Merge with develop

--HG--
branch : feature-material-editor
hg/feature/material-editor
kaetemi 9 years ago
commit ad549070e1

@ -64,7 +64,7 @@ namespace NLGUI
uint getTextPos(uint nId) const;
const ucstring &getTexture(uint i) const;
void setGrayed(uint i, bool g);
const bool getGrayed(uint i) const;
bool getGrayed(uint i) const;
void removeText(uint nPos);
uint getNumTexts() const {return (uint)_Texts.size();}
void sortText();

@ -321,7 +321,7 @@ namespace NLGUI
}
// ***************************************************************************
const bool CDBGroupComboBox::getGrayed(uint i) const
bool CDBGroupComboBox::getGrayed(uint i) const
{
if(i<_Grayed.size())
return _Grayed[i];

@ -786,7 +786,7 @@ CInterface3DCharacter::~CInterface3DCharacter()
}
// ----------------------------------------------------------------------------
bool CInterface3DCharacter::parse (xmlNodePtr cur, CInterface3DScene *parentGroup)
bool CInterface3DCharacter::parse (xmlNodePtr cur, CInterfaceGroup *parentGroup)
{
if (!CInterfaceElement::parse(cur, parentGroup))
return false;
@ -808,7 +808,7 @@ bool CInterface3DCharacter::parse (xmlNodePtr cur, CInterface3DScene *parentGrou
_Char3D = new CCharacter3D;
_Char3D->copyAnimation(copyAnim);
_Char3D->init (parentGroup->getScene());
_Char3D->init (dynamic_cast<CInterface3DScene*>(parentGroup)->getScene());
_Char3D->setPos (pos.x, pos.y, pos.z);
_Char3D->setRotEuler ( rot.x * ((float)(NLMISC::Pi / 180)),
rot.y * ((float)(NLMISC::Pi / 180)),
@ -1073,7 +1073,7 @@ CInterface3DIG::~CInterface3DIG()
}
// ----------------------------------------------------------------------------
bool CInterface3DIG::parse (xmlNodePtr cur, CInterface3DScene *parentGroup)
bool CInterface3DIG::parse (xmlNodePtr cur, CInterfaceGroup *parentGroup)
{
if (!CInterfaceElement::parse(cur, parentGroup))
return false;
@ -1095,8 +1095,8 @@ bool CInterface3DIG::parse (xmlNodePtr cur, CInterface3DScene *parentGroup)
setRotX (_Rot.x);
setRotY (_Rot.y);
setRotZ (_Rot.z);
_IG->addToScene (*parentGroup->getScene(), CViewRenderer::getInstance()->getDriver() );
parentGroup->getScene()->setToGlobalInstanceGroup (_IG);
_IG->addToScene (*dynamic_cast<CInterface3DScene*>(parentGroup)->getScene(), CViewRenderer::getInstance()->getDriver() );
dynamic_cast<CInterface3DScene*>(parentGroup)->getScene()->setToGlobalInstanceGroup (_IG);
return true;
}
@ -1235,7 +1235,7 @@ CInterface3DShape::~CInterface3DShape()
}
// ----------------------------------------------------------------------------
bool CInterface3DShape::parse (xmlNodePtr cur, CInterface3DScene *parentGroup)
bool CInterface3DShape::parse (xmlNodePtr cur, CInterfaceGroup *parentGroup)
{
if (!CInterfaceElement::parse(cur, parentGroup))
return false;
@ -1249,7 +1249,7 @@ bool CInterface3DShape::parse (xmlNodePtr cur, CInterface3DScene *parentGroup)
ptr = xmlGetProp (cur, (xmlChar*)"name");
if (ptr) _Name = toLower((const char*)ptr);
_Instance = parentGroup->getScene()->createInstance(_Name);
_Instance = dynamic_cast<CInterface3DScene*>(parentGroup)->getScene()->createInstance(_Name);
if (_Instance.empty())
return false;
@ -1385,7 +1385,7 @@ void CInterface3DShape::setName (const std::string &ht)
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
bool CInterface3DCamera::parse (xmlNodePtr cur, CInterface3DScene *parentGroup)
bool CInterface3DCamera::parse (xmlNodePtr cur, CInterfaceGroup *parentGroup)
{
if (!CInterfaceElement::parse(cur, parentGroup))
