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Improved stereoscopic 3D settings
This commit is contained in:
parent
ac62efaf92
commit
113c86f1b4
@ -171,15 +171,15 @@ const Info<float> GFX_CC_HDR_PAPER_WHITE_NITS{{System::GFX, "ColorCorrection", "
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const Info<StereoMode> GFX_STEREO_MODE{{System::GFX, "Stereoscopy", "StereoMode"}, StereoMode::Off};
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const Info<bool> GFX_STEREO_PER_EYE_RESOLUTION_FULL{
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{System::GFX, "Stereoscopy", "StereoPerEyeResolutionFull"}, false};
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const Info<int> GFX_STEREO_DEPTH{{System::GFX, "Stereoscopy", "StereoDepth"}, 20};
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const Info<int> GFX_STEREO_CONVERGENCE_PERCENTAGE{
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const Info<float> GFX_STEREO_DEPTH{{System::GFX, "Stereoscopy", "StereoDepth"}, 20};
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const Info<float> GFX_STEREO_CONVERGENCE_PERCENTAGE{
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{System::GFX, "Stereoscopy", "StereoConvergencePercentage"}, 100};
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const Info<bool> GFX_STEREO_SWAP_EYES{{System::GFX, "Stereoscopy", "StereoSwapEyes"}, false};
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const Info<int> GFX_STEREO_CONVERGENCE{{System::GFX, "Stereoscopy", "StereoConvergence"}, 20};
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const Info<float> GFX_STEREO_CONVERGENCE{{System::GFX, "Stereoscopy", "StereoConvergence"}, 20};
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const Info<bool> GFX_STEREO_EFB_MONO_DEPTH{{System::GFX, "Stereoscopy", "StereoEFBMonoDepth"},
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false};
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const Info<int> GFX_STEREO_DEPTH_PERCENTAGE{{System::GFX, "Stereoscopy", "StereoDepthPercentage"},
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100};
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const Info<float> GFX_STEREO_DEPTH_PERCENTAGE{{System::GFX, "Stereoscopy", "StereoDepthPercentage"},
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100};
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// Graphics.Hacks
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@ -145,16 +145,16 @@ extern const Info<float> GFX_CC_HDR_PAPER_WHITE_NITS;
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extern const Info<StereoMode> GFX_STEREO_MODE;
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extern const Info<bool> GFX_STEREO_PER_EYE_RESOLUTION_FULL;
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extern const Info<int> GFX_STEREO_DEPTH;
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extern const Info<int> GFX_STEREO_CONVERGENCE_PERCENTAGE;
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extern const Info<float> GFX_STEREO_DEPTH;
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extern const Info<float> GFX_STEREO_CONVERGENCE_PERCENTAGE;
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extern const Info<bool> GFX_STEREO_SWAP_EYES;
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extern const Info<int> GFX_STEREO_CONVERGENCE;
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extern const Info<float> GFX_STEREO_CONVERGENCE;
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extern const Info<bool> GFX_STEREO_EFB_MONO_DEPTH;
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extern const Info<int> GFX_STEREO_DEPTH_PERCENTAGE;
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extern const Info<float> GFX_STEREO_DEPTH_PERCENTAGE;
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// Stereoscopy pseudo-limits for consistent behavior between enhancements tab and hotkeys.
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static constexpr int GFX_STEREO_DEPTH_MAXIMUM = 100;
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static constexpr int GFX_STEREO_CONVERGENCE_MAXIMUM = 200;
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static constexpr float GFX_STEREO_DEPTH_MAXIMUM = 100;
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static constexpr float GFX_STEREO_CONVERGENCE_MAXIMUM = 200;
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// Graphics.Hacks
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@ -1,6 +1,8 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <QPointer>
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#include "DolphinQt/Config/ConfigControls/ConfigFloatSlider.h"
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ConfigFloatSlider::ConfigFloatSlider(float minimum, float maximum,
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@ -38,3 +40,12 @@ void ConfigFloatSlider::OnConfigChanged()
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{
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setValue(std::round((ReadValue(m_setting) - m_minimum) / m_step));
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}
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ConfigFloatLabel::ConfigFloatLabel(const QString& text, ConfigFloatSlider* widget) : QLabel(text)
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{
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connect(&Settings::Instance(), &Settings::ConfigChanged, this, [this, widget = QPointer{widget}] {
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// Label shares font changes with ConfigFloatSlider to mark game ini settings.
