millores en els presets
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@@ -681,11 +681,14 @@ auto loadPostFXFromFile() -> bool {
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if (p.contains("name")) {
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preset.name = p["name"].get_value<std::string>();
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}
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if (p.contains("vertex")) {
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preset.vertex = p["vertex"].get_value<std::string>();
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if (p.contains("vignette")) {
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try { preset.vignette = p["vignette"].get_value<float>(); } catch (...) {}
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}
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if (p.contains("fragment")) {
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preset.fragment = p["fragment"].get_value<std::string>();
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if (p.contains("scanlines")) {
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try { preset.scanlines = p["scanlines"].get_value<float>(); } catch (...) {}
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}
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if (p.contains("chroma")) {
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try { preset.chroma = p["chroma"].get_value<float>(); } catch (...) {}
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}
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postfx_presets.push_back(preset);
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}
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@@ -720,13 +723,24 @@ auto savePostFXToFile() -> bool {
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}
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file << "# JailDoctor's Dilemma - PostFX Presets\n";
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file << "# Add or modify presets to customize post-processing effects.\n";
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file << "# vertex and fragment reference shader filenames from the shaders directory.\n";
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file << "# Each preset defines the intensity of post-processing effects (0.0 to 1.0).\n";
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file << "# vignette: screen darkening at the edges\n";
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file << "# scanlines: horizontal scanline effect\n";
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file << "# chroma: chromatic aberration (RGB color fringing)\n";
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file << "\n";
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file << "presets:\n";
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file << " - name: \"CRT\"\n";
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file << " vertex: \"crtpi_vertex.glsl\"\n";
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file << " fragment: \"crtpi_fragment.glsl\"\n";
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file << " vignette: 0.6\n";
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file << " scanlines: 0.7\n";
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file << " chroma: 0.15\n";
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file << " - name: \"SCANLINES\"\n";
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file << " vignette: 0.0\n";
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file << " scanlines: 0.8\n";
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file << " chroma: 0.0\n";
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file << " - name: \"SUBTLE\"\n";
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file << " vignette: 0.3\n";
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file << " scanlines: 0.4\n";
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file << " chroma: 0.05\n";
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file.close();
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@@ -736,7 +750,9 @@ auto savePostFXToFile() -> bool {
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// Cargar los presets recién creados
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postfx_presets.clear();
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postfx_presets.push_back({"CRT", "crtpi_vertex.glsl", "crtpi_fragment.glsl"});
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postfx_presets.push_back({"CRT", 0.6F, 0.7F, 0.15F});
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postfx_presets.push_back({"SCANLINES", 0.0F, 0.8F, 0.0F});
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postfx_presets.push_back({"SUBTLE", 0.3F, 0.4F, 0.05F});
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current_postfx_preset = 0;
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return true;
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@@ -116,9 +116,10 @@ struct Game {
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// Estructura para un preset de PostFX
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struct PostFXPreset {
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std::string name; // Nombre del preset
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std::string vertex; // Nombre del fichero vertex shader
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std::string fragment; // Nombre del fichero fragment shader
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std::string name; // Nombre del preset
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float vignette{0.6F}; // Intensidad de la viñeta (0.0 = ninguna, 1.0 = máxima)
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float scanlines{0.7F}; // Intensidad de las scanlines (0.0 = desactivadas, 1.0 = máximas)
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float chroma{0.15F}; // Intensidad de la aberración cromática (0.0 = ninguna, 1.0 = máxima)
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};
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// --- Variables globales ---
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