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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lhofhansl 2024-02-15 08:25:33 -08:00 committed by GitHub
parent ce97210eb1
commit c81e0b7433
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3 changed files with 21 additions and 13 deletions

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@ -401,7 +401,8 @@ anisotropic_filter (Anisotropic filtering) bool false
#
# * None - No antialiasing (default)
#
# * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
# * FSAA - Hardware-provided full-screen antialiasing
# (incompatible with Post Processing and Undersampling)
# A.K.A multi-sample antialiasing (MSAA)
# Smoothens out block edges but does not affect the insides of textures.
# A restart is required to change this option.
@ -556,12 +557,17 @@ shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
[**Post Processing]
# Enables the post processing pipeline.
#
# Requires: shaders
enable_post_processing (Enable Post Processing) bool true
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
#
# Requires: shaders
# Requires: shaders, enable_post_processing
tone_mapping (Filmic tone mapping) bool false
# Enable automatic exposure correction
@ -569,14 +575,14 @@ tone_mapping (Filmic tone mapping) bool false
# automatically adjust to the brightness of the scene,
# simulating the behavior of human eye.
#
# Requires: shaders
# Requires: shaders, enable_post_processing
enable_auto_exposure (Enable Automatic Exposure) bool false
# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
#
# Requires: shaders, enable_auto_exposure
# Requires: shaders, enable_post_processing, enable_auto_exposure
exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
# Apply dithering to reduce color banding artifacts.
@ -587,7 +593,7 @@ exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
# With OpenGL ES, dithering only works if the shader supports high
# floating-point precision and it may have a higher performance impact.
#
# Requires: shaders
# Requires: shaders, enable_post_processing
debanding (Enable Debanding) bool true
[**Bloom]
@ -595,7 +601,7 @@ debanding (Enable Debanding) bool true
# Set to true to enable bloom effect.
# Bright colors will bleed over the neighboring objects.
#
# Requires: shaders
# Requires: shaders, enable_post_processing
enable_bloom (Enable Bloom) bool false
# Set to true to render debugging breakdown of the bloom effect.
@ -603,32 +609,32 @@ enable_bloom (Enable Bloom) bool false
# top-left - processed base image, top-right - final image
# bottom-left - raw base image, bottom-right - bloom texture.
#
# Requires: shaders, enable_bloom
# Requires: shaders, enable_post_processing, enable_bloom
enable_bloom_debug (Enable Bloom Debug) bool false
# Defines how much bloom is applied to the rendered image
# Smaller values make bloom more subtle
# Range: from 0.01 to 1.0, default: 0.05
#
# Requires: shaders, enable_bloom
# Requires: shaders, enable_post_processing, enable_bloom
bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
# Defines the magnitude of bloom overexposure.
# Range: from 0.1 to 10.0, default: 1.0
#
# Requires: shaders, enable_bloom
# Requires: shaders, enable_post_processing, enable_bloom
bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
# Logical value that controls how far the bloom effect spreads
# from the bright objects.
# Range: from 0.1 to 8, default: 1
#
# Requires: shaders, enable_bloom
# Requires: shaders, enable_post_processing, enable_bloom
bloom_radius (Bloom Radius) float 1 0.1 8
# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
#
# Requires: shaders, enable_bloom
# Requires: shaders, enable_post_processing, enable_bloom
enable_volumetric_lighting (Volumetric lighting) bool false
[*Audio]

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@ -103,7 +103,7 @@ void UpscaleStep::run(PipelineContext &context)
std::unique_ptr<RenderStep> create3DStage(Client *client, v2f scale)
{
RenderStep *step = new Draw3D();
if (g_settings->getBool("enable_shaders")) {
if (g_settings->getBool("enable_shaders") && g_settings->getBool("enable_post_processing")) {
RenderPipeline *pipeline = new RenderPipeline();
pipeline->addStep(pipeline->own(std::unique_ptr<RenderStep>(step)));
@ -128,7 +128,7 @@ RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f
return previousStep;
// When shaders are enabled, post-processing pipeline takes care of rescaling
if (g_settings->getBool("enable_shaders"))
if (g_settings->getBool("enable_shaders") && g_settings->getBool("enable_post_processing"))
return previousStep;

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@ -249,6 +249,7 @@ void set_default_settings()
settings->setDefault("minimap_double_scan_height", "true");
// Effects
settings->setDefault("enable_post_processing", "true");
settings->setDefault("directional_colored_fog", "true");
settings->setDefault("inventory_items_animations", "false");
settings->setDefault("mip_map", "false");
@ -502,6 +503,7 @@ void set_default_settings()
settings->setDefault("active_block_range", "2");
settings->setDefault("viewing_range", "50");
settings->setDefault("leaves_style", "simple");
settings->setDefault("enable_post_processing", "false");
settings->setDefault("debanding", "false");
settings->setDefault("curl_verify_cert", "false");