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if (widget)
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setFont(widget->font());
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});
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}
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@ -3,6 +3,8 @@
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#pragma once
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#include <QLabel>
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#include "DolphinQt/Config/ConfigControls/ConfigControl.h"
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#include "DolphinQt/Config/ToolTipControls/ToolTipSlider.h"
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@ -29,3 +31,9 @@ private:
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float m_step;
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const Config::Info<float> m_setting;
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};
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class ConfigFloatLabel final : public QLabel
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{
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public:
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ConfigFloatLabel(const QString& text, ConfigFloatSlider* widget);
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};
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@ -24,9 +24,9 @@
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#include "Core/ConfigManager.h"
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#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
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#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
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#include "DolphinQt/Config/ConfigControls/ConfigFloatSlider.h"
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#include "DolphinQt/Config/ConfigControls/ConfigInteger.h"
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#include "DolphinQt/Config/ConfigControls/ConfigRadio.h"
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#include "DolphinQt/Config/ConfigControls/ConfigSlider.h"
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#include "DolphinQt/Config/GameConfigEdit.h"
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#include "DolphinQt/Config/Graphics/GraphicsPane.h"
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#include "DolphinQt/QtUtils/QtUtils.h"
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@ -140,26 +140,35 @@ void GameConfigWidget::CreateWidgets()
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auto* stereoscopy_layout = new QGridLayout;
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stereoscopy_box->setLayout(stereoscopy_layout);
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m_depth_slider = new ConfigSlider(100, 200, Config::GFX_STEREO_DEPTH_PERCENTAGE, layer);
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m_convergence_spin = new ConfigInteger(0, INT32_MAX, Config::GFX_STEREO_CONVERGENCE, layer);
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m_depth_slider =
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new ConfigFloatSlider(100, 200, Config::GFX_STEREO_DEPTH_PERCENTAGE, 1.0f, layer);
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m_convergence_slider =
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new ConfigFloatSlider(0, 1000, Config::GFX_STEREO_CONVERGENCE, 0.01f, layer);
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auto* const depth_slider_value = new QLabel();
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auto* const convergence_slider_value = new QLabel();
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m_use_monoscopic_shadows =
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new ConfigBool(tr("Monoscopic Shadows"), Config::GFX_STEREO_EFB_MONO_DEPTH, layer);
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m_depth_slider->SetDescription(
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tr("This value is multiplied with the depth set in the graphics configuration."));
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m_convergence_spin->SetDescription(
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m_convergence_slider->SetDescription(
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tr("This value is added to the convergence value set in the graphics configuration."));
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m_use_monoscopic_shadows->SetDescription(
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tr("Use a single depth buffer for both eyes. Needed for a few games."));
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stereoscopy_layout->addWidget(new ConfigSliderLabel(tr("Depth Percentage:"), m_depth_slider), 0,
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stereoscopy_layout->addWidget(new ConfigFloatLabel(tr("Depth Percentage:"), m_depth_slider), 0,
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0);
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stereoscopy_layout->addWidget(m_depth_slider, 0, 1);
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stereoscopy_layout->addWidget(new ConfigIntegerLabel(tr("Convergence:"), m_convergence_spin), 1,
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stereoscopy_layout->addWidget(depth_slider_value, 0, 2);
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stereoscopy_layout->addWidget(new ConfigFloatLabel(tr("Convergence:"), m_convergence_slider), 1,
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0);
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stereoscopy_layout->addWidget(m_convergence_spin, 1, 1);
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stereoscopy_layout->addWidget(m_convergence_slider, 1, 1);
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stereoscopy_layout->addWidget(convergence_slider_value, 1, 2);
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stereoscopy_layout->addWidget(m_use_monoscopic_shadows, 2, 0);
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depth_slider_value->setText(QString::asprintf("%.0f%%", m_depth_slider->GetValue()));
