Merge platform+quality into a single quality value

Added another quality setting (VERY HIGH) and mapped all
combinations of platform + the old quality value to the new
4 value quality option, as follows:

desktop + mid/high quality => 3
mobile + high quality => 2
mobile + mid quality, desktop + low quality => 1
mobile + low quality => 0

All choice points in the code which enabled/disabled
graphics features, based on platform + quality,
were mapped onto a table. This showed which features were
disabled or enabled depending on the platform/quality
combination.

It turned out that mid and high quality resulted in the same
settings on desktop, so they could be captured in a single
value (3).

The only change made to the decision points was that desktop +
low quality previously turned off the booster lighting effect,
whereas that effect is now on for desktop + low quality. This was
done so that mobile + mid quality was equivalent to
desktop + low quality.

By doing this, the "mobile" property can be removed. I also
removed the "half" property, and set it based on quality in the
HexGL class (basically, it's enabled for mobile + low quality,
which is new quality value 0).
This commit is contained in:
Elliot Smith
2014-05-30 12:23:04 +01:00
parent 4886f1d9d0
commit 78a100c99e
5 changed files with 28 additions and 40 deletions
+14 -23
View File
@@ -23,12 +23,6 @@ bkcore.hexgl.HexGL = function(opts)
this.displayHUD = opts.hud == undefined ? true : opts.hud;
this.width = opts.width == undefined ? window.innerWidth : opts.width;
this.height = opts.height == undefined ? window.innerHeight : opts.height;
this.quality = opts.quality == undefined ? 2 : opts.quality;
// TODO remove mobile variable
var mobile = true;
this.half = mobile && this.quality < 1;
this.difficulty = opts.difficulty == undefined ? 0 : opts.difficulty;
this.player = opts.player == undefined ? "Anonym" : opts.player;
@@ -38,8 +32,17 @@ bkcore.hexgl.HexGL = function(opts)
this.mode = opts.mode == undefined ? 'timeattack' : opts.mode;
this.controlType = opts.controlType == undefined ? 1 : opts.controlType;
// 0 == low, 1 == mid, 2 == high, 3 == very high
// the old platform+quality combinations map to these new quality values
// as follows:
// mobile + low quality => 0 (LOW)
// mobile + mid quality OR desktop + low quality => 1 (MID)
// mobile + high quality => 2 (HIGH)
// desktop + mid or high quality => 3 (VERY HIGH)
this.quality = opts.quality == undefined ? 3 : opts.quality;
if(this.half)
if(this.quality === 0)
{
this.width /= 2;
this.height /=2;
@@ -274,11 +277,8 @@ bkcore.hexgl.HexGL.prototype.initRenderer = function()
clearColor: 0x000000
});
// TODO remove mobile var
var mobile = true;
// desktop + quality mid or high
if(this.quality > 0 && !mobile)
if(this.quality > 2)
{
renderer.physicallyBasedShading = true;
renderer.gammaInput = true;
@@ -352,11 +352,8 @@ bkcore.hexgl.HexGL.prototype.initGameComposer = function()
// }
// TODO remove mobile var
var mobile = true;
// desktop + quality mid or high
if(this.quality > 1 && !mobile)
if(this.quality > 2)
{
var effectBloom = new THREE.BloomPass( 0.8, 25, 4 , 256);
@@ -365,16 +362,13 @@ bkcore.hexgl.HexGL.prototype.initGameComposer = function()
this.extras.bloom = effectBloom;
}
// TODO remove mobile var
// desktop + quality low, mid or high
// OR
// mobile + quality mid or high
if(!mobile || this.quality > 0)
if(this.quality > 0)
this.composers.game.addPass( effectHex );
else
this.composers.game.addPass( effectScreen );
}
bkcore.hexgl.HexGL.prototype.createMesh = function(parent, geometry, x, y, z, mat)
@@ -385,11 +379,8 @@ bkcore.hexgl.HexGL.prototype.createMesh = function(parent, geometry, x, y, z, ma
mesh.position.set( x, y, z );
parent.add(mesh);
// TODO remove mobile var
var mobile = true;
// desktop + quality mid or high
if(this.quality > 0 && !mobile)
if(this.quality > 2)
{
mesh.castShadow = true;
mesh.receiveShadow = true;
+11 -14
View File
@@ -39,15 +39,12 @@ bkcore.hexgl.tracks.Cityscape = {
load: function(opts, quality)
{
// TODO remove mobile var
var mobile = true;
this.lib = new bkcore.threejs.Loader(opts);
// desktop + quality low
// OR
// mobile + quality low or mid
if((quality < 1 && !mobile) || quality < 2) // LOW
if(quality < 2) // LOW
{
this.lib.load({
textures: {
@@ -150,13 +147,10 @@ bkcore.hexgl.tracks.Cityscape = {
buildMaterials: function(quality)
{
// TODO remove mobile var
var mobile = true;
// desktop + quality low
// OR
// mobile + quality low or mid
if((quality < 1 && !mobile) || quality < 2) // LOW
if(quality < 2) // LOW
{
this.materials.track = new THREE.MeshBasicMaterial({
map: this.lib.get("textures", "track.cityscape.diffuse"),
@@ -290,9 +284,6 @@ bkcore.hexgl.tracks.Cityscape = {
buildScenes: function(ctx, quality)
{
// TODO remove mobile var
var mobile = true;
// IMPORTANT
this.analyser = this.lib.get("analysers", "track.cityscape.collision");
@@ -335,7 +326,7 @@ bkcore.hexgl.tracks.Cityscape = {
sun.lookAt(new THREE.Vector3());
// desktop + quality mid or high
if(quality > 0 && !mobile)
if(quality > 2)
{
sun.castShadow = true;
sun.shadowCameraNear = 50;
@@ -371,7 +362,13 @@ bkcore.hexgl.tracks.Cityscape = {
var boosterLight = new THREE.PointLight(0x00a2ff, 4.0, 60);
boosterLight.position.set(0, 0.665, -4);
// desktop or mobile + quality mid or high
// desktop + quality low, mid or high
// OR
// mobile + quality mid or high
// NB booster is now enabled on desktop + low quality,
// when it wasn't before; this is because this booster setting
// is the only difference between mobile + mid quality
// and desktop + low quality, so I merged them for convenience
if(quality > 0)
ship.add(boosterLight);
@@ -399,7 +396,7 @@ bkcore.hexgl.tracks.Cityscape = {
};
// desktop + quality mid or high
if(quality > 0 && !mobile)
if(quality > 2)
{
fxParams.textureCloud = this.lib.get("textures", "cloud");
fxParams.textureSpark = this.lib.get("textures", "spark");