return false;
@ -1422,12 +1422,12 @@ CInterface3DLight::~CInterface3DLight()
}
// ----------------------------------------------------------------------------
bool CInterface3DLight::parse (xmlNodePtr cur, CInterface3DScene *parentGroup)
bool CInterface3DLight::parse (xmlNodePtr cur, CInterfaceGroup *parentGroup)
{
if (!CInterfaceElement::parse(cur, parentGroup))
return false;
_Light = parentGroup->getScene()->createPointLight();
_Light = dynamic_cast<CInterface3DScene*>(parentGroup)->getScene()->createPointLight();
CXMLAutoPtr ptr((const char*)xmlGetProp (cur, (xmlChar*)"pos"));
if (ptr) _Pos = convertVector(ptr);
@ -1514,7 +1514,7 @@ CInterface3DFX::~CInterface3DFX()
}
// ----------------------------------------------------------------------------
bool CInterface3DFX::parse (xmlNodePtr cur, CInterface3DScene *parentGroup)
bool CInterface3DFX::parse (xmlNodePtr cur, CInterfaceGroup *parentGroup)
{
if (!CInterfaceElement::parse(cur, parentGroup))
return false;

@ -148,7 +148,7 @@ public:
CInterface3DCharacter();
virtual ~CInterface3DCharacter();
virtual bool parse (xmlNodePtr cur, CInterface3DScene *parentGroup);
virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
virtual void checkCoords();
@ -236,7 +236,7 @@ public:
virtual ~CInterface3DShape();
virtual bool parse (xmlNodePtr cur, CInterface3DScene *parentGroup);
virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
NL3D::UInstance getShape() { return _Instance; }
@ -295,7 +295,7 @@ public:
virtual ~CInterface3DIG();
virtual bool parse (xmlNodePtr cur, CInterface3DScene *parentGroup);
virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
NL3D::UInstanceGroup *getIG() { return _IG; }
@ -357,7 +357,7 @@ public:
_Dist = 0;
}
virtual bool parse (xmlNodePtr cur, CInterface3DScene *parentGroup);
virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
float getFOV() { return _FOV; }
NLMISC::CVector getPos() { return _Pos; }
NLMISC::CVector getTarget() { return _Target; }
@ -436,7 +436,7 @@ public:
virtual ~CInterface3DLight();
virtual bool parse (xmlNodePtr cur, CInterface3DScene *parentGroup);
virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
float getPosX() const { return _Pos.x; }
float getPosY() const { return _Pos.y; }
@ -498,7 +498,7 @@ public:
virtual ~CInterface3DFX();
virtual bool parse (xmlNodePtr cur, CInterface3DScene *parentGroup);
virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
virtual void checkCoords();

@ -38,16 +38,19 @@ void CDisplaySettingsDetailsWidget::load()
{
CSystem &s = CSystem::GetInstance();
landscapeSlider->setValue( getQuality( qualityToLandscapeThreshold, s.config.getFloat( "LandscapeThreshold" ) ) );
landscapeSlider->setValue( std::min( landscapeSlider->value(), getQuality( qualityToZFar, s.config.getFloat( "Vision" ) ) ) );
landscapeSlider->setValue( std::min( landscapeSlider->value(), getQuality( qualityToLandscapeTileNear, s.config.getFloat( "LandscapeTileNear" ) ) ) );
landscapeSlider->setValue( std::min( landscapeSlider->value(), getQuality( qualityToMicrovegetDensity, s.config.getFloat( "MicroVegetDensity" ) ) ) );
// landscape
landscapeSlider->setValue(getQualityPresetFloat("LandscapeTileNear"));
landscapeSlider->setValue(std::min(landscapeSlider->value(), getQualityPresetFloat("LandscapeThreshold")));
landscapeSlider->setValue(std::min(landscapeSlider->value(), getQualityPresetFloat("Vision")));
landscapeSlider->setValue(std::min(landscapeSlider->value(), getQualityPresetFloat("MicroVegetDensity")));