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convergence_slider_value->setText(QString::asprintf("%.2f", m_convergence_slider->GetValue()));
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auto* general_layout = new QVBoxLayout;
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general_layout->addWidget(core_box);
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general_layout->addWidget(stereoscopy_box);
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@ -239,6 +248,15 @@ void GameConfigWidget::CreateWidgets()
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m_prev_tab_index = index;
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});
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connect(m_depth_slider, &ConfigFloatSlider::valueChanged, this, [this, depth_slider_value] {
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depth_slider_value->setText(QString::asprintf("%.0f%%", m_depth_slider->GetValue()));
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});
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connect(m_convergence_slider, &ConfigFloatSlider::valueChanged, this,
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[this, convergence_slider_value] {
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convergence_slider_value->setText(
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QString::asprintf("%.2f", m_convergence_slider->GetValue()));
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});
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const QString help_msg = tr(
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"Italics mark default game settings, bold marks user settings.\nRight-click to remove user "
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"settings.\nGraphics tabs don't display the value of a default game setting.\nAnti-Aliasing "
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@ -320,7 +338,7 @@ void GameConfigWidget::LoadSettings()
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update_bool(m_emulate_disc_speed, true);
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update_int(m_depth_slider);
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update_int(m_convergence_spin);
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update_int(m_convergence_slider);
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}
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void GameConfigWidget::SetItalics()
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@ -337,7 +355,7 @@ void GameConfigWidget::SetItalics()
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for (auto* config : findChildren<ConfigBool*>())
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italics(config);
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for (auto* config : findChildren<ConfigSlider*>())
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for (auto* config : findChildren<ConfigFloatSlider*>())
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italics(config);
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for (auto* config : findChildren<ConfigInteger*>())
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italics(config);
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@ -19,7 +19,7 @@ class Layer;
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class ConfigBool;
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class ConfigInteger;
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class ConfigSlider;
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class ConfigFloatSlider;
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class ConfigStringChoice;
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class QPushButton;
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class QTabWidget;
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@ -50,8 +50,8 @@ private:
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ConfigBool* m_use_monoscopic_shadows;
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ConfigStringChoice* m_deterministic_dual_core;
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ConfigSlider* m_depth_slider;
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ConfigInteger* m_convergence_spin;
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ConfigFloatSlider* m_depth_slider;
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ConfigFloatSlider* m_convergence_slider;
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const UICommon::GameFile& m_game;
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std::string m_game_id;
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@ -16,7 +16,7 @@
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#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
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#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
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#include "DolphinQt/Config/ConfigControls/ConfigSlider.h"
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#include "DolphinQt/Config/ConfigControls/ConfigFloatSlider.h"
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#include "DolphinQt/Config/GameConfigWidget.h"
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#include "DolphinQt/Config/Graphics/ColorCorrectionConfigWindow.h"
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#include "DolphinQt/Config/Graphics/GraphicsPane.h"
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@ -214,10 +214,12 @@ void EnhancementsWidget::CreateWidgets()
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m_3d_mode = new ConfigChoice({tr("Off"), tr("Side-by-Side"), tr("Top-and-Bottom"), tr("Anaglyph"),
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tr("HDMI 3D"), tr("Passive")},
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Config::GFX_STEREO_MODE, m_game_layer);
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m_3d_depth =
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new ConfigSlider(0, Config::GFX_STEREO_DEPTH_MAXIMUM, Config::GFX_STEREO_DEPTH, m_game_layer);
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m_3d_convergence = new ConfigSlider(0, Config::GFX_STEREO_CONVERGENCE_MAXIMUM,
