Added UI options for Cascaded Shadow Maps

This commit is contained in:
Tomi Isoaho 2012-12-09 00:16:32 +00:00
parent eca97b3dd3
commit 4b89353f50
3 changed files with 56 additions and 10 deletions

View file

@ -1,3 +1,4 @@
- Added UI options for Cascaded Shadow Maps
- Changed com_zoneMegs to 128 (from 64) - Changed com_zoneMegs to 128 (from 64)
- Adjust default auto-exposure a bit higher. - Adjust default auto-exposure a bit higher.
- Added .mtr file support. .mtr files are just .shader files that are accessed first. - Added .mtr file support. .mtr files are just .shader files that are accessed first.

View file

@ -5686,6 +5686,7 @@ static void UI_Update(const char *name)
trap_Cvar_SetValue("ui_filteringMode", 1); trap_Cvar_SetValue("ui_filteringMode", 1);
trap_Cvar_SetValue("ui_shaderLevel", 1); trap_Cvar_SetValue("ui_shaderLevel", 1);
trap_Cvar_SetValue("ui_shadowMaps", 2);
break; break;
case 2: // crappiest case 2: // crappiest
trap_Cvar_SetValue("cg_brassTime", 0); trap_Cvar_SetValue("cg_brassTime", 0);
@ -5709,6 +5710,7 @@ static void UI_Update(const char *name)
trap_Cvar_SetValue("ui_filteringMode", 0); trap_Cvar_SetValue("ui_filteringMode", 0);
trap_Cvar_SetValue("ui_shaderLevel", 0); trap_Cvar_SetValue("ui_shaderLevel", 0);
trap_Cvar_SetValue("ui_shadowMaps", 0);
break; break;
case 3: // crap case 3: // crap
trap_Cvar_SetValue("cg_brassTime", 7500); trap_Cvar_SetValue("cg_brassTime", 7500);
@ -5732,6 +5734,7 @@ static void UI_Update(const char *name)
trap_Cvar_SetValue("ui_filteringMode", 1); trap_Cvar_SetValue("ui_filteringMode", 1);
trap_Cvar_SetValue("ui_shaderLevel", 0); trap_Cvar_SetValue("ui_shaderLevel", 0);
trap_Cvar_SetValue("ui_shadowMaps", 1);
break; break;
case 4: // high quality case 4: // high quality
trap_Cvar_SetValue("cg_brassTime", 20000); trap_Cvar_SetValue("cg_brassTime", 20000);
@ -5755,6 +5758,7 @@ static void UI_Update(const char *name)
trap_Cvar_SetValue("ui_filteringMode", 4); trap_Cvar_SetValue("ui_filteringMode", 4);
trap_Cvar_SetValue("ui_shaderLevel", 1); trap_Cvar_SetValue("ui_shaderLevel", 1);
trap_Cvar_SetValue("ui_shadowMaps", 2);
break; break;
case 5: // highest quality case 5: // highest quality
trap_Cvar_SetValue("cg_brassTime", 20000); trap_Cvar_SetValue("cg_brassTime", 20000);
@ -5778,6 +5782,7 @@ static void UI_Update(const char *name)
trap_Cvar_SetValue("ui_filteringMode", 5); trap_Cvar_SetValue("ui_filteringMode", 5);
trap_Cvar_SetValue("ui_shaderLevel", 1); trap_Cvar_SetValue("ui_shaderLevel", 1);
trap_Cvar_SetValue("ui_shadowMaps", 3);
break; break;
} }
} else if (Q_stricmp(name, "ui_filteringMode") == 0) { } else if (Q_stricmp(name, "ui_filteringMode") == 0) {
@ -5826,6 +5831,30 @@ static void UI_Update(const char *name)
trap_Cvar_SetValue("r_specularMapping", 1); trap_Cvar_SetValue("r_specularMapping", 1);
break; break;
} }
} else if (Q_stricmp(name, "ui_shadowMaps") == 0) {
switch (val) {
// cascaded shadow maps
case 0: // disabled
trap_Cvar_SetValue("r_sunShadows", 0);
trap_Cvar_SetValue("r_shadowFilter", 0);
trap_Cvar_SetValue("r_shadowMapSize", 0);
break;
case 1: // low
trap_Cvar_SetValue("r_sunShadows", 1);
trap_Cvar_SetValue("r_shadowFilter", 1);
trap_Cvar_SetValue("r_shadowMapSize", 512);
break;
case 2: // medium
trap_Cvar_SetValue("r_sunShadows", 1);
trap_Cvar_SetValue("r_shadowFilter", 2);
trap_Cvar_SetValue("r_shadowMapSize", 1024);
break;
case 3: // high
trap_Cvar_SetValue("r_sunShadows", 1);
trap_Cvar_SetValue("r_shadowFilter", 2);
trap_Cvar_SetValue("r_shadowMapSize", 2048);
break;
}
} else if (Q_stricmp(name, "ui_mousePitch") == 0) { } else if (Q_stricmp(name, "ui_mousePitch") == 0) {
if (val == 0) { if (val == 0) {
trap_Cvar_SetValue("m_pitch", 0.022f); trap_Cvar_SetValue("m_pitch", 0.022f);

