Fix POM distortions and add normal map strength slider

POM fixes: use blurred height only for ray march (keep crisp Sobel for
normals), reduce pomScale 0.03→0.012, clamp grazing angle denominator
to 0.15, hard-limit max UV offset, smooth fadeout at steep view angles.

Add Normal Map Strength slider (0.0-2.0) in Video settings for user
control over surface detail intensity. Persisted across sessions.
This commit is contained in:
Kelsi 2026-02-23 01:18:42 -08:00
parent eaceb58e77
commit bec3190b08
6 changed files with 68 additions and 10 deletions

View file

@ -284,6 +284,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
if (renderer) {
if (auto* wr = renderer->getWMORenderer()) {
wr->setNormalMappingEnabled(pendingNormalMapping);
wr->setNormalMapStrength(pendingNormalMapStrength);
wr->setPOMEnabled(pendingPOM);
wr->setPOMQuality(pendingPOMQuality);
normalMapSettingsApplied_ = true;
@ -5916,6 +5917,16 @@ void GameScreen::renderSettingsWindow() {
}
saveSettings();
}
if (pendingNormalMapping) {
if (ImGui::SliderFloat("Normal Map Strength", &pendingNormalMapStrength, 0.0f, 2.0f, "%.1f")) {
if (renderer) {
if (auto* wr = renderer->getWMORenderer()) {
wr->setNormalMapStrength(pendingNormalMapStrength);
}
}
saveSettings();
}
}
if (ImGui::Checkbox("Parallax Mapping", &pendingPOM)) {
if (renderer) {
if (auto* wr = renderer->getWMORenderer()) {
@ -5959,6 +5970,7 @@ void GameScreen::renderSettingsWindow() {
pendingGroundClutterDensity = kDefaultGroundClutterDensity;
pendingAntiAliasing = 0;
pendingNormalMapping = true;
pendingNormalMapStrength = 1.0f;
pendingPOM = false;
pendingPOMQuality = 1;
pendingResIndex = defaultResIndex;
@ -5975,6 +5987,7 @@ void GameScreen::renderSettingsWindow() {
if (renderer) {
if (auto* wr = renderer->getWMORenderer()) {
wr->setNormalMappingEnabled(pendingNormalMapping);
wr->setNormalMapStrength(pendingNormalMapStrength);
wr->setPOMEnabled(pendingPOM);
wr->setPOMQuality(pendingPOMQuality);
}
@ -6906,6 +6919,7 @@ void GameScreen::saveSettings() {
out << "ground_clutter_density=" << pendingGroundClutterDensity << "\n";
out << "antialiasing=" << pendingAntiAliasing << "\n";
out << "normal_mapping=" << (pendingNormalMapping ? 1 : 0) << "\n";
out << "normal_map_strength=" << pendingNormalMapStrength << "\n";
out << "pom=" << (pendingPOM ? 1 : 0) << "\n";
out << "pom_quality=" << pendingPOMQuality << "\n";
@ -6987,6 +7001,7 @@ void GameScreen::loadSettings() {
else if (key == "ground_clutter_density") pendingGroundClutterDensity = std::clamp(std::stoi(val), 0, 150);
else if (key == "antialiasing") pendingAntiAliasing = std::clamp(std::stoi(val), 0, 3);
else if (key == "normal_mapping") pendingNormalMapping = (std::stoi(val) != 0);
else if (key == "normal_map_strength") pendingNormalMapStrength = std::clamp(std::stof(val), 0.0f, 2.0f);
else if (key == "pom") pendingPOM = (std::stoi(val) != 0);
else if (key == "pom_quality") pendingPOMQuality = std::clamp(std::stoi(val), 0, 2);
// Controls