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Merge branch 'localization' into 'master'
Post processing shaders localization See merge request OpenMW/openmw!2164
This commit is contained in:
commit
6a30897d63
@ -80,7 +80,10 @@ namespace fx
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void UniformBase::init(const std::shared_ptr<fx::Types::UniformBase>& uniform)
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{
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mLabel->setCaption(uniform->mDisplayName.empty() ? uniform->mName : uniform->mDisplayName);
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if (uniform->mDisplayName.empty())
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mLabel->setCaption(uniform->mName);
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else
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mLabel->setCaptionWithReplacing(uniform->mDisplayName);
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if (uniform->mDescription.empty())
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{
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@ -163,4 +166,4 @@ namespace fx
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assignWidget(mClient, "Client");
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}
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}
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}
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}
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@ -34,12 +34,19 @@ of two ways:
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key by default. This is the recommended method as manual editing can be error
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prone.
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Localization
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============
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Output text (e.g. shader description) can use the ``#{ContextName:Key}`` tags.
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In this case OpenMW replaces it for value of ``Key`` key from the
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``Data Files\L10n\ContextName\used_language.yaml`` file.
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Hot Reloading
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==============
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=============
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It is possible to modify a shader without restarting OpenMW, :ref:`live reload`
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must be enabled in ``settings.cfg``. Whenever a file is modified and saved, the
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shader will automatically reload in game. This allows shaders to be written in a
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text editor you are comfortable with. The only restriction is that new shaders
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cannot be added, as the VFS will not be rebuilt and OpenMW will not be aware of
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the new file.
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text editor you are comfortable with. The only restriction is that the VFS is not
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aware of new files or changes in non-shader files, so new shaders and localization
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strings can not be used.
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@ -20,6 +20,8 @@ set(BUILTIN_DATA_FILES
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fonts/Pelagiad.omwfont
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fonts/PelagiadFontLicense.txt
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l10n/BuiltInShaders/en.yaml
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l10n/BuiltInShaders/ru.yaml
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l10n/Calendar/en.yaml
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l10n/Calendar/ru.yaml
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l10n/Calendar/sv.yaml
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3
files/data/l10n/BuiltInShaders/en.yaml
Normal file
3
files/data/l10n/BuiltInShaders/en.yaml
Normal file
@ -0,0 +1,3 @@
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DisplayDepthDescription: "Visualizes the depth buffer."
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DisplayDepthFactorDescription: "Determines correlation between pixel depth value and its output color. High values lead to brighter image."
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DisplayDepthFactorName: "Color factor"
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3
files/data/l10n/BuiltInShaders/ru.yaml
Normal file
3
files/data/l10n/BuiltInShaders/ru.yaml
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@ -0,0 +1,3 @@
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DisplayDepthDescription: "Визуализирует буфер глубины."
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DisplayDepthFactorDescription: "Определяет соотношение между значением глубины пикселя и его цветом. Чем выше значение, тем ярче будет изображение."
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DisplayDepthFactorName: "Соотношение цвета"
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@ -1,7 +1,11 @@
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Abovewater: "Abovewater"
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Author: "Author"
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Configuration: "Configuration"
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ContrastLevelDescription: "Constrast level"
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ContrastLevelName: "Constrast"
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Description: "Description"
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GammaLevelDescription: "Gamma level"
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GammaLevelName: "Gamma"
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InExteriors: "Exteriors"
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InInteriors: "Interiors"
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KeyboardControls: |
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@ -11,6 +15,7 @@ KeyboardControls: |
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Shift+Left-Arrow > Deactive shader
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Shift+Up-Arrow > Move shader up
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Shift+Down-Arrow > Move shader down
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MainPassDescription: "Passes scene data to post processing shaders. Can not be toggled or moved."
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PostProcessHUD: "Postprocess HUD"
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ResetShader: "Reset shader to default state"
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ShaderLocked: "Locked"
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@ -1,7 +1,11 @@
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Abovewater: "Над водой"
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Author: "Автор"
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Configuration: "Настройки"
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ContrastLevelDescription: "Контрастность изображения"
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ContrastLevelName: "Контрастность"
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Description: "Описание"
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GammaLevelDescription: "Яркость изображения"
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GammaLevelName: "Яркость"
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InExteriors: "Вне помещений"
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InInteriors: "В помещениях"
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KeyboardControls: |
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@ -11,10 +15,11 @@ KeyboardControls: |
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Shift+Left-Arrow > Выключить шейдер
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Shift+Up-Arrow > Передвинуть шейдер выше
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Shift+Down-Arrow > Передвинуть шейдер ниже
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MainPassDescription: "Передает данные сцены в шейдеры постобработки. Не может быть выключен или передвинут."
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PostProcessHUD: "Настройки постобработки"
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ResetShader: "Обнулить настройки этого шейдера"
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ShaderLocked: "Заблокирован"
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ShaderLockedDescription: "Не может быть выключен или перемещен, управляется внешним Lua-скриптом"
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ShaderLockedDescription: "Не может быть выключен или передвинут, управляется внешним Lua-скриптом"
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ShaderResetUniform: "x"
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Underwater: "Под водой"
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Version: "Версия"
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@ -3,6 +3,8 @@ uniform_float uFactor {
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min = 0.01;
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max = 20.0;
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default = 1.0;
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display_name = "#{BuiltInShaders:DisplayDepthFactorName}";
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description = "#{BuiltInShaders:DisplayDepthFactorDescription}";
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}
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fragment main {
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@ -20,7 +22,7 @@ fragment main {
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technique {
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passes = main;
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description = "Visualizes the depth buffer.";
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description = "#{BuiltInShaders:DisplayDepthDescription}";
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author = "OpenMW";
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version = "1.0";
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}
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@ -11,7 +11,8 @@ uniform_float uGamma {
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step = 0.01;
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min = 0.0;
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max = 5.0;
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description = "gamma level";
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display_name = "#{PostProcessing:GammaLevelName}";
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description = "#{PostProcessing:GammaLevelDescription}";
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}
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uniform_float uContrast {
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@ -19,7 +20,8 @@ uniform_float uContrast {
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step = 0.01;
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min = 0.0;
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max = 5.0;
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description = "constrast level";
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display_name = "#{PostProcessing:ContrastLevelName}";
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description = "#{PostProcessing:ContrastLevelDescription}";
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}
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fragment main {
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@ -37,7 +39,7 @@ fragment main {
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}
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technique {
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description = "Main pass.";
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description = "#{PostProcessing:MainPassDescription}";
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version = "1.0";
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author = "OpenMW";
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passes = main;
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