charactersSlider->setValue( getQuality( qualityToSkinNbMaxPoly, s.config.getInt( "SkinNbMaxPoly" ) ) );
charactersSlider->setValue( std::min( charactersSlider->value(), getQuality( qualityToNbMaxSkeletonNotCLod, s.config.getInt( "NbMaxSkeletonNotCLod" ) ) ) );
charactersSlider->setValue( std::min( charactersSlider->value(), getQuality( qualityToCharacterFarClip, s.config.getFloat( "CharacterFarClip" ) ) ) );
// FX
fxSlider->setValue(getQualityPresetInteger("FxNbMaxPoly"));
fxSlider->setValue( getQuality( qualityToFxNbMaxPoly, s.config.getInt( "FxNbMaxPoly" ) ) );
// characters
charactersSlider->setValue(getQualityPresetInteger("SkinNbMaxPoly"));
charactersSlider->setValue(std::min(charactersSlider->value(), getQualityPresetInteger("NbMaxSkeletonNotCLod")));
charactersSlider->setValue(std::min(charactersSlider->value(), getQualityPresetFloat("CharacterFarClip")));
int hdTextureInstalled = s.config.getInt("HDTextureInstalled");
if (hdTextureInstalled == 1)
@ -70,38 +73,30 @@ void CDisplaySettingsDetailsWidget::save()
{
CSystem &s = CSystem::GetInstance();
s.config.setFloat( "Vision", qualityToZFar[ landscapeSlider->value() ] );
s.config.setFloat( "LandscapeTileNear", qualityToLandscapeTileNear[ landscapeSlider->value() ] );
s.config.setFloat( "LandscapeThreshold", qualityToLandscapeThreshold[ landscapeSlider->value() ] );
if( landscapeSlider->value() > QUALITY_LOW )
s.config.setInt( "MicroVeget", 1 );
else
s.config.setInt( "MicroVeget", 0 );
s.config.setFloat( "MicroVegetDensity", qualityToMicrovegetDensity[ landscapeSlider->value() ] );
s.config.setInt( "SkinNbMaxPoly", qualityToSkinNbMaxPoly[ charactersSlider->value() ] );
s.config.setInt( "NbMaxSkeletonNotCLod", qualityToNbMaxSkeletonNotCLod[ charactersSlider->value() ] );
s.config.setFloat( "CharacterFarClip", qualityToCharacterFarClip[ charactersSlider->value() ] );
s.config.setInt( "FxNbMaxPoly", qualityToFxNbMaxPoly[ fxSlider->value() ] );
if( fxSlider->value() > QUALITY_LOW )
{
s.config.setInt( "Shadows", 1 );
s.config.setInt( "Bloom", 1 );
s.config.setInt( "SquareBloom", 1 );
}
else
{
s.config.setInt( "Shadows", 0 );
s.config.setInt( "Bloom", 0 );
s.config.setInt( "SquareBloom", 0 );
}
// landscape
setFloatPreset("LandscapeTileNear", landscapeSlider->value());
setFloatPreset("LandscapeThreshold", landscapeSlider->value());
setFloatPreset("Vision", landscapeSlider->value());
setIntegerPreset("MicroVeget", landscapeSlider->value());
setFloatPreset("MicroVegetDensity", landscapeSlider->value());
// FX
setIntegerPreset("FxNbMaxPoly", fxSlider->value());
setIntegerPreset("Cloud", fxSlider->value());
setFloatPreset("CloudQuality", fxSlider->value());
setIntegerPreset("CloudUpdate", fxSlider->value());
setIntegerPreset("Shadows", fxSlider->value());
setIntegerPreset("FXAA", fxSlider->value());
setIntegerPreset("Bloom", fxSlider->value());
setIntegerPreset("SquareBloom", fxSlider->value());
setFloatPreset("DensityBloom", fxSlider->value());
// characters
setIntegerPreset("SkinNbMaxPoly", charactersSlider->value());
setIntegerPreset("NbMaxSkeletonNotCLod", charactersSlider->value());
setFloatPreset("CharacterFarClip", charactersSlider->value());
// misc
if( texturesSlider->value() == QUALITY_NORMAL )
s.config.setInt( "HDEntityTexture", 1 );
else if( texturesSlider->value() == QUALITY_LOW )
@ -144,71 +139,89 @@ void CDisplaySettingsDetailsWidget::onTexturesSliderChange( int value )
