Rename SceneRenderTask::RenderingPercentage to RenderScale
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@@ -98,10 +98,10 @@ namespace FlaxEditor.Windows
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[NoSerialize, DefaultValue(1.0f), Limit(0.05f, 5, 0)]
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[EditorOrder(1400), EditorDisplay("Quality")]
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[Tooltip("The scale of the rendering resolution relative to the output dimensions. If lower than 1 the scene and postprocessing will be rendered at a lower resolution and upscaled to the output backbuffer.")]
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public float RenderingPercentage
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public float RenderScale
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{
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get => MainRenderTask.Instance.RenderingPercentage;
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set => MainRenderTask.Instance.RenderingPercentage = value;
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get => MainRenderTask.Instance.RenderScale;
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set => MainRenderTask.Instance.RenderScale = value;
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}
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[NoSerialize, DefaultValue(RenderingUpscaleLocation.AfterAntiAliasingPass), VisibleIf(nameof(UpscaleLocation_Visible))]
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@@ -113,7 +113,7 @@ namespace FlaxEditor.Windows
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set => MainRenderTask.Instance.UpscaleLocation = value;
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}
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private bool UpscaleLocation_Visible => MainRenderTask.Instance.RenderingPercentage < 1.0f;
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private bool UpscaleLocation_Visible => MainRenderTask.Instance.RenderScale < 1.0f;
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[NoSerialize, DefaultValue(1.0f), Limit(0, 1)]
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[EditorOrder(1500), EditorDisplay("Quality"), Tooltip("The global density scale for all foliage instances. The default value is 1. Use values from range 0-1. Lower values decrease amount of foliage instances in-game. Use it to tweak game performance for slower devices.")]
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@@ -353,8 +353,11 @@ Viewport SceneRenderTask::GetViewport() const
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viewport = Buffers->GetViewport();
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else
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viewport = Viewport(0, 0, 1280, 720);
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viewport.Width *= RenderingPercentage;
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viewport.Height *= RenderingPercentage;
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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float renderScale = RenderingPercentage * RenderScale;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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viewport.Width *= renderScale;
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viewport.Height *= renderScale;
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return viewport;
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}
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@@ -394,13 +397,16 @@ void SceneRenderTask::OnBegin(GPUContext* context)
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}
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// Setup render buffers for the output rendering resolution
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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float renderScale = RenderingPercentage * RenderScale;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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if (Output)
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{
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Buffers->Init((int32)((float)Output->Width() * RenderingPercentage), (int32)((float)Output->Height() * RenderingPercentage));
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Buffers->Init((int32)((float)Output->Width() * renderScale), (int32)((float)Output->Height() * renderScale));
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}
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else if (SwapChain)
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{
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Buffers->Init((int32)((float)SwapChain->GetWidth() * RenderingPercentage), (int32)((float)SwapChain->GetHeight() * RenderingPercentage));
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Buffers->Init((int32)((float)SwapChain->GetWidth() * renderScale), (int32)((float)SwapChain->GetHeight() * renderScale));
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}
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}
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@@ -434,7 +440,10 @@ bool SceneRenderTask::Resize(int32 width, int32 height)
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PROFILE_MEM(Graphics);
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if (Output && Output->Resize(width, height))
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return true;
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if (Buffers && Buffers->Init((int32)((float)width * RenderingPercentage), (int32)((float)height * RenderingPercentage)))
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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float renderScale = RenderingPercentage * RenderScale;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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if (Buffers && Buffers->Init((int32)((float)width * renderScale), (int32)((float)height * renderScale)))
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return true;
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return false;
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}
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@@ -477,12 +486,6 @@ void MainRenderTask::OnBegin(GPUContext* context)
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// Use the main camera for the game (can be later overriden in Begin event by external code)
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Camera = Camera::GetMainCamera();
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#if !USE_EDITOR
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// Sync render buffers size with the backbuffer
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const auto size = Screen::GetSize();
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Buffers->Init((int32)(size.X * RenderingPercentage), (int32)(size.Y * RenderingPercentage));
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#endif
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SceneRenderTask::OnBegin(context);
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}
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@@ -268,8 +268,14 @@ public:
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/// <summary>
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/// The scale of the rendering resolution relative to the output dimensions. If lower than 1 the scene and postprocessing will be rendered at a lower resolution and upscaled to the output backbuffer.
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/// [Deprecated in v1.13]
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/// </summary>
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API_FIELD() float RenderingPercentage = 1.0f;
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API_FIELD() DEPRECATED("Use RenderScale instead.") float RenderingPercentage = 1.0f;
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/// <summary>
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/// The scale of the rendering resolution relative to the output dimensions. If lower than 1 the scene and postprocessing will be rendered at a lower resolution and upscaled to the output backbuffer.
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/// </summary>
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API_FIELD() float RenderScale = 1.0f;
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/// <summary>
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/// The image resolution upscale location within rendering pipeline. Unused if RenderingPercentage is 1.
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@@ -733,7 +733,9 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
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}
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// Upscaling after scene rendering but before post processing
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bool useUpscaling = task->RenderingPercentage < 1.0f;
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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bool useUpscaling = task->RenderingPercentage * task->RenderScale < 1.0f;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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const Viewport outputViewport = task->GetOutputViewport();
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if (useUpscaling && setup.UpscaleLocation == RenderingUpscaleLocation::BeforePostProcessingPass)
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{
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