Reorganize SSAO config
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/*
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* This file is part of the Distant Horizons mod
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* licensed under the GNU LGPL v3 License.
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*
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* Copyright (C) 2020-2023 James Seibel
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, version 3.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package com.seibel.distanthorizons.api.interfaces.config.client;
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import com.seibel.distanthorizons.api.enums.rendering.EFogColorMode;
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import com.seibel.distanthorizons.api.enums.rendering.EFogDistance;
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import com.seibel.distanthorizons.api.enums.rendering.EFogDrawMode;
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import com.seibel.distanthorizons.api.interfaces.config.IDhApiConfigGroup;
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import com.seibel.distanthorizons.api.interfaces.config.IDhApiConfigValue;
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/**
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* Distant Horizons' fog configuration. <br><br>
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*
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* @author James Seibel
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* @version 2022-9-6
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* @since API 1.0.0
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*/
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public interface IDhApiAmbientOcclusionConfig extends IDhApiConfigGroup
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{
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/** Determines if Ambient Occlusion is rendered */
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IDhApiConfigValue<Boolean> enabled();
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/**
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* Determines how many points in space are sampled for the occlusion test.
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* Higher numbers will improve quality and reduce banding, but will increase GPU load.
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*/
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IDhApiConfigValue<Integer> sampleCount();
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/** Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks. */
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IDhApiConfigValue<Double> radius();
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/** Determines how dark the Screen Space Ambient Occlusion effect will be. */
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IDhApiConfigValue<Double> strength();
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/** Increasing the value can reduce banding at the cost of reducing the strength of the effect. */
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IDhApiConfigValue<Double> bias();
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/**
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* Determines how dark the occlusion shadows can be. <br>
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* 0 = totally black at the corners <br>
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* 1 = no shadow
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*/
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IDhApiConfigValue<Double> minLight();
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/**
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* The radius, measured in pixels, that blurring is calculated. <br>
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* Higher numbers will reduce banding at the cost of GPU performance.
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*/
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IDhApiConfigValue<Integer> blurRadius();
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}
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+1
-14
@@ -40,6 +40,7 @@ public interface IDhApiGraphicsConfig extends IDhApiConfigGroup
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//===============//
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IDhApiFogConfig fog();
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IDhApiAmbientOcclusionConfig ambientOcclusion();
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IDhApiNoiseTextureConfig noiseTexture();
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@@ -84,20 +85,6 @@ public interface IDhApiGraphicsConfig extends IDhApiConfigGroup
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/** Modifies the quadratic function fake chunks use for horizontal quality drop-off. */
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IDhApiConfigValue<EHorizontalQuality> horizontalQuality();
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IDhApiConfigValue<Boolean> ambientOcclusion();
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IDhApiConfigValue<Integer> ambientOcclusion_SampleCount();
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IDhApiConfigValue<Double> ambientOcclusion_Radius();
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IDhApiConfigValue<Double> ambientOcclusion_Strength();
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IDhApiConfigValue<Double> ambientOcclusion_Bias();
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IDhApiConfigValue<Double> ambientOcclusion_MinLight();
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IDhApiConfigValue<Integer> ambientOcclusion_BlurRadius();
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IDhApiConfigValue<ETransparency> transparency();
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/** Defines what blocks won't be rendered as LODs. */
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