Move DefaultProbeResolution from Graphics to GraphicsSettings only (not runtime option)
#728
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@@ -1082,3 +1082,26 @@ enum class ShaderFlags : uint32
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};
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DECLARE_ENUM_OPERATORS(ShaderFlags);
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/// <summary>
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/// The environment probes cubemap texture resolutions.
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/// </summary>
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API_ENUM() enum class ProbeCubemapResolution
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{
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// Graphics Settings default option.
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UseGraphicsSettings = 0,
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// Cubemap with 32x32.
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_32 = 32,
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// Cubemap with 64x64.
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_64 = 64,
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// Cubemap with 128x128.
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_128 = 128,
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// Cubemap with 256x256.
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_256 = 256,
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// Cubemap with 512x512.
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_512 = 512,
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// Cubemap with 1024x1024.
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_1024 = 1024,
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// Cubemap with 2048x2048.
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_2048 = 2048,
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};
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@@ -14,7 +14,6 @@ Quality Graphics::VolumetricFogQuality = Quality::High;
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Quality Graphics::ShadowsQuality = Quality::Medium;
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Quality Graphics::ShadowMapsQuality = Quality::Medium;
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bool Graphics::AllowCSMBlending = false;
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int32 Graphics::DefaultProbeResolution = 512;
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Quality Graphics::GlobalSDFQuality = Quality::High;
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Quality Graphics::GIQuality = Quality::High;
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PostProcessSettings Graphics::PostProcessSettings;
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@@ -53,11 +53,6 @@ public:
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/// </summary>
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API_FIELD() static bool AllowCSMBlending;
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/// <summary>
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/// Default probes cubemap resolution.
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/// </summary>
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API_FIELD() static int32 DefaultProbeResolution;
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/// <summary>
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/// The Global SDF quality. Controls the volume texture resolution and amount of cascades to use.
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/// </summary>
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@@ -551,6 +551,8 @@ bool GPUTexture::Resize(int32 width, int32 height, int32 depth)
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desc.Width = width;
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desc.Height = height;
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desc.Depth = depth;
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if (desc.MipLevels > 1)
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desc.MipLevels = CalculateMipMapCount(0, Math::Max(width, height));
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// Recreate
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return Init(desc);
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