Change Monoscopic Render mode to a dropdown (#6215)
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@ -133,8 +133,8 @@ void Config::ReadValues() {
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Settings::values.texture_filter_name =
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Settings::values.texture_filter_name =
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sdl2_config->GetString("Renderer", "texture_filter_name", "none");
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sdl2_config->GetString("Renderer", "texture_filter_name", "none");
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Settings::values.mono_render_left_eye =
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Settings::values.mono_render_option = static_cast<Settings::MonoRenderOption>(
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sdl2_config->GetBoolean("Renderer", "mono_render_left_eye", true);
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sdl2_config->GetInteger("Renderer", "mono_render_option", 0));
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Settings::values.render_3d = static_cast<Settings::StereoRenderOption>(
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Settings::values.render_3d = static_cast<Settings::StereoRenderOption>(
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sdl2_config->GetInteger("Renderer", "render_3d", 0));
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sdl2_config->GetInteger("Renderer", "render_3d", 0));
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Settings::values.factor_3d =
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Settings::values.factor_3d =
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@ -167,8 +167,8 @@ render_3d =
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factor_3d =
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factor_3d =
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# Change Default Eye to Render When in Monoscopic Mode
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# Change Default Eye to Render When in Monoscopic Mode
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# 0 (default): Right, 1: Left
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# 0 (default): Left, 1: Right
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mono_render_left_eye =
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mono_render_option =
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# The name of the post processing shader to apply.
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# The name of the post processing shader to apply.
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# Loaded from shaders if render_3d is off or side by side.
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# Loaded from shaders if render_3d is off or side by side.
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@ -483,7 +483,7 @@ void Config::ReadLayoutValues() {
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ReadGlobalSetting(Settings::values.upright_screen);
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ReadGlobalSetting(Settings::values.upright_screen);
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if (global) {
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if (global) {
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ReadBasicSetting(Settings::values.mono_render_left_eye);
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ReadBasicSetting(Settings::values.mono_render_option);
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ReadBasicSetting(Settings::values.custom_layout);
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ReadBasicSetting(Settings::values.custom_layout);
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ReadBasicSetting(Settings::values.custom_top_left);
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ReadBasicSetting(Settings::values.custom_top_left);
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ReadBasicSetting(Settings::values.custom_top_top);
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ReadBasicSetting(Settings::values.custom_top_top);
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@ -991,7 +991,7 @@ void Config::SaveLayoutValues() {
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WriteGlobalSetting(Settings::values.upright_screen);
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WriteGlobalSetting(Settings::values.upright_screen);
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if (global) {
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if (global) {
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WriteBasicSetting(Settings::values.mono_render_left_eye);
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WriteBasicSetting(Settings::values.mono_render_option);
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WriteBasicSetting(Settings::values.custom_layout);
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WriteBasicSetting(Settings::values.custom_layout);
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WriteBasicSetting(Settings::values.custom_top_left);
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WriteBasicSetting(Settings::values.custom_top_left);
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WriteBasicSetting(Settings::values.custom_top_top);
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WriteBasicSetting(Settings::values.custom_top_top);
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@ -54,7 +54,8 @@ void ConfigureEnhancements::SetConfiguration() {
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ui->render_3d_combobox->setCurrentIndex(
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ui->render_3d_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.render_3d.GetValue()));
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static_cast<int>(Settings::values.render_3d.GetValue()));
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ui->factor_3d->setValue(Settings::values.factor_3d.GetValue());
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ui->factor_3d->setValue(Settings::values.factor_3d.GetValue());
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ui->mono_render_left_eye->setChecked(Settings::values.mono_render_left_eye.GetValue());
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ui->mono_rendering_eye->setCurrentIndex(
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static_cast<int>(Settings::values.mono_render_option.GetValue()));
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updateShaders(Settings::values.render_3d.GetValue());
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updateShaders(Settings::values.render_3d.GetValue());
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ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
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ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
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int tex_filter_idx = ui->texture_filter_combobox->findText(
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int tex_filter_idx = ui->texture_filter_combobox->findText(
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@ -111,7 +112,8 @@ void ConfigureEnhancements::ApplyConfiguration() {
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Settings::values.render_3d =
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Settings::values.render_3d =
