Fixed: Use presets from client_default.cfg for client_config_qt

--HG--
branch : develop
feature/pipeline-tools
kervala 9 years ago
parent 0d773e3e79
commit dadfb51257

@ -38,29 +38,32 @@ void CDisplaySettingsDetailsWidget::load()
{ {
CSystem &s = CSystem::GetInstance(); CSystem &s = CSystem::GetInstance();
landscapeSlider->setValue( getQuality( qualityToLandscapeThreshold, s.config.getFloat( "LandscapeThreshold" ) ) ); // landscape
landscapeSlider->setValue( std::min( landscapeSlider->value(), getQuality( qualityToZFar, s.config.getFloat( "Vision" ) ) ) ); landscapeSlider->setValue(getQualityPresetFloat("LandscapeTileNear"));
landscapeSlider->setValue( std::min( landscapeSlider->value(), getQuality( qualityToLandscapeTileNear, s.config.getFloat( "LandscapeTileNear" ) ) ) ); landscapeSlider->setValue(std::min(landscapeSlider->value(), getQualityPresetFloat("LandscapeThreshold")));
landscapeSlider->setValue( std::min( landscapeSlider->value(), getQuality( qualityToMicrovegetDensity, s.config.getFloat( "MicroVegetDensity" ) ) ) ); 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" ) ) ) ); // FX
charactersSlider->setValue( std::min( charactersSlider->value(), getQuality( qualityToCharacterFarClip, s.config.getFloat( "CharacterFarClip" ) ) ) ); fxSlider->setValue(getQualityPresetInteger("FxNbMaxPoly"));
fxSlider->setValue( getQuality( qualityToFxNbMaxPoly, s.config.getInt( "FxNbMaxPoly" ) ) ); // characters
charactersSlider->setValue(getQualityPresetInteger("SkinNbMaxPoly"));
int hdTextureInstalled = s.config.getInt( "HDTextureInstalled" ); charactersSlider->setValue(std::min(charactersSlider->value(), getQualityPresetInteger("NbMaxSkeletonNotCLod")));
if( hdTextureInstalled == 1 ) charactersSlider->setValue(std::min(charactersSlider->value(), getQualityPresetFloat("CharacterFarClip")));
texturesSlider->setMaximum( QUALITY_NORMAL );
int hdTextureInstalled = s.config.getInt("HDTextureInstalled");
if (hdTextureInstalled == 1)
texturesSlider->setMaximum(QUALITY_NORMAL);
else else
texturesSlider->setMaximum( QUALITY_MEDIUM ); texturesSlider->setMaximum(QUALITY_MEDIUM);
// Comment taken from the original config tool: // Comment taken from the original config tool:
// NB: if the player changes its client.cfg, mixing HDEntityTexture=1 and DivideTextureSizeBy2=1, it will // NB: if the player changes its client.cfg, mixing HDEntityTexture=1 and DivideTextureSizeBy2=1, it will
// result to a low quality! // result to a low quality!
