Add global toggle option.

This commit is contained in:
Marisa the Magician 2021-12-06 15:16:12 +01:00
commit fd8701dd25
4 changed files with 28 additions and 0 deletions

View file

@ -124,6 +124,8 @@ nosave string mfx_presetname = "Unnamed";
// END PRESET VARS
nosave bool mfx_enabled = true;
nosave int mfx_presetslot = 0;
nosave string mfx_preset0 = "";
nosave string mfx_preset1 = "";

View file

@ -96,6 +96,7 @@ MFX_LUT15="FROST Interior";
MFX_LUT16="FROST Night";
MFX_ENABLE="Enable";
MFX_RESET="Reset to Default";
MFX_GLOBAL="MariFX Enabled";
MFX_LUMASHARPEN="Luma Sharpen";
MFX_LSHARPRADIUS="Sharpen Radius";
MFX_LSHARPTRESHOLD="Sharpen Threshold";

View file

@ -134,6 +134,8 @@ OptionMenu "MFXOptionsMenu"
SafeCommand "$MFX_LOADPRESET", "event loadmfxpreset"
SafeCommand "$MFX_SAVEPRESET", "event savemfxpreset"
StaticText " "
Option "$MFX_GLOBAL", "mfx_enabled", "YesNo"
StaticText " "
StaticText "$MFX_LUMASHARPEN", "Gold"
StaticText " "
Option "$MFX_ENABLE", "mfx_lsharpenable", "YesNo"

View file

@ -195,6 +195,29 @@ Class MariFXHandler : StaticEventHandler
override void RenderOverlay( RenderEvent e )
{
PlayerInfo p = players[consoleplayer];
// GLOBAL TOGGLE
if ( !mfx_enabled )
{
Shader.SetEnabled(p,"mfx_lumasharp",false);
Shader.SetEnabled(p,"mfx_grain",false);
Shader.SetEnabled(p,"mfx_dirt",false);
Shader.SetEnabled(p,"mfx_grading",false);
Shader.SetEnabled(p,"mfx_lutgrading",false);
Shader.SetEnabled(p,"mfx_technicolor",false);
Shader.SetEnabled(p,"mfx_colormatrix",false);
Shader.SetEnabled(p,"mfx_huesaturation",false);
Shader.SetEnabled(p,"mfx_bss_blur",false);
Shader.SetEnabled(p,"mfx_bss_sharp",false);
Shader.SetEnabled(p,"mfx_bss_shift",false);
Shader.SetEnabled(p,"mfx_borderblur",false);
Shader.SetEnabled(p,"mfx_vignette",false);
Shader.SetEnabled(p,"mfx_paint_pass1",false);
Shader.SetEnabled(p,"mfx_paint_pass2",false);
Shader.SetEnabled(p,"mfx_paint_pass3",false);
Shader.SetEnabled(p,"mfx_retrofx",false);
Shader.SetEnabled(p,"mfx_palette",false);
return;
}
// LUMA SHARPEN
Shader.SetEnabled(p,"mfx_lumasharp",mfx_lsharpenable);
Shader.SetUniform1f(p,"mfx_lumasharp","sharpradius",mfx_lsharpradius);