View file

@ -276,7 +276,23 @@ Group # 1 - Graphics
action { uiScript glCustom ; uiScript update "ui_shaderLevel" } action { uiScript glCustom ; uiScript update "ui_shaderLevel" }
ASSIGN_HINT("hint_shader") ASSIGN_HINT("hint_shader")
END_OPTION END_OPTION
ADD_HINT("hint_shader", "Use per-pixel lighting to improve render quality", "group1") ADD_HINT("hint_shader", "Enable normal mapping and specular reflectivity", "group1")
// Cascaded Shadow Maps //
BEGIN_OPTION("Cascaded Shadow Maps", "ui_shadowMaps", ITEM_TYPE_MULTI, 7, 1)
cvarFloatList {
"Off" 0
"Low" 1
"Medium" 2
"High" 3
}
OPTION_BELOW("gr1_ctrl6")
action { uiScript glCustom ; uiScript update "ui_shadowMaps" }
ASSIGN_HINT("hint_csm")
END_OPTION
ADD_HINT("hint_csm", "Enable sunlight and cascaded shadow maps", "group1")
// Lightmap/vertex // // Lightmap/vertex //
@ -294,13 +310,13 @@ Group # 1 - Graphics
// Geometric detail // // Geometric detail //
BEGIN_OPTION("Geometric Detail", "r_lodbias", ITEM_TYPE_MULTI, 7, 1) BEGIN_OPTION("Geometric Detail", "r_lodbias", ITEM_TYPE_MULTI, 8, 1)
cvarFloatList { cvarFloatList {
"High" 0
"Medium" 1
"Low" 2 "Low" 2
"Medium" 1
"High" 0
} }
OPTION_BELOW("gr1_ctrl6") OPTION_BELOW("gr1_ctrl7")
action { uiScript glCustom ; uiScript update "r_lodbias" } action { uiScript glCustom ; uiScript update "r_lodbias" }
ASSIGN_HINT("hint_geodetail") ASSIGN_HINT("hint_geodetail")
END_OPTION END_OPTION
@ -309,14 +325,14 @@ Group # 1 - Graphics
// Texture detail // // Texture detail //
BEGIN_OPTION("Texture Detail", "r_picmip", ITEM_TYPE_MULTI, 8, 1) BEGIN_OPTION("Texture Detail", "r_picmip", ITEM_TYPE_MULTI, 9, 1)
cvarFloatList { cvarFloatList {
"Very Low" 3 "Very Low" 3
"Low" 2 "Low" 2
"Medium" 1 "Medium" 1
"High" 0 "High" 0
} }
OPTION_BELOW("gr1_ctrl7") OPTION_BELOW("gr1_ctrl8")
action { uiScript glCustom ; } action { uiScript glCustom ; }
ASSIGN_HINT("hint_texdetail") ASSIGN_HINT("hint_texdetail")
END_OPTION END_OPTION
@ -340,8 +356,8 @@ Group # 1 - Graphics
// Compressed textures // // Compressed textures //
BEGIN_OPTION("Compress Textures", "r_ext_compressed_textures", ITEM_TYPE_YESNO, 9, 1) BEGIN_OPTION("Compress Textures", "r_ext_compressed_textures", ITEM_TYPE_YESNO, 10, 1)
OPTION_BELOW("gr1_ctrl8") OPTION_BELOW("gr1_ctrl9")
action { uiScript glCustom ; } action { uiScript glCustom ; }
ASSIGN_HINT("hint_compress") ASSIGN_HINT("hint_compress")
END_OPTION END_OPTION
@ -353,7 +369,7 @@ Group # 1 - Graphics
itemdef { itemdef {
name "btn_apply,fade_alpha,allgroups,group1" name "btn_apply,fade_alpha,allgroups,group1"
style WINDOW_STYLE_EMPTY style WINDOW_STYLE_EMPTY
alignrect "gr1_ctrl9" ITEM_ALIGN_RIGHT 0 24 80 VSIZE alignrect "gr1_ctrl10" ITEM_ALIGN_RIGHT 0 24 80 VSIZE
type ITEM_TYPE_BUTTON type ITEM_TYPE_BUTTON
text "^_A^_pply >" text "^_A^_pply >"
shortcutKey "A" shortcutKey "A"