#include "dialog_settings_effects.qh" #include "slider_picmip.qh" #include "slider_sbfadetime.qh" #include "weaponslist.qh" #include "keybinder.qh" #include "commandbutton.qh" #include "textlabel.qh" #include "checkbox.qh" #include "textslider.qh" #include "slider.qh" #include "radiobutton.qh" #include "checkbox_slider_invalid.qh" entity makeXonoticEffectsSettingsTab() { entity me; me = NEW(XonoticEffectsSettingsTab); me.configureDialog(me); return me; } float someShadowCvarIsEnabled(entity box) { if(cvar("r_shadow_realtime_dlight")) if(cvar("r_shadow_realtime_dlight_shadows")) return true; if(cvar("r_shadow_realtime_world")) if(cvar("r_shadow_realtime_world_shadows")) return true; return false; } void XonoticEffectsSettingsTab_fill(entity me) { entity e, s; entity effectsApplyButton = makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "vid_restart", COMMANDBUTTON_APPLY); effectsApplyButton.disableOnClick = true; float n; me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Quality preset:"))); n = 5 + 2 * boolean(cvar("developer")); if(cvar("developer")) { me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^OMG!")), '1 0 1', "exec effects-omg.cfg", 0)); e.applyButton = effectsApplyButton; } me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^Low")), '0 0 0', "exec effects-low.cfg", 0)); e.applyButton = effectsApplyButton; me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^Medium")), '0 0 0', "exec effects-med.cfg", 0)); e.applyButton = effectsApplyButton; me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^Normal")), '0 0 0', "exec effects-normal.cfg", 0)); e.applyButton = effectsApplyButton; me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^High")), '0 0 0', "exec effects-high.cfg", 0)); e.applyButton = effectsApplyButton; me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^Ultra")), '0 0 0', "exec effects-ultra.cfg", 0)); e.applyButton = effectsApplyButton; if(cvar("developer")) { me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^Ultimate")), '0.5 0 0', "exec effects-ultimate.cfg", 0)); e.applyButton = effectsApplyButton; } me.gotoRC(me, 1.25, 0); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Geometry detail:"))); me.TD(me, 1, 2, e = makeXonoticTextSlider_T("r_subdivisions_tolerance", _("Change the smoothness of the curves on the map"))); e.addValue(e, ZCTX(_("DET^Lowest")), "16"); e.addValue(e, ZCTX(_("DET^Low")), "8"); e.addValue(e, ZCTX(_("DET^Normal")), "4"); e.addValue(e, ZCTX(_("DET^Good")), "3"); e.addValue(e, ZCTX(_("DET^Best")), "2"); e.addValue(e, ZCTX(_("DET^Insane")), "1"); e.configureXonoticTextSliderValues(e); e.applyButton = effectsApplyButton; me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Player detail:"))); me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_playerdetailreduction")); e.addValue(e, ZCTX(_("PDET^Low")), "4"); e.addValue(e, ZCTX(_("PDET^Medium")), "3"); e.addValue(e, ZCTX(_("PDET^Normal")), "2"); e.addValue(e, ZCTX(_("PDET^Good")), "1"); e.addValue(e, ZCTX(_("PDET^Best")), "0"); e.configureXonoticTextSliderValues(e); e.applyButton = effectsApplyButton; me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Texture resolution:"))); setDependent(e, "r_showsurfaces", 0, 0); me.TD(me, 1, 2, e = makeXonoticPicmipSlider()); if(cvar("developer")) e.addValue(e, ZCTX(_("RES^Leet")), "1337"); e.addValue(e, ZCTX(_("RES^Lowest")), "3"); e.addValue(e, ZCTX(_("RES^Very low")), "2"); e.addValue(e, ZCTX(_("RES^Low")), "1"); e.addValue(e, ZCTX(_("RES^Normal")), "0"); e.addValue(e, ZCTX(_("RES^Good")), "-1"); e.addValue(e, ZCTX(_("RES^Best")), "-2"); e.configureXonoticTextSliderValues(e); setDependent(e, "r_showsurfaces", 0, 0); e.applyButton = effectsApplyButton; me.TR(me); me.TDempty(me, 0.2); { // detect texture compression method float f; f = updateCompression(); switch(f) { case 