emit changed();
}
const float CDisplaySettingsDetailsWidget::qualityToZFar[ QUALITY_STEP ] =
float CDisplaySettingsDetailsWidget::getPresetFloat(const std::string &variable, sint preset)
{
200.0f,
400.0f,
500.0f,
800.0f
};
CSystem &s = CSystem::GetInstance();
const float CDisplaySettingsDetailsWidget::qualityToLandscapeTileNear[ QUALITY_STEP ] =
// preset name
std::string varName = variable + NLMISC::toString("_ps%d", preset);
return s.config.getFloat(varName.c_str());
}
int CDisplaySettingsDetailsWidget::getPresetInteger(const std::string &variable, sint preset)
{
20.0f,
100.0f,
150.0f,
200.0f
};
CSystem &s = CSystem::GetInstance();
// preset name
std::string varName = variable + NLMISC::toString("_ps%d", preset);
const float CDisplaySettingsDetailsWidget::qualityToLandscapeThreshold[ QUALITY_STEP ] =
return s.config.getInt(varName.c_str());
}
void CDisplaySettingsDetailsWidget::setFloatPreset(const std::string &variable, int preset)
{
100.0f,
1000.0f,
2000.0f,
3000.0f
};
CSystem &s = CSystem::GetInstance();
// take value of the preset and set it to variable
s.config.setFloat(variable.c_str(), getPresetFloat(variable, preset));
}
const float CDisplaySettingsDetailsWidget::qualityToMicrovegetDensity[ QUALITY_STEP ] =
void CDisplaySettingsDetailsWidget::setIntegerPreset(const std::string &variable, int preset)
{
10.0f,
30.0f,
80.0f,
100.0f
};
CSystem &s = CSystem::GetInstance();
// take value of the preset and set it to variable
s.config.setInt(variable.c_str(), getPresetInteger(variable, preset));
}
const sint32 CDisplaySettingsDetailsWidget::qualityToSkinNbMaxPoly[ QUALITY_STEP ] =
int CDisplaySettingsDetailsWidget::getQualityPresetFloat(const std::string &variable)
{
10000,
70000,
100000,
200000
};
CSystem &s = CSystem::GetInstance();
float value = s.config.getFloat(variable.c_str());
const sint32 CDisplaySettingsDetailsWidget::qualityToNbMaxSkeletonNotCLod[ QUALITY_STEP ] =
// ascending order
if (getPresetFloat(variable, 0) < getPresetFloat(variable, QUALITY_STEP-1))
{
uint32 i = 0;
while((i < QUALITY_STEP) && (getPresetFloat(variable, i) < value) )
i++;
return i;
}
// descending order
else
{
10,
50,
125,
255
};
uint32 i = 0;
while((i < QUALITY_STEP) && (getPresetFloat(variable, i) > value))
i++;
return i;
}
}
const float CDisplaySettingsDetailsWidget::qualityToCharacterFarClip[ QUALITY_STEP ] =
int CDisplaySettingsDetailsWidget::getQualityPresetInteger(const std::string &variable)
{
50.0f,
100.0f,
200.0f,
500.0f
};
CSystem &s = CSystem::GetInstance();
float value = s.config.getFloat(variable.c_str());
const sint32 CDisplaySettingsDetailsWidget::qualityToFxNbMaxPoly[ QUALITY_STEP ] =
// ascending order
if (getPresetFloat(variable, 0) < getPresetFloat(variable, QUALITY_STEP-1))
{
2000,
10000,
20000,
50000
};
uint32 i = 0;
while((i < QUALITY_STEP) && (getPresetFloat(variable, i) < value) )
i++;
return i;
}
// descending order
else
{
uint32 i = 0;
while((i < QUALITY_STEP) && (getPresetFloat(variable, i) > value))
i++;
return i;
}
}
QString CDisplaySettingsDetailsWidget::getQualityString( uint32 quality )
{
@ -245,7 +258,7 @@ QString CDisplaySettingsDetailsWidget::getTextureQualityString( uint32 quality )
break;
case TEXQUALITY_HIGH:
return tr( "High (128 MB)" );
return tr( "High (more than 128 MB)" );
break;
default:

@ -58,30 +58,48 @@ private slots:
private:
/**
@brief Looks up and returns the "quality" ( see the enums on the top), that belongs to the specified value.