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static_cast<Settings::StereoRenderOption>(ui->render_3d_combobox->currentIndex());
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static_cast<Settings::StereoRenderOption>(ui->render_3d_combobox->currentIndex());
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Settings::values.factor_3d = ui->factor_3d->value();
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Settings::values.factor_3d = ui->factor_3d->value();
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Settings::values.mono_render_left_eye = ui->mono_render_left_eye->isChecked();
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Settings::values.mono_render_option =
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static_cast<Settings::MonoRenderOption>(ui->mono_rendering_eye->currentIndex());
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Settings::values.pp_shader_name =
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Settings::values.pp_shader_name =
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ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
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ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
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Settings::values.filter_mode = ui->toggle_linear_filter->isChecked();
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Settings::values.filter_mode = ui->toggle_linear_filter->isChecked();
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@ -207,20 +207,31 @@
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</item>
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</item>
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</layout>
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</layout>
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</item>
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</item>
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<item>
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout_9">
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<layout class="QHBoxLayout" name="horizontalLayout_9">
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<item>
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<item>
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<widget class="QCheckBox" name="mono_render_left_eye">
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<widget class="QLabel" name="label_6">
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<property name="toolTip">
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<property name="text">
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<string><html><head/><body><p>If false, right eye will be used. Useful if using ReShade</p></body></html></string>
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<string>Eye to Render in Monoscopic Mode</string>
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</property>
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</property>
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<property name="text">
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</widget>
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<string>Render Left Eye in Monoscopic Mode</string>
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</item>
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</property>
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<item>
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</widget>
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<widget class="QComboBox" name="mono_rendering_eye">
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</item>
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<item>
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</layout>
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<property name="text">
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</item>
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<string>Left Eye (default)</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Right Eye</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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</layout>
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</widget>
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</widget>
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</item>
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</item>
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@ -369,7 +380,7 @@
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<tabstop>texture_filter_combobox</tabstop>
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<tabstop>texture_filter_combobox</tabstop>
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<tabstop>render_3d_combobox</tabstop>
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<tabstop>render_3d_combobox</tabstop>
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<tabstop>factor_3d</tabstop>
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<tabstop>factor_3d</tabstop>
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<tabstop>mono_render_left_eye</tabstop>
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<tabstop>mono_rendering_eye</tabstop>
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<tabstop>layout_combobox</tabstop>
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<tabstop>layout_combobox</tabstop>
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<tabstop>swap_screen</tabstop>
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<tabstop>swap_screen</tabstop>
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<tabstop>upright_screen</tabstop>
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<tabstop>upright_screen</tabstop>
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@ -109,7 +109,7 @@ void LogSettings() {
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log_setting("Renderer_TextureFilterName", values.texture_filter_name.GetValue());
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log_setting("Renderer_TextureFilterName", values.texture_filter_name.GetValue());
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log_setting("Stereoscopy_Render3d", values.render_3d.GetValue());
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log_setting("Stereoscopy_Render3d", values.render_3d.GetValue());
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log_setting("Stereoscopy_Factor3d", values.factor_3d.GetValue());
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log_setting("Stereoscopy_Factor3d", values.factor_3d.GetValue());
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log_setting("Stereoscopy_MonoRenderLeftEye", values.mono_render_left_eye.GetValue());
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log_setting("Stereoscopy_MonoRenderOption", values.mono_render_option.GetValue());
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log_setting("Layout_LayoutOption", values.layout_option.GetValue());
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log_setting("Layout_LayoutOption", values.layout_option.GetValue());
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log_setting("Layout_SwapScreen", values.swap_screen.GetValue());
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log_setting("Layout_SwapScreen", values.swap_screen.GetValue());
