Camera"), 0)
<< new ChoiceItem(tr("View plane"), 1)
<< new ChoiceItem(tr("Camera (limited)"), 2)
<< new ChoiceItem(tr("View plane (limited)"), 3);
spriteGroup->addSpace();
spriteGroup->addToggle("rend-sprite-mode", tr("Sharp Edges"));
spriteGroup->addSpace();
spriteGroup->addToggle("rend-sprite-noz", tr("Disable Z-Write"));
spriteGroup->commit();
// Object settings.
objectGroup = new Group(this, "object", tr("Objects"));
objectGroup->addLabel(tr("Smooth Movement:"));
objectGroup->addChoice("rend-mobj-smooth-move")->items()
<< new ChoiceItem(tr("Disabled"), 0)
<< new ChoiceItem(tr("Models only"), 1)
<< new ChoiceItem(tr("Models and sprites"), 2);
objectGroup->addSpace();
objectGroup->addToggle("rend-mobj-smooth-turn", tr("Smooth Turning"));
objectGroup->commit();
// Particle settings.
partGroup = new Group(this, "ptcfx", tr("Particle Effects"));
partGroup->addSpace();
partGroup->addToggle("rend-particle", tr("Particle Effects"));
partGroup->addLabel(tr("Max Particles:"));
partGroup->addSlider("rend-particle-max", Ranged(0, 10000), 100, 0)->setMinLabel(tr("Inf"));
partGroup->addLabel(tr("Spawn Rate:"));
partGroup->addSlider("rend-particle-rate");
partGroup->addLabel(tr("Diffusion:"));
partGroup->addSlider("rend-particle-diffuse", Ranged(0, 20), .01, 2);
partGroup->addLabel(tr("Near Clip Distance:"));
partGroup->addSlider("rend-particle-visible-near", Ranged(0, 1000), 1, 0)->setMinLabel(tr("None"));
partGroup->commit();
}
~Instance()
{
App::app().audienceForGameChange() -= this;
settings.audienceForProfileChange -= this;
}
Rule const &firstColumnWidthRule() const
{
return self.firstColumnWidth();
}
ScrollAreaWidget &containerWidget()
{
return self.containerWidget();
}
void resetToDefaults(String const &settingName)
{
settings.resetSettingToDefaults(settingName);
}
void currentGameChanged(game::Game const &newGame)
{
if(newGame.isNull())
{
// Entering Ring Zero -- persistent cvars are not available.
self.close();
}
}
void currentProfileChanged(String const &)
{
// Update with values from the new profile.
fetch();
}
void fetch()
{
bool const isReadOnly = settings.isReadOnlyProfile(settings.currentProfile());
foreach(Widget *child, self.containerWidget().childWidgets())
{
if(Group *g = child->maybeAs<Group>())
{
g->setResetable(!isReadOnly);
g->fetch();
g->resetButton().enable(!isReadOnly && g->isOpen());
// Enable or disable settings based on read-onlyness.
foreach(Widget *w, g->content().childWidgets())
{
if(GuiWidget *st = w->maybeAs<GuiWidget>())
{
st->enable(!isReadOnly);
}
}
}
}
}
void saveFoldState(PersistentState &toState)
{
foreach(Widget *child, self.containerWidget().childWidgets())
{
if(Group *g = child->maybeAs<Group>())
{
toState.objectNamespace().set(self.name() + "." + g->name() + ".open",
g->isOpen());
}
}
}
void restoreFoldState(PersistentState const &fromState)
{
bool gotState = false;
foreach(Widget *child, self.containerWidget().childWidgets())
{
if(Group *g = child->maybeAs<Group>())
{
String const var = self.name() + "." + g->name() + ".open";
if(fromState.objectNamespace().has(var))
{
gotState = true;
if(fromState.objectNamespace().getb(var))
g->open();
else
g->close(0);
}
}
}
if(!gotState)
{
// Could be the first time.
lightGroup->open();
}
}
};
RendererAppearanceEditor::RendererAppearanceEditor()
: SidebarWidget(tr("Renderer Appearance"), "rendererappearanceeditor")
, d(new Instance(this))
{
d->profile->setOpeningDirection(Down);
LabelWidget *profLabel = LabelWidget::newWithText(tr("Profile:"), &containerWidget());
// Layout.
layout().append(*profLabel, SequentialLayout::IgnoreMinorAxis);
d->profile->rule()
.setInput(Rule::Left, profLabel->rule().right())
.setInput(Rule::Top, profLabel->rule().top());
layout() << d->lightGroup->title() << *d->lightGroup
<< d->volLightGroup->title() << *d->volLightGroup
<< d->glowGroup->title() << *d->glowGroup
<< d->shadowGroup->title() << *d->shadowGroup
<< d->lensGroup->title() << *d->lensGroup
<< d->matGroup->title() << *d->matGroup
<< d->objectGroup->title() << *d->objectGroup
<< d->modelGroup->title() << *d->modelGroup
<< d->spriteGroup->title() << *d->spriteGroup
<< d->partGroup->title() << *d->partGroup
<< d->skyGroup->title() << *d->skyGroup;
updateSidebarLayout(profLabel->rule().width() +
d->profile->rule().width() +
d->profile->button().rule().width());
d->fetch();
}
void RendererAppearanceEditor::operator >> (PersistentState &toState) const
{
d->saveFoldState(toState);
}
void RendererAppearanceEditor::operator << (PersistentState const &fromState)
{
d->restoreFoldState(fromState);
}