0: me.TD(me, 1, 2.8, e = makeXonoticCheckBox(1, "r_texture_dds_load", _("Avoid lossy texture compression"))); e.disabled = 1; // just show the checkbox anyway, but with no ability to control it e.applyButton = effectsApplyButton; break; case 1: me.TD(me, 1, 2.8, e = makeXonoticCheckBox(1, "r_texture_dds_load", _("Avoid lossy texture compression"))); setDependent(e, "r_showsurfaces", 0, 0); e.applyButton = effectsApplyButton; break; case 2: me.TD(me, 1, 2.8, e = makeXonoticCheckBox(1, "r_texture_dds_load", _("Avoid lossy texture compression"))); setDependent(e, "r_showsurfaces", 0, 0); makeMulti(e, "gl_texturecompression"); e.applyButton = effectsApplyButton; break; } } me.TR(me); if(cvar("developer")) { me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx_T(3, 0, "r_showsurfaces", _("Show surfaces"), _("Disable textures completely for very slow hardware. This gives a huge performance boost, but looks very ugly."))); } me.TR(me); me.TD(me, 1, 1, e = makeXonoticCheckBox_T(1, "mod_q3bsp_nolightmaps", _("Use lightmaps"), _("Use high resolution lightmaps, which will look pretty but use up some extra video memory"))); e.applyButton = effectsApplyButton; me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_glsl_deluxemapping", _("Deluxe mapping"), _("Use per-pixel lighting effects"))); setDependentAND(e, "vid_gl20", 1, 1, "mod_q3bsp_nolightmaps", 0, 0); me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_shadow_gloss", _("Gloss"), _("Enable the use of glossmaps on textures supporting it"))); setDependentAND3(e, "vid_gl20", 1, 1, "mod_q3bsp_nolightmaps", 0, 0, "r_glsl_deluxemapping", 1, 1); me.TR(me); me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_glsl_offsetmapping", _("Offset mapping"), _("Offset mapping effect that will make textures with bumpmaps appear like they \"pop out\" of the flat 2D surface"))); setDependent(e, "vid_gl20", 1, 1); me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_glsl_offsetmapping_reliefmapping", _("Relief mapping"), _("Higher quality offset mapping, which also has a huge impact on performance"))); setDependentAND(e, "vid_gl20", 1, 1, "r_glsl_offsetmapping", 1, 1); me.TR(me); me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_water", _("Reflections:"), _("Reflection and refraction quality, has a huge impact on performance on maps with reflecting surfaces"))); setDependent(e, "vid_gl20", 1, 1); me.TD(me, 1, 2, e = makeXonoticTextSlider_T("r_water_resolutionmultiplier", _("Resolution of reflections/refractions"))); e.addValue(e, _("Blurred"), "0.25"); e.addValue(e, ZCTX(_("REFL^Good")), "0.5"); e.addValue(e, _("Sharp"), "1"); e.configureXonoticTextSliderValues(e); setDependentAND(e, "vid_gl20", 1, 1, "r_water", 1, 1); me.TR(me); me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "cl_decals", _("Decals"), _("Enable decals (bullet holes and blood)"))); me.TD(me, 1, 2, e = makeXonoticCheckBox(0, "cl_decals_models", _("Decals on models"))); setDependent(e, "cl_decals", 1, 1); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Distance:"))); setDependent(e, "cl_decals", 1, 1); me.TD(me, 1, 2, e = makeXonoticSlider_T(200, 500, 20, "r_drawdecals_drawdistance", _("Decals further away than this will not be drawn"))); setDependent(e, "cl_decals", 1, 1); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Time:"))); setDependent(e, "cl_decals", 1, 1); me.TD(me, 1, 2, e = makeXonoticSlider_T(1, 20, 1, "cl_decals_fadetime", _("Time in seconds before decals fade away"))); setDependent(e, "cl_decals", 1, 1); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Damage effects:"))); me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_damageeffect")); e.addValue(e, ZCTX(_("DMGFX^Disabled")), "0"); e.addValue(e, _("Skeletal"), "1"); e.addValue(e, ZCTX(_("DMGFX^All")), "2"); e.configureXonoticTextSliderValues(e); me.gotoRC(me, 