@param table - The lookup table you want to use.
@param value - The value that we want to look up.
@brief Looks up and returns the "quality" ( see the enums on the top), that belongs to the specified float value.
@param variable - The config variable.
@return Returns the "quality" that best fits the specified value.
*/
template< typename T >
int getQuality( const T *table, T value )
{
if( table[ 0 ] < table[ QUALITY_STEP - 1 ] )
{
uint32 i = 0;
while( ( i < QUALITY_STEP ) && ( table[ i ] < value ) )
i++;
return i;
}
else
{
uint32 i = 0;
while( ( i < QUALITY_STEP ) && ( table[ i ] > value ) )
i++;
return i;
}
}
int getQualityPresetFloat(const std::string &variable);
/**
@brief Looks up and returns the "quality" ( see the enums on the top), that belongs to the specified integer value.
@param variable - The config variable.
@return Returns the "quality" that best fits the specified value.
*/
int getQualityPresetInteger(const std::string &variable);
/**
@brief Return the float value of the variable depending on the preset.
@param variable - The config variable.
@param preset - The preset to use (0-3).
@return Returns the float value.
*/
float getPresetFloat(const std::string &variable, sint preset);
/**
@brief Return the integer value of the variable depending on the preset.
@param variable - The config variable.
@param preset - The preset to use (0-3).
@return Returns the integer value.
*/
int getPresetInteger(const std::string &variable, sint preset);
/**
@brief Define the float value of the variable depending on the predefined preset.
@param variable - The config variable.
@param preset - The preset to use (0-3).
*/
void setFloatPreset(const std::string &variable, int preset);
/**
@brief Define the integer value of the variable depending on the predefined preset.
@param variable - The config variable.
@param preset - The preset to use (0-3).
*/
void setIntegerPreset(const std::string &variable, int preset);
/**
@brief Retrieves the string that belongs to the specified quality.
@ -97,22 +115,6 @@ private:
@return Returns a string describing the texture quality, Returns an empty string if an invalid value is specified.
*/
static QString getTextureQualityString( uint32 quality );
///////////////////////// Landscape values ///////////////////////
static const float qualityToZFar[ QUALITY_STEP ];
static const float qualityToLandscapeTileNear[ QUALITY_STEP ];
static const float qualityToLandscapeThreshold[ QUALITY_STEP ];
static const float qualityToMicrovegetDensity[ QUALITY_STEP ];
//////////////////////// Character values ////////////////////////
static const sint32 qualityToSkinNbMaxPoly[ QUALITY_STEP ];
static const sint32 qualityToNbMaxSkeletonNotCLod[ QUALITY_STEP ];
static const float qualityToCharacterFarClip[ QUALITY_STEP ];
/////////////////////// FX values ////////////////////////////////
static const sint32 qualityToFxNbMaxPoly[ QUALITY_STEP ];
};
#endif // DISPLAYSETTINGSDETAILSWIDGET_H

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