if( s.config.getInt( "DivideTextureSizeBy2" ) ) if (s.config.getInt("DivideTextureSizeBy2"))
texturesSlider->setValue( QUALITY_LOW ); texturesSlider->setValue( QUALITY_LOW );
else if( s.config.getInt( "HDEntityTexture" ) && ( hdTextureInstalled == 1 ) ) else if( s.config.getInt("HDEntityTexture") && ( hdTextureInstalled == 1 ) )
texturesSlider->setValue( QUALITY_NORMAL ); texturesSlider->setValue( QUALITY_NORMAL );
else else
texturesSlider->setValue( QUALITY_MEDIUM ); texturesSlider->setValue( QUALITY_MEDIUM );
@ -70,38 +73,30 @@ void CDisplaySettingsDetailsWidget::save()
{ {
CSystem &s = CSystem::GetInstance(); CSystem &s = CSystem::GetInstance();
s.config.setFloat( "Vision", qualityToZFar[ landscapeSlider->value() ] ); // landscape
s.config.setFloat( "LandscapeTileNear", qualityToLandscapeTileNear[ landscapeSlider->value() ] ); setFloatPreset("LandscapeTileNear", landscapeSlider->value());
s.config.setFloat( "LandscapeThreshold", qualityToLandscapeThreshold[ landscapeSlider->value() ] ); setFloatPreset("LandscapeThreshold", landscapeSlider->value());
setFloatPreset("Vision", landscapeSlider->value());
if( landscapeSlider->value() > QUALITY_LOW ) setIntegerPreset("MicroVeget", landscapeSlider->value());
s.config.setInt( "MicroVeget", 1 ); setFloatPreset("MicroVegetDensity", landscapeSlider->value());
else
s.config.setInt( "MicroVeget", 0 ); // FX
setIntegerPreset("FxNbMaxPoly", fxSlider->value());
s.config.setFloat( "MicroVegetDensity", qualityToMicrovegetDensity[ landscapeSlider->value() ] ); setIntegerPreset("Cloud", fxSlider->value());
setFloatPreset("CloudQuality", fxSlider->value());
setIntegerPreset("CloudUpdate", fxSlider->value());
s.config.setInt( "SkinNbMaxPoly", qualityToSkinNbMaxPoly[ charactersSlider->value() ] ); setIntegerPreset("Shadows", fxSlider->value());
s.config.setInt( "NbMaxSkeletonNotCLod", qualityToNbMaxSkeletonNotCLod[ charactersSlider->value() ] ); setIntegerPreset("FXAA", fxSlider->value());
s.config.setFloat( "CharacterFarClip", qualityToCharacterFarClip[ charactersSlider->value() ] ); setIntegerPreset("Bloom", fxSlider->value());
setIntegerPreset("SquareBloom", fxSlider->value());
setFloatPreset("DensityBloom", fxSlider->value());
s.config.setInt( "FxNbMaxPoly", qualityToFxNbMaxPoly[ fxSlider->value() ] );
if( fxSlider->value() > QUALITY_LOW ) // characters
{ setIntegerPreset("SkinNbMaxPoly", charactersSlider->value());
s.config.setInt( "Shadows", 1 ); setIntegerPreset("NbMaxSkeletonNotCLod", charactersSlider->value());
s.config.setInt( "Bloom", 1 ); setFloatPreset("CharacterFarClip", charactersSlider->value());
s.config.setInt( "SquareBloom", 1 );
} // misc
else
{
s.config.setInt( "Shadows", 0 );
s.config.setInt( "Bloom", 0 );
s.config.setInt( "SquareBloom", 0 );
}
if( texturesSlider->value() == QUALITY_NORMAL ) if( texturesSlider->value() == QUALITY_NORMAL )
s.config.setInt( "HDEntityTexture", 1 ); s.config.setInt( "HDEntityTexture", 1 );
else if( texturesSlider->value() == QUALITY_LOW ) else if( texturesSlider->value() == QUALITY_LOW )
@ -144,71 +139,89 @@ void CDisplaySettingsDetailsWidget::onTexturesSliderChange( int value )
emit changed(); emit changed();
} }
const float CDisplaySettingsDetailsWidget::qualityToZFar[ QUALITY_STEP ] = float CDisplaySettingsDetailsWidget::getPresetFloat(const std::string &variable, sint preset)
{ {
200.0f, CSystem &s = CSystem::GetInstance();
400.0f,
500.0f,
800.0f
};
const float CDisplaySettingsDetailsWidget::qualityToLandscapeTileNear[ QUALITY_STEP ] = // preset name
{ std::string varName = variable + NLMISC::toString("_ps%d", preset);
20.0f,
100.0f, return s.config.getFloat(varName.c_str());
150.0f, }
200.0f
};