1.25, 3.2); me.setFirstColumn(me, me.currentColumn); me.TD(me, 1, 3, e = makeXonoticRadioButton_T(1, "r_coronas", "0", _("No dynamic lighting"), _("Enable corona flares around certain lights"))); me.TR(me); me.TD(me, 1, 3, e = makeXonoticRadioButton_T(1, "gl_flashblend", string_null, _("Fake corona lighting"), _("Enable faster but uglier dynamic lights by rendering bright coronas instead of real dynamic lights"))); makeMulti(e, "r_coronas"); me.TR(me); me.TD(me, 1, 2, e = makeXonoticRadioButton_T(1, "r_shadow_realtime_dlight", string_null, _("Realtime dynamic lighting"), _("Enable rendering of dynamic lights such as explosions and rocket lights"))); makeMulti(e, "r_coronas"); me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_dlight_shadows", _("Shadows"), _("Enable rendering of shadows from dynamic lights"))); setDependent(e, "r_shadow_realtime_dlight", 1, 1); me.TR(me); me.TD(me, 1, 2, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_world", _("Realtime world lighting"), _("Enable rendering of full realtime world lighting on maps that support it. Note that this might have a big impact on performance."))); me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_world_shadows", _("Shadows"), _("Enable rendering of shadows from realtime world lights"))); setDependent(e, "r_shadow_realtime_world", 1, 1); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "r_shadow_usenormalmap", _("Use normal maps"), _("Enable use of directional shading on textures"))); setDependentOR(e, "r_shadow_realtime_dlight", 1, 1, "r_shadow_realtime_world", 1, 1); me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_shadow_shadowmapping", _("Soft shadows"))); setDependentWeird(e, someShadowCvarIsEnabled); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "r_coronas_occlusionquery", _("Fade corona according to visibility"), _("Fade coronas according to visibility"))); setDependent(e, "r_coronas", 1, 1); me.TR(me); me.TR(me); me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_bloom", _("Bloom"), _("Enable bloom effect, which brightens the neighboring pixels of very bright pixels. Has a big impact on performance."))); me.TD(me, 1, 2, e = makeXonoticCheckBoxEx_T(0.5, 0, "hud_postprocessing_maxbluralpha", _("Extra postprocessing effects"), _("Enables special postprocessing effects for when damaged or under water or using a powerup"))); makeMulti(e, "hud_powerup"); setDependent(e, "vid_gl20", 1, 1); me.TR(me); s = makeXonoticSlider_T(0.1, 1, 0.1, "r_motionblur", _("Motion blur strength - 0.4 recommended")); me.TD(me, 1, 1, e = makeXonoticSliderCheckBox(0, 1, s, _("Motion blur:"))); if(s.value != e.savedValue) e.savedValue = 0.4; // default me.TD(me, 1, 2, s); me.TR(me); me.TR(me); me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "cl_particles", _("Particles"))); me.TD(me, 1, 2, e = makeXonoticCheckBox_T(0, "cl_spawn_point_particles", _("Spawnpoint effects"), _("Particles effects at all spawn points and whenever a player spawns"))); makeMulti(e, "cl_spawn_event_particles"); setDependent(e, "cl_particles", 1, 1); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Quality:"))); setDependent(e, "cl_particles", 1, 1); me.TD(me, 1, 2, e = makeXonoticSlider_T(0, 3.0, 0.25, "cl_particles_quality", _("Multiplier for amount of particles. Less means less particles, which in turn gives for better performance"))); setDependent(e, "cl_particles", 1, 1); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Distance:"))); setDependent(e, "cl_particles", 1, 1); me.TD(me, 1, 2, e = makeXonoticSlider_T(200, 3000, 200, "r_drawparticles_drawdistance", _("Particles further away than this will not be drawn"))); setDependent(e, "cl_particles", 1, 1); me.gotoRC(me, me.rows - 1, 0); me.TD(me, 1, me.columns, effectsApplyButton); }