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synced 2025-04-21 10:01:27 -07:00
Add selector between Voxel and Future lighting
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@ -20,8 +20,15 @@ namespace Bloxstrap.Singletons
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{
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{ "Automatic", "" },
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{ "Direct3D 11", "FFlagDebugGraphicsPreferD3D11" },
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{ "OpenGL", "FFlagDebugGraphicsPreferOpenGL" },
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{ "Vulkan", "FFlagDebugGraphicsPreferVulkan" }
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{ "Vulkan", "FFlagDebugGraphicsPreferVulkan" },
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{ "OpenGL", "FFlagDebugGraphicsPreferOpenGL" }
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};
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public static IReadOnlyDictionary<string, string> LightingTechnologies => new Dictionary<string, string>
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{
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{ "Automatic", "" },
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{ "Voxel", "DFFlagDebugRenderForceTechnologyVoxel" },
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{ "Future Is Bright", "FFlagDebugForceFutureIsBrightPhase3" }
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};
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// this is one hell of a variable definition lmao
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@ -128,10 +128,33 @@ namespace Bloxstrap.ViewModels
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set => App.Settings.Prop.DisableFullscreenOptimizations = value;
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}
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public bool ForceFutureEnabled
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public IReadOnlyDictionary<string, string> LightingTechnologies => FastFlagManager.LightingTechnologies;
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// this is basically the same as the code for rendering selection, maybe this could be abstracted in some way?
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public string SelectedLightingTechnology
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{
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get => App.FastFlags.GetValue("FFlagDebugForceFutureIsBrightPhase3") == "True";
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set => App.FastFlags.SetValue("FFlagDebugForceFutureIsBrightPhase3", value ? "True" : null);
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get
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{
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foreach (var mode in LightingTechnologies)
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{
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if (App.FastFlags.GetValue(mode.Value) == "True")
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return mode.Key;
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}
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return "Automatic";
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}
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set
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{
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foreach (var mode in LightingTechnologies)
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{
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if (mode.Key != "Automatic")
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App.FastFlags.SetValue(mode.Value, null);
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}
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if (value != "Automatic")
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App.FastFlags.SetValue(LightingTechnologies[value], "True");
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}
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}
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}
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}
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@ -154,11 +154,11 @@
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<ui:CardControl Grid.Row="5" Margin="0,8,0,0" Padding="16,13,16,12">
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<ui:CardControl.Header>
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<StackPanel>
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<TextBlock FontSize="14" Text="Force enable Future Is Bright lighting in all games" />
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<TextBlock Margin="0,2,0,0" FontSize="12" Text="Roblox's experimental lighting engine, normally only enabled by the game developer." Foreground="{DynamicResource TextFillColorTertiaryBrush}" />
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<TextBlock FontSize="14" Text="Lighting technology" />
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<TextBlock Margin="0,2,0,0" FontSize="12" Text="Select which lighting technology should always be used in every game." Foreground="{DynamicResource TextFillColorTertiaryBrush}" />
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</StackPanel>
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</ui:CardControl.Header>
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<ui:ToggleSwitch IsChecked="{Binding ForceFutureEnabled, Mode=TwoWay}" />
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<ComboBox Margin="5,0,0,0" Padding="10,5,10,5" Width="200" ItemsSource="{Binding LightingTechnologies.Keys, Mode=OneTime}" Text="{Binding SelectedLightingTechnology, Mode=TwoWay}" />
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</ui:CardControl>
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<ui:CardControl Grid.Row="6" Margin="0,8,0,0" Padding="16,13,16,12">
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<ui:CardControl.Header>
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