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add mono_render_left_eye option (#6140)
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2967068b87
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@ -137,6 +137,8 @@ void Config::ReadValues() {
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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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Settings::values.mono_render_left_eye =
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sdl2_config->GetBoolean("Renderer", "mono_render_left_eye", true);
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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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Settings::values.factor_3d =
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@ -166,6 +166,10 @@ render_3d =
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# 0 - 100: Intensity. 0 (default)
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factor_3d =
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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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mono_render_left_eye =
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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/anaglyph if render_3d is anaglyph
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@ -345,6 +345,8 @@ void Config::ReadLayoutValues() {
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Settings::values.render_3d = static_cast<Settings::StereoRenderOption>(
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ReadSetting(QStringLiteral("render_3d"), 0).toInt());
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Settings::values.factor_3d = ReadSetting(QStringLiteral("factor_3d"), 0).toInt();
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Settings::values.mono_render_left_eye =
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ReadSetting(QStringLiteral("mono_render_left_eye"), true).toBool();
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Settings::values.pp_shader_name =
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ReadSetting(QStringLiteral("pp_shader_name"),
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(Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph)
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@ -899,6 +901,8 @@ void Config::SaveLayoutValues() {
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WriteSetting(QStringLiteral("render_3d"), static_cast<int>(Settings::values.render_3d), 0);
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WriteSetting(QStringLiteral("factor_3d"), Settings::values.factor_3d.load(), 0);
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WriteSetting(QStringLiteral("mono_render_left_eye"), Settings::values.mono_render_left_eye,
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false);
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WriteSetting(QStringLiteral("pp_shader_name"),
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QString::fromStdString(Settings::values.pp_shader_name),
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(Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph)
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@ -53,6 +53,7 @@ void ConfigureEnhancements::SetConfiguration() {
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ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor);
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ui->render_3d_combobox->setCurrentIndex(static_cast<int>(Settings::values.render_3d));
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ui->factor_3d->setValue(Settings::values.factor_3d);
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ui->mono_render_left_eye->setChecked(Settings::values.mono_render_left_eye);
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updateShaders(Settings::values.render_3d);
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ui->toggle_linear_filter->setChecked(Settings::values.filter_mode);
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int tex_filter_idx = ui->texture_filter_combobox->findText(
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@ -107,6 +108,7 @@ void ConfigureEnhancements::ApplyConfiguration() {
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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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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.pp_shader_name =
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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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@ -207,6 +207,20 @@
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</item>
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</layout>
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</item>
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout_9">
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<item>
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<widget class="QCheckBox" name="mono_render_left_eye">
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<property name="toolTip">
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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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</property>
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<property name="text">
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<string>Render Left Eye in Monoscopic Mode</string>
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</property>
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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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</widget>
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</item>
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@ -350,6 +364,7 @@
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<tabstop>texture_filter_combobox</tabstop>
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<tabstop>render_3d_combobox</tabstop>
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<tabstop>factor_3d</tabstop>
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<tabstop>mono_render_left_eye</tabstop>
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<tabstop>layout_combobox</tabstop>
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<tabstop>swap_screen</tabstop>
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<tabstop>upright_screen</tabstop>
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@ -95,6 +95,7 @@ void LogSettings() {
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log_setting("Renderer_TextureFilterName", values.texture_filter_name);
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log_setting("Stereoscopy_Render3d", values.render_3d);
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log_setting("Stereoscopy_Factor3d", values.factor_3d);
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log_setting("Stereoscopy_MonoRenderLeftEye", values.mono_render_left_eye);
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log_setting("Layout_LayoutOption", values.layout_option);
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log_setting("Layout_SwapScreen", values.swap_screen);
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log_setting("Layout_UprightScreen", values.upright_screen);
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@ -196,6 +196,8 @@ struct Values {
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StereoRenderOption render_3d;
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std::atomic<u8> factor_3d;
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bool mono_render_left_eye;
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int cardboard_screen_size;
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int cardboard_x_shift;
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int cardboard_y_shift;
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@ -149,6 +149,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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static_cast<int>(Settings::values.render_3d));
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AddField(Telemetry::FieldType::UserConfig, "Renderer_Factor3d",
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Settings::values.factor_3d.load());
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AddField(Telemetry::FieldType::UserConfig, "Renderer_MonoRenderLeftEye",
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Settings::values.mono_render_left_eye);
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AddField(Telemetry::FieldType::UserConfig, "System_IsNew3ds", Settings::values.is_new_3ds);
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AddField(Telemetry::FieldType::UserConfig, "System_RegionValue", Settings::values.region_value);
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}
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@ -991,7 +991,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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if (layout.top_screen_enabled) {
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if (layout.is_rotated) {
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if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left,
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int eye = Settings::values.mono_render_left_eye ? 0 : 1;
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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.GetHeight());
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
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@ -1020,7 +1021,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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}
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} else {
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if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
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DrawSingleScreen(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
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int eye = Settings::values.mono_render_left_eye ? 0 : 1;
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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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} else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
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DrawSingleScreen(screen_infos[0], (float)top_screen.left / 2, (float)top_screen.top,
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