Merge branch 'feature/pplLauncherSetting' into 'master'

added force PPL checkbox

See merge request OpenMW/openmw!3857
i-have-no-land-and-i-must-scream
psi29a 8 months ago
commit ea7555c012

@ -259,6 +259,7 @@ bool Launcher::SettingsPage::loadSettings()
lightFadeMultiplierSpinBox->setValue(Settings::shaders().mLightFadeStart);
lightsBoundingSphereMultiplierSpinBox->setValue(Settings::shaders().mLightBoundsMultiplier);
lightsMinimumInteriorBrightnessSpinBox->setValue(Settings::shaders().mMinimumInteriorBrightness);
loadSettingBool(Settings::shaders().mForcePerPixelLighting, *forcePplCheckBox);
connect(lightingMethodComboBox, qOverload<int>(&QComboBox::currentIndexChanged), this,
&SettingsPage::slotLightTypeCurrentIndexChanged);
@ -478,6 +479,7 @@ void Launcher::SettingsPage::saveSettings()
Settings::shaders().mLightFadeStart.set(lightFadeMultiplierSpinBox->value());
Settings::shaders().mLightBoundsMultiplier.set(lightsBoundingSphereMultiplierSpinBox->value());
Settings::shaders().mMinimumInteriorBrightness.set(lightsMinimumInteriorBrightnessSpinBox->value());
saveSettingBool(*forcePplCheckBox, Settings::shaders().mForcePerPixelLighting);
}
// Audio

@ -1037,7 +1037,7 @@
</property>
</widget>
</item>
<item row="8" column="1">
<item row="9" column="1">
<spacer name="verticalSpacer_10">
<property name="orientation">
<enum>Qt::Vertical</enum>
@ -1112,6 +1112,16 @@
</property>
</widget>
</item>
<item row="8" column="0">
<widget class="QCheckBox" name="forcePplCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Force Per-Pixel Lighting</string>
</property>
</widget>
</item>
<item row="7" column="0">
<widget class="QLabel" name="lightsMinimumInteriorBrightnessLabel">
<property name="toolTip">

@ -1471,5 +1471,13 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Run Script After Startup:</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Force Per-Pixel Lighting</source>
<translation type="unfinished"></translation>
</message>
</context>
</TS>

@ -1474,5 +1474,13 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Run Script After Startup:</source>
<translation>Script à lancer après démarrage :</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;body&gt;&lt;p&gt;Lorsque cette option est activée, le moteur de jeu illumine séparément chaque pixel des textures (éclairage par pixel, Per Pixel Lighting) pour chaque passe de rendu.&lt;/p&gt;&lt;p&gt;Lorsque cette option est désactivée, seuls les plaquages de rugosité (bump map) et de normales (normal maps) utilisent l&apos;éclairage par pixel. Les autres passes utilisent un éclairage par vertex (sommet de chaque polygone).&lt;/p&gt;&lt;p&gt;Le rendu de l&apos;éclairage par pixel diffère de celui du moteur de jeu original du fait que certaines sources de lumière de Morrowind furent calibrées pour un éclairage par vertex.&lt;/p&gt;&lt;p&gt;Cette option affecte uniquement les objets dont le rendu est réalisé avec des shaders. Elle n&apos;affecte ni la végétation au sol ni les effets de particules.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>Force Per-Pixel Lighting</source>
<translation>Forcer l&apos;éclairage par pixel</translation>
</message>
</context>
</TS>

@ -1486,5 +1486,13 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Minimum Interior Brightness</source>
<translation>Минимальный уровень освещения в помещениях</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>Использовать попиксельное освещение принудительно. По умолчанию его используют только объекты, использующие карты бампа и карты нормалей. Влияет только на объекты, отрисовываемые шейдерами. Включение попиксельного освещения приводит к визуальным отличиям по сравнению с оригинальным движком Morrowind, так как некоторые источники света в Morrowind полагаются на повершинное освещение для того, чтобы выглядеть, как задумывалось. Обратите внимание, что шейдеры растительности и системы частиц игнорируют эту настройку.</translation>
</message>
<message>
<source>Force Per-Pixel Lighting</source>
<translation>Попиксельное освещение</translation>
</message>
</context>
</TS>

@ -1490,5 +1490,13 @@ de ordinarie fonterna i Morrowind. Bocka denna ruta om du ändå föredrar ordin
<source>Run Script After Startup:</source>
<translation>Kör skript efter uppstart:</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting. Only affects objects drawn with shaders. Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Tvingar användningen av per-pixelljussättning. Som standard är det annars bara objekt med normalkartor som använder per-pixelljussättning. Denna inställning påverkar endast objekt som ritas med shaderteknik. Aktivering av per-pixelljussättning kommer ge visuella skillnader jämfört med hur Morrowind ser ut i ordinarie spelmotor. Detta då visst ljus i Morrowind är beroende av vertexljussättning för att se ut som det var avsett. Notera att shaders för marktäckare och partikeleffekter ignorerar denna inställning.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>Force Per-Pixel Lighting</source>
<translation>Tvinga per-pixelljussättning</translation>
</message>
</context>
</TS>

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