const float CDisplaySettingsDetailsWidget::qualityToLandscapeThreshold[ QUALITY_STEP ] = int CDisplaySettingsDetailsWidget::getPresetInteger(const std::string &variable, sint preset)
{ {
100.0f, CSystem &s = CSystem::GetInstance();
1000.0f,
2000.0f, // preset name
3000.0f std::string varName = variable + NLMISC::toString("_ps%d", preset);
};
return s.config.getInt(varName.c_str());
}
const float CDisplaySettingsDetailsWidget::qualityToMicrovegetDensity[ QUALITY_STEP ] = void CDisplaySettingsDetailsWidget::setFloatPreset(const std::string &variable, int preset)
{ {
10.0f, CSystem &s = CSystem::GetInstance();
30.0f,
80.0f,
100.0f
};
// take value of the preset and set it to variable
s.config.setFloat(variable.c_str(), getPresetFloat(variable, preset));
}
const sint32 CDisplaySettingsDetailsWidget::qualityToSkinNbMaxPoly[ QUALITY_STEP ] = void CDisplaySettingsDetailsWidget::setIntegerPreset(const std::string &variable, int preset)
{ {
10000, CSystem &s = CSystem::GetInstance();
70000,
100000,
200000
};
const sint32 CDisplaySettingsDetailsWidget::qualityToNbMaxSkeletonNotCLod[ QUALITY_STEP ] = // take value of the preset and set it to variable
{ s.config.setInt(variable.c_str(), getPresetInteger(variable, preset));
10, }
50,
125,
255
};
const float CDisplaySettingsDetailsWidget::qualityToCharacterFarClip[ QUALITY_STEP ] = int CDisplaySettingsDetailsWidget::getQualityPresetFloat(const std::string &variable)
{ {
50.0f, CSystem &s = CSystem::GetInstance();
100.0f,
200.0f,
500.0f
};
const sint32 CDisplaySettingsDetailsWidget::qualityToFxNbMaxPoly[ QUALITY_STEP ] = float value = s.config.getFloat(variable.c_str());
// 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
{
uint32 i = 0;
while((i < QUALITY_STEP) && (getPresetFloat(variable, i) > value))
i++;
return i;
}
}
int CDisplaySettingsDetailsWidget::getQualityPresetInteger(const std::string &variable)
{ {
2000, CSystem &s = CSystem::GetInstance();
10000,
20000, float value = s.config.getFloat(variable.c_str());
50000
}; // 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
{
uint32 i = 0;
while((i < QUALITY_STEP) && (getPresetFloat(variable, i) > value))
i++;
return i;
}
}
QString CDisplaySettingsDetailsWidget::getQualityString( uint32 quality ) QString CDisplaySettingsDetailsWidget::getQualityString( uint32 quality )
{ {
@ -245,7 +258,7 @@ QString CDisplaySettingsDetailsWidget::getTextureQualityString( uint32 quality )
break; break;
case TEXQUALITY_HIGH: case TEXQUALITY_HIGH:
return tr( "High (128 MB)" ); return tr( "High (more than 128 MB)" );
break; break;
default: default:

@ -58,30 +58,48 @@ private slots:
private: private:
/** /**
@brief Looks up and returns the "quality" ( see the enums on the top), that belongs to the specified value. @brief Looks up and returns the "quality" ( see the enums on the top), that belongs to the specified float value.
@param table - The lookup table you want to use. @param variable - The config variable.
@param value - The value that we want to look up.
@return Returns the "quality" that best fits the specified value. @return Returns the "quality" that best fits the specified value.
*/ */
template< typename T > int getQualityPresetFloat(const std::string &variable);
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;
}
}
/**
@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. @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. @return Returns a string describing the texture quality, Returns an empty string if an invalid value is specified.
*/ */
static QString getTextureQualityString( uint32 quality ); 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 #endif // DISPLAYSETTINGSDETAILSWIDGET_H

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