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Config::GFX_STEREO_CONVERGENCE, m_game_layer, 100);
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m_3d_depth = new ConfigFloatSlider(0, Config::GFX_STEREO_DEPTH_MAXIMUM, Config::GFX_STEREO_DEPTH,
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1.0f, m_game_layer);
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m_3d_convergence = new ConfigFloatSlider(0, Config::GFX_STEREO_CONVERGENCE_MAXIMUM,
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Config::GFX_STEREO_CONVERGENCE, 0.01f, m_game_layer);
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m_3d_depth_value = new QLabel();
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m_3d_convergence_value = new QLabel();
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m_3d_swap_eyes = new ConfigBool(tr("Swap Eyes"), Config::GFX_STEREO_SWAP_EYES, m_game_layer);
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@ -226,13 +228,18 @@ void EnhancementsWidget::CreateWidgets()
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stereoscopy_layout->addWidget(new QLabel(tr("Stereoscopic 3D Mode:")), 0, 0);
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stereoscopy_layout->addWidget(m_3d_mode, 0, 1);
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stereoscopy_layout->addWidget(new ConfigSliderLabel(tr("Depth:"), m_3d_depth), 1, 0);
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stereoscopy_layout->addWidget(new ConfigFloatLabel(tr("Depth:"), m_3d_depth), 1, 0);
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stereoscopy_layout->addWidget(m_3d_depth, 1, 1);
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stereoscopy_layout->addWidget(new ConfigSliderLabel(tr("Convergence:"), m_3d_convergence), 2, 0);
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stereoscopy_layout->addWidget(m_3d_depth_value, 1, 2);
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stereoscopy_layout->addWidget(new ConfigFloatLabel(tr("Convergence:"), m_3d_convergence), 2, 0);
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stereoscopy_layout->addWidget(m_3d_convergence, 2, 1);
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stereoscopy_layout->addWidget(m_3d_convergence_value, 2, 2);
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stereoscopy_layout->addWidget(m_3d_swap_eyes, 3, 0);
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stereoscopy_layout->addWidget(m_3d_per_eye_resolution, 4, 0);
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m_3d_depth_value->setText(QString::asprintf("%.0f", m_3d_depth->GetValue()));
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m_3d_convergence_value->setText(QString::asprintf("%.2f", m_3d_convergence->GetValue()));
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auto current_stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
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if (current_stereo_mode != StereoMode::SBS && current_stereo_mode != StereoMode::TAB)
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m_3d_per_eye_resolution->hide();
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@ -263,6 +270,12 @@ void EnhancementsWidget::ConnectWidgets()
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&EnhancementsWidget::ConfigureColorCorrection);
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connect(m_configure_post_processing_effect, &QPushButton::clicked, this,
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&EnhancementsWidget::ConfigurePostProcessingShader);
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connect(m_3d_depth, &ConfigFloatSlider::valueChanged, this,
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[this] { m_3d_depth_value->setText(QString::asprintf("%.0f", m_3d_depth->GetValue())); });
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connect(m_3d_convergence, &ConfigFloatSlider::valueChanged, this, [this] {
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m_3d_convergence_value->setText(QString::asprintf("%.2f", m_3d_convergence->GetValue()));
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});
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}
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template <typename T>
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@ -9,9 +9,10 @@ class ConfigBool;
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class ConfigChoice;
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class ConfigComplexChoice;
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class ConfigStringChoice;
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class ConfigSlider;
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class ConfigFloatSlider;
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class GraphicsPane;
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class QPushButton;
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class QLabel;
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class ToolTipPushButton;
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namespace Config
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@ -63,8 +64,10 @@ private:
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// Stereoscopy
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ConfigChoice* m_3d_mode;
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ConfigSlider* m_3d_depth;
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ConfigSlider* m_3d_convergence;
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ConfigFloatSlider* m_3d_depth;
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QLabel* m_3d_depth_value;
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ConfigFloatSlider* m_3d_convergence;
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QLabel* m_3d_convergence_value;
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ConfigBool* m_3d_swap_eyes;
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ConfigBool* m_3d_per_eye_resolution;
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@ -608,7 +608,7 @@ void HotkeyScheduler::Run()
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const auto stereo_depth = Config::Get(Config::GFX_STEREO_DEPTH);
