forked from Mirrorlandia_minetest/minetest
Allow shaders with disabled post processing pipeline (#14338)
- Allow disabling of the post processing pipeline while leaving shaders enabled - Also disable post processing on Android by default
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@ -401,7 +401,8 @@ anisotropic_filter (Anisotropic filtering) bool false
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#
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# * None - No antialiasing (default)
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#
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# * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
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# * FSAA - Hardware-provided full-screen antialiasing
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# (incompatible with Post Processing and Undersampling)
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# A.K.A multi-sample antialiasing (MSAA)
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# Smoothens out block edges but does not affect the insides of textures.
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# A restart is required to change this option.
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@ -556,12 +557,17 @@ shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
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[**Post Processing]
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# Enables the post processing pipeline.
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#
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# Requires: shaders
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enable_post_processing (Enable Post Processing) bool true
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# Enables Hable's 'Uncharted 2' filmic tone mapping.
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# Simulates the tone curve of photographic film and how this approximates the
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# appearance of high dynamic range images. Mid-range contrast is slightly
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# enhanced, highlights and shadows are gradually compressed.
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#
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# Requires: shaders
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# Requires: shaders, enable_post_processing
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tone_mapping (Filmic tone mapping) bool false
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# Enable automatic exposure correction
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@ -569,14 +575,14 @@ tone_mapping (Filmic tone mapping) bool false
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# automatically adjust to the brightness of the scene,
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# simulating the behavior of human eye.
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#
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# Requires: shaders
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# Requires: shaders, enable_post_processing
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enable_auto_exposure (Enable Automatic Exposure) bool false
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# Set the exposure compensation in EV units.
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# Value of 0.0 (default) means no exposure compensation.
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# Range: from -1 to 1.0
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#
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# Requires: shaders, enable_auto_exposure
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# Requires: shaders, enable_post_processing, enable_auto_exposure
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exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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# Apply dithering to reduce color banding artifacts.
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@ -587,7 +593,7 @@ exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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# With OpenGL ES, dithering only works if the shader supports high
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# floating-point precision and it may have a higher performance impact.
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#
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# Requires: shaders
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# Requires: shaders, enable_post_processing
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debanding (Enable Debanding) bool true
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[**Bloom]
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@ -595,7 +601,7 @@ debanding (Enable Debanding) bool true
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# Set to true to enable bloom effect.
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# Bright colors will bleed over the neighboring objects.
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#
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# Requires: shaders
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# Requires: shaders, enable_post_processing
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enable_bloom (Enable Bloom) bool false
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# Set to true to render debugging breakdown of the bloom effect.
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@ -603,32 +609,32 @@ enable_bloom (Enable Bloom) bool false
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# top-left - processed base image, top-right - final image
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# bottom-left - raw base image, bottom-right - bloom texture.
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#
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# Requires: shaders, enable_bloom
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# Requires: shaders, enable_post_processing, enable_bloom
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enable_bloom_debug (Enable Bloom Debug) bool false
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# Defines how much bloom is applied to the rendered image
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# Smaller values make bloom more subtle
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# Range: from 0.01 to 1.0, default: 0.05
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#
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# Requires: shaders, enable_bloom
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# Requires: shaders, enable_post_processing, enable_bloom
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bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
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# Defines the magnitude of bloom overexposure.
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# Range: from 0.1 to 10.0, default: 1.0
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#
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# Requires: shaders, enable_bloom
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# Requires: shaders, enable_post_processing, enable_bloom
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bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
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# Logical value that controls how far the bloom effect spreads
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# from the bright objects.
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# Range: from 0.1 to 8, default: 1
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#
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# Requires: shaders, enable_bloom
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# Requires: shaders, enable_post_processing, enable_bloom
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bloom_radius (Bloom Radius) float 1 0.1 8
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# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
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#
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# Requires: shaders, enable_bloom
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# Requires: shaders, enable_post_processing, enable_bloom
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enable_volumetric_lighting (Volumetric lighting) bool false
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[*Audio]
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@ -103,7 +103,7 @@ void UpscaleStep::run(PipelineContext &context)
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std::unique_ptr<RenderStep> create3DStage(Client *client, v2f scale)
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{
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RenderStep *step = new Draw3D();
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if (g_settings->getBool("enable_shaders")) {
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if (g_settings->getBool("enable_shaders") && g_settings->getBool("enable_post_processing")) {
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RenderPipeline *pipeline = new RenderPipeline();
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pipeline->addStep(pipeline->own(std::unique_ptr<RenderStep>(step)));
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@ -128,7 +128,7 @@ RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f
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return previousStep;
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// When shaders are enabled, post-processing pipeline takes care of rescaling
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if (g_settings->getBool("enable_shaders"))
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if (g_settings->getBool("enable_shaders") && g_settings->getBool("enable_post_processing"))
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return previousStep;
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@ -249,6 +249,7 @@ void set_default_settings()
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settings->setDefault("minimap_double_scan_height", "true");
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// Effects
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settings->setDefault("enable_post_processing", "true");
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settings->setDefault("directional_colored_fog", "true");
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settings->setDefault("inventory_items_animations", "false");
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settings->setDefault("mip_map", "false");
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@ -502,6 +503,7 @@ void set_default_settings()
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settings->setDefault("active_block_range", "2");
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settings->setDefault("viewing_range", "50");
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settings->setDefault("leaves_style", "simple");
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settings->setDefault("enable_post_processing", "false");
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settings->setDefault("debanding", "false");
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settings->setDefault("curl_verify_cert", "false");
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