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log_setting("Layout_UprightScreen", values.upright_screen.GetValue());
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log_setting("Layout_UprightScreen", values.upright_screen.GetValue());
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@ -52,6 +52,10 @@ enum class StereoRenderOption : u32 {
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CardboardVR = 5
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CardboardVR = 5
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};
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};
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// Which eye to render when 3d is off. 800px wide mode could be added here in the future, when
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// implemented
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enum class MonoRenderOption : u32 { LeftEye = 0, RightEye = 1 };
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enum class AudioEmulation : u32 { HLE = 0, LLE = 1, LLEMultithreaded = 2 };
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enum class AudioEmulation : u32 { HLE = 0, LLE = 1, LLEMultithreaded = 2 };
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namespace NativeButton {
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namespace NativeButton {
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@ -467,8 +471,9 @@ struct Values {
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SwitchableSetting<StereoRenderOption> render_3d{StereoRenderOption::Off, "render_3d"};
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SwitchableSetting<StereoRenderOption> render_3d{StereoRenderOption::Off, "render_3d"};
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SwitchableSetting<u32> factor_3d{0, "factor_3d"};
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SwitchableSetting<u32> factor_3d{0, "factor_3d"};
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SwitchableSetting<MonoRenderOption> mono_render_option{MonoRenderOption::LeftEye,
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"mono_render_option"};
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Setting<bool> mono_render_left_eye{false, "mono_render_left_eye"};
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Setting<s32> cardboard_screen_size{85, "cardboard_screen_size"};
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Setting<s32> cardboard_screen_size{85, "cardboard_screen_size"};
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Setting<s32> cardboard_x_shift{0, "cardboard_x_shift"};
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Setting<s32> cardboard_x_shift{0, "cardboard_x_shift"};
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Setting<s32> cardboard_y_shift{0, "cardboard_y_shift"};
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Setting<s32> cardboard_y_shift{0, "cardboard_y_shift"};
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@ -149,8 +149,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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static_cast<int>(Settings::values.render_3d.GetValue()));
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static_cast<int>(Settings::values.render_3d.GetValue()));
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AddField(Telemetry::FieldType::UserConfig, "Renderer_Factor3d",
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AddField(Telemetry::FieldType::UserConfig, "Renderer_Factor3d",
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Settings::values.factor_3d.GetValue());
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Settings::values.factor_3d.GetValue());
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AddField(Telemetry::FieldType::UserConfig, "Renderer_MonoRenderLeftEye",
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AddField(Telemetry::FieldType::UserConfig, "Renderer_MonoRenderOption",
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Settings::values.mono_render_left_eye.GetValue());
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static_cast<int>(Settings::values.mono_render_option.GetValue()));
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AddField(Telemetry::FieldType::UserConfig, "System_IsNew3ds",
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AddField(Telemetry::FieldType::UserConfig, "System_IsNew3ds",
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Settings::values.is_new_3ds.GetValue());
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Settings::values.is_new_3ds.GetValue());
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AddField(Telemetry::FieldType::UserConfig, "System_RegionValue",
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AddField(Telemetry::FieldType::UserConfig, "System_RegionValue",
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@ -1005,7 +1005,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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if (layout.top_screen_enabled) {
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if (layout.top_screen_enabled) {
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if (layout.is_rotated) {
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if (layout.is_rotated) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
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int eye = Settings::values.mono_render_left_eye ? 0 : 1;
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int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
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DrawSingleScreenRotated(screen_infos[eye], (float)top_screen.left,
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DrawSingleScreenRotated(screen_infos[eye], (float)top_screen.left,
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(float)top_screen.top, (float)top_screen.GetWidth(),
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(float)top_screen.top, (float)top_screen.GetWidth(),
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(float)top_screen.GetHeight());
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(float)top_screen.GetHeight());
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@ -1037,7 +1037,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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}
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}
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} else {
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} else {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
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int eye = Settings::values.mono_render_left_eye.GetValue() ? 0 : 1;
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int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
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DrawSingleScreen(screen_infos[eye], (float)top_screen.left, (float)top_screen.top,
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DrawSingleScreen(screen_infos[eye], (float)top_screen.left, (float)top_screen.top,
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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} else if (Settings::values.render_3d.GetValue() ==
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} else if (Settings::values.render_3d.GetValue() ==
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