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if (IsHotkey(HK_DECREASE_DEPTH, true))
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Config::SetCurrent(Config::GFX_STEREO_DEPTH, std::max(stereo_depth - 1, 0));
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Config::SetCurrent(Config::GFX_STEREO_DEPTH, std::max(stereo_depth - 1, 0.0f));
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if (IsHotkey(HK_INCREASE_DEPTH, true))
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Config::SetCurrent(Config::GFX_STEREO_DEPTH,
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@ -617,7 +617,7 @@ void HotkeyScheduler::Run()
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const auto stereo_convergence = Config::Get(Config::GFX_STEREO_CONVERGENCE);
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if (IsHotkey(HK_DECREASE_CONVERGENCE, true))
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Config::SetCurrent(Config::GFX_STEREO_CONVERGENCE, std::max(stereo_convergence - 5, 0));
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Config::SetCurrent(Config::GFX_STEREO_CONVERGENCE, std::max(stereo_convergence - 5, 0.0f));
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if (IsHotkey(HK_INCREASE_CONVERGENCE, true))
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Config::SetCurrent(Config::GFX_STEREO_CONVERGENCE,
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@ -54,8 +54,7 @@ void GeometryShaderManager::SetConstants(PrimitiveType prim)
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if (xfmem.projection.type == ProjectionType::Perspective)
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{
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float offset = (g_ActiveConfig.iStereoDepth / 1000.0f) *
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(g_ActiveConfig.iStereoDepthPercentage / 100.0f);
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const float offset = g_ActiveConfig.stereo_depth;
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constants.stereoparams[0] = g_ActiveConfig.bStereoSwapEyes ? offset : -offset;
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constants.stereoparams[1] = g_ActiveConfig.bStereoSwapEyes ? -offset : offset;
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}
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@ -64,8 +63,7 @@ void GeometryShaderManager::SetConstants(PrimitiveType prim)
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constants.stereoparams[0] = constants.stereoparams[1] = 0;
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}
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constants.stereoparams[2] = (float)(g_ActiveConfig.iStereoConvergence *
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(g_ActiveConfig.iStereoConvergencePercentage / 100.0f));
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constants.stereoparams[2] = g_ActiveConfig.stereo_convergence;
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dirty = true;
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}
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@ -162,12 +162,12 @@ void VideoConfig::Refresh()
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stereo_mode = Config::Get(Config::GFX_STEREO_MODE);
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stereo_per_eye_resolution_full = Config::Get(Config::GFX_STEREO_PER_EYE_RESOLUTION_FULL);
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iStereoDepth = Config::Get(Config::GFX_STEREO_DEPTH);
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iStereoConvergencePercentage = Config::Get(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE);
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stereo_depth = Config::Get(Config::GFX_STEREO_DEPTH) *
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Config::Get(Config::GFX_STEREO_DEPTH_PERCENTAGE) * 0.00001f;
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stereo_convergence = Config::Get(Config::GFX_STEREO_CONVERGENCE) *
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Config::Get(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE) * 0.01f;
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bStereoSwapEyes = Config::Get(Config::GFX_STEREO_SWAP_EYES);
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iStereoConvergence = Config::Get(Config::GFX_STEREO_CONVERGENCE);
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bStereoEFBMonoDepth = Config::Get(Config::GFX_STEREO_EFB_MONO_DEPTH);
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iStereoDepthPercentage = Config::Get(Config::GFX_STEREO_DEPTH_PERCENTAGE);
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bEFBAccessEnable = Config::Get(Config::GFX_HACK_EFB_ACCESS_ENABLE);
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bEFBAccessDeferInvalidation = Config::Get(Config::GFX_HACK_EFB_DEFER_INVALIDATION);
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@ -310,12 +310,10 @@ struct VideoConfig final
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// Stereoscopy
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StereoMode stereo_mode{};
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bool stereo_per_eye_resolution_full = false;
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int iStereoDepth = 0;
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int iStereoConvergence = 0;
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int iStereoConvergencePercentage = 0;
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float stereo_depth = 0;
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float stereo_convergence = 0;
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bool bStereoSwapEyes = false;
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bool bStereoEFBMonoDepth = false;
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int iStereoDepthPercentage = 0;
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// D3D only config, mostly to be merged into the above
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int iAdapter = 0;
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Reference in New Issue
Block a user