diff --git a/include/ui/game_screen.hpp b/include/ui/game_screen.hpp index 566f86c2..c0693566 100644 --- a/include/ui/game_screen.hpp +++ b/include/ui/game_screen.hpp @@ -143,6 +143,17 @@ private: bool pendingAMDFramegen = false; bool fsrSettingsApplied_ = false; + // Graphics quality presets + enum class GraphicsPreset : int { + CUSTOM = 0, + LOW = 1, + MEDIUM = 2, + HIGH = 3, + ULTRA = 4 + }; + GraphicsPreset currentGraphicsPreset = GraphicsPreset::CUSTOM; + GraphicsPreset pendingGraphicsPreset = GraphicsPreset::CUSTOM; + // UI element transparency (0.0 = fully transparent, 1.0 = fully opaque) float uiOpacity_ = 0.65f; bool minimapRotate_ = false; @@ -252,6 +263,8 @@ private: void renderTalentWipeConfirmDialog(game::GameHandler& gameHandler); void renderEscapeMenu(); void renderSettingsWindow(); + void applyGraphicsPreset(GraphicsPreset preset); + void updateGraphicsPresetFromCurrentSettings(); void renderQuestMarkers(game::GameHandler& gameHandler); void renderMinimapMarkers(game::GameHandler& gameHandler); void renderQuestObjectiveTracker(game::GameHandler& gameHandler); diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index 05632d3b..2129bc4d 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -8595,16 +8595,37 @@ void GameScreen::renderSettingsWindow() { if (ImGui::BeginTabItem("Video")) { ImGui::Spacing(); + // Graphics Quality Presets + { + const char* presetLabels[] = { "Custom", "Low", "Medium", "High", "Ultra" }; + int presetIdx = static_cast(pendingGraphicsPreset); + if (ImGui::Combo("Quality Preset", &presetIdx, presetLabels, 5)) { + pendingGraphicsPreset = static_cast(presetIdx); + if (pendingGraphicsPreset != GraphicsPreset::CUSTOM) { + applyGraphicsPreset(pendingGraphicsPreset); + saveSettings(); + } + } + ImGui::TextDisabled("Adjust these for custom settings"); + } + + ImGui::Spacing(); + ImGui::Separator(); + ImGui::Spacing(); + if (ImGui::Checkbox("Fullscreen", &pendingFullscreen)) { window->setFullscreen(pendingFullscreen); + updateGraphicsPresetFromCurrentSettings(); saveSettings(); } if (ImGui::Checkbox("VSync", &pendingVsync)) { window->setVsync(pendingVsync); + updateGraphicsPresetFromCurrentSettings(); saveSettings(); } if (ImGui::Checkbox("Shadows", &pendingShadows)) { if (renderer) renderer->setShadowsEnabled(pendingShadows); + updateGraphicsPresetFromCurrentSettings(); saveSettings(); } if (pendingShadows) { @@ -8612,6 +8633,7 @@ void GameScreen::renderSettingsWindow() { ImGui::SetNextItemWidth(150.0f); if (ImGui::SliderFloat("Distance##shadow", &pendingShadowDistance, 40.0f, 500.0f, "%.0f")) { if (renderer) renderer->setShadowDistance(pendingShadowDistance); + updateGraphicsPresetFromCurrentSettings(); saveSettings(); } } @@ -8643,6 +8665,7 @@ void GameScreen::renderSettingsWindow() { VK_SAMPLE_COUNT_4_BIT, VK_SAMPLE_COUNT_8_BIT }; if (renderer) renderer->setMsaaSamples(aaSamples[pendingAntiAliasing]); + updateGraphicsPresetFromCurrentSettings(); saveSettings(); } } @@ -9426,6 +9449,175 @@ void GameScreen::renderSettingsWindow() { ImGui::End(); } +void GameScreen::applyGraphicsPreset(GraphicsPreset preset) { + auto* renderer = core::Application::getInstance().getRenderer(); + + // Define preset values based on quality level + switch (preset) { + case GraphicsPreset::LOW: { + pendingShadows = false; + pendingShadowDistance = 100.0f; + pendingAntiAliasing = 0; // Off + pendingNormalMapping = false; + pendingPOM = false; + pendingGroundClutterDensity = 25; + if (renderer) { + renderer->setShadowsEnabled(false); + renderer->setMsaaSamples(VK_SAMPLE_COUNT_1_BIT); + if (auto* wr = renderer->getWMORenderer()) { + wr->setNormalMappingEnabled(false); + wr->setPOMEnabled(false); + } + if (auto* cr = renderer->getCharacterRenderer()) { + cr->setNormalMappingEnabled(false); + cr->setPOMEnabled(false); + } + if (auto* tm = renderer->getTerrainManager()) { + tm->setGroundClutterDensityScale(0.25f); + } + } + break; + } + case GraphicsPreset::MEDIUM: { + pendingShadows = true; + pendingShadowDistance = 200.0f; + pendingAntiAliasing = 1; // 2x MSAA + pendingNormalMapping = true; + pendingNormalMapStrength = 0.6f; + pendingPOM = true; + pendingPOMQuality = 0; // Low + pendingGroundClutterDensity = 60; + if (renderer) { + renderer->setShadowsEnabled(true); + renderer->setShadowDistance(200.0f); + renderer->setMsaaSamples(VK_SAMPLE_COUNT_2_BIT); + if (auto* wr = renderer->getWMORenderer()) { + wr->setNormalMappingEnabled(true); + wr->setNormalMapStrength(0.6f); + wr->setPOMEnabled(true); + wr->setPOMQuality(0); + } + if (auto* cr = renderer->getCharacterRenderer()) { + cr->setNormalMappingEnabled(true); + cr->setNormalMapStrength(0.6f); + cr->setPOMEnabled(true); + cr->setPOMQuality(0); + } + if (auto* tm = renderer->getTerrainManager()) { + tm->setGroundClutterDensityScale(0.60f); + } + } + break; + } + case GraphicsPreset::HIGH: { + pendingShadows = true; + pendingShadowDistance = 350.0f; + pendingAntiAliasing = 2; // 4x MSAA + pendingNormalMapping = true; + pendingNormalMapStrength = 0.8f; + pendingPOM = true; + pendingPOMQuality = 1; // Medium + pendingGroundClutterDensity = 100; + if (renderer) { + renderer->setShadowsEnabled(true); + renderer->setShadowDistance(350.0f); + renderer->setMsaaSamples(VK_SAMPLE_COUNT_4_BIT); + if (auto* wr = renderer->getWMORenderer()) { + wr->setNormalMappingEnabled(true); + wr->setNormalMapStrength(0.8f); + wr->setPOMEnabled(true); + wr->setPOMQuality(1); + } + if (auto* cr = renderer->getCharacterRenderer()) { + cr->setNormalMappingEnabled(true); + cr->setNormalMapStrength(0.8f); + cr->setPOMEnabled(true); + cr->setPOMQuality(1); + } + if (auto* tm = renderer->getTerrainManager()) { + tm->setGroundClutterDensityScale(1.0f); + } + } + break; + } + case GraphicsPreset::ULTRA: { + pendingShadows = true; + pendingShadowDistance = 500.0f; + pendingAntiAliasing = 3; // 8x MSAA + pendingNormalMapping = true; + pendingNormalMapStrength = 1.2f; + pendingPOM = true; + pendingPOMQuality = 2; // High + pendingGroundClutterDensity = 150; + if (renderer) { + renderer->setShadowsEnabled(true); + renderer->setShadowDistance(500.0f); + renderer->setMsaaSamples(VK_SAMPLE_COUNT_8_BIT); + if (auto* wr = renderer->getWMORenderer()) { + wr->setNormalMappingEnabled(true); + wr->setNormalMapStrength(1.2f); + wr->setPOMEnabled(true); + wr->setPOMQuality(2); + } + if (auto* cr = renderer->getCharacterRenderer()) { + cr->setNormalMappingEnabled(true); + cr->setNormalMapStrength(1.2f); + cr->setPOMEnabled(true); + cr->setPOMQuality(2); + } + if (auto* tm = renderer->getTerrainManager()) { + tm->setGroundClutterDensityScale(1.5f); + } + } + break; + } + default: + break; + } + + currentGraphicsPreset = preset; + pendingGraphicsPreset = preset; +} + +void GameScreen::updateGraphicsPresetFromCurrentSettings() { + // Check if current settings match any preset, otherwise mark as CUSTOM + // This is a simplified check; could be enhanced with more detailed matching + + auto matchesPreset = [this](GraphicsPreset preset) -> bool { + switch (preset) { + case GraphicsPreset::LOW: + return !pendingShadows && pendingAntiAliasing == 0 && !pendingNormalMapping && !pendingPOM && + pendingGroundClutterDensity <= 30; + case GraphicsPreset::MEDIUM: + return pendingShadows && pendingShadowDistance >= 180 && pendingShadowDistance <= 220 && + pendingAntiAliasing == 1 && pendingNormalMapping && pendingPOM && + pendingGroundClutterDensity >= 50 && pendingGroundClutterDensity <= 70; + case GraphicsPreset::HIGH: + return pendingShadows && pendingShadowDistance >= 330 && pendingShadowDistance <= 370 && + pendingAntiAliasing == 2 && pendingNormalMapping && pendingPOM && + pendingGroundClutterDensity >= 90 && pendingGroundClutterDensity <= 110; + case GraphicsPreset::ULTRA: + return pendingShadows && pendingShadowDistance >= 480 && pendingAntiAliasing == 3 && + pendingNormalMapping && pendingPOM && pendingGroundClutterDensity >= 140; + default: + return false; + } + }; + + // Try to match a preset, otherwise mark as custom + if (matchesPreset(GraphicsPreset::LOW)) { + pendingGraphicsPreset = GraphicsPreset::LOW; + } else if (matchesPreset(GraphicsPreset::MEDIUM)) { + pendingGraphicsPreset = GraphicsPreset::MEDIUM; + } else if (matchesPreset(GraphicsPreset::HIGH)) { + pendingGraphicsPreset = GraphicsPreset::HIGH; + } else if (matchesPreset(GraphicsPreset::ULTRA)) { + pendingGraphicsPreset = GraphicsPreset::ULTRA; + } else { + pendingGraphicsPreset = GraphicsPreset::CUSTOM; + } +} + void GameScreen::renderQuestMarkers(game::GameHandler& gameHandler) { const auto& statuses = gameHandler.getNpcQuestStatuses(); if (statuses.empty()) return; @@ -10154,6 +10346,7 @@ void GameScreen::saveSettings() { // Gameplay out << "auto_loot=" << (pendingAutoLoot ? 1 : 0) << "\n"; + out << "graphics_preset=" << static_cast(currentGraphicsPreset) << "\n"; out << "ground_clutter_density=" << pendingGroundClutterDensity << "\n"; out << "shadows=" << (pendingShadows ? 1 : 0) << "\n"; out << "shadow_distance=" << pendingShadowDistance << "\n"; @@ -10267,6 +10460,11 @@ void GameScreen::loadSettings() { else if (key == "activity_volume") pendingActivityVolume = std::clamp(std::stoi(val), 0, 100); // Gameplay else if (key == "auto_loot") pendingAutoLoot = (std::stoi(val) != 0); + else if (key == "graphics_preset") { + int presetVal = std::clamp(std::stoi(val), 0, 4); + currentGraphicsPreset = static_cast(presetVal); + pendingGraphicsPreset = currentGraphicsPreset; + } else if (key == "ground_clutter_density") pendingGroundClutterDensity = std::clamp(std::stoi(val), 0, 150); else if (key == "shadows") pendingShadows = (std::stoi(val) != 0); else if (key == "shadow_distance") pendingShadowDistance = std::clamp(std::stof(val), 40.0f, 500.0f);