Android: enable GLES2 and shaders on powerful devices
parent
03194a3e40
commit
5599aec760
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@ -412,12 +412,14 @@ void set_default_settings(Settings *settings) {
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settings->setDefault("autosave_screensize", "false");
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// Set the optimal settings depending on the memory size [Android] | model [iOS]
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#ifdef __IOS__
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#ifdef __ANDROID__
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float memoryMax = porting::getMemoryMax();
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#elif __IOS__
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float iOS_ver = [[[UIDevice currentDevice] systemVersion] floatValue];
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#endif
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#ifdef __ANDROID__
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if (porting::getMemoryMax() < 2) {
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if (memoryMax < 2) {
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// minimal settings for less than 2GB RAM
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#elif __IOS__
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if (iOS_ver < 11.0) {
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@ -439,7 +441,7 @@ void set_default_settings(Settings *settings) {
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settings->setDefault("max_block_generate_distance", "1");
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settings->setDefault("enable_weather", "false");
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#ifdef __ANDROID__
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} else if (porting::getMemoryMax() >= 2 && porting::getMemoryMax() < 4) {
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} else if (memoryMax >= 2 && memoryMax < 4) {
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// low settings for 2-4GB RAM
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#elif __IOS__
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} else if (iOS_ver < 13.0) {
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@ -461,7 +463,7 @@ void set_default_settings(Settings *settings) {
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settings->setDefault("max_block_generate_distance", "2");
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settings->setDefault("enable_weather", "false");
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#ifdef __ANDROID__
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} else if (porting::getMemoryMax() >= 4 && porting::getMemoryMax() < 6) {
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} else if (memoryMax >= 4 && memoryMax < 6) {
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// medium settings for 4.1-6GB RAM
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#elif __IOS__
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} else if (([SDVersion deviceVersion] == iPhone6S) || ([SDVersion deviceVersion] == iPhone6SPlus) || ([SDVersion deviceVersion] == iPhoneSE) ||
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@ -482,12 +484,17 @@ void set_default_settings(Settings *settings) {
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settings->setDefault("viewing_range", "80");
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settings->setDefault("max_block_generate_distance", "5");
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#ifdef __IOS__
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#ifdef __ANDROID__
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settings->setDefault("video_driver", "ogles2");
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settings->setDefault("enable_shaders", "true");
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#elif __IOS__
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if (@available(iOS 13, *)) {
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// enable visual shader effects
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settings->setDefault("enable_waving_water", "true");
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settings->setDefault("enable_waving_leaves", "true");
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settings->setDefault("enable_waving_plants", "true");
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#endif
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// enable visual shader effects
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settings->setDefault("enable_waving_water", "true");
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settings->setDefault("enable_waving_leaves", "true");
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settings->setDefault("enable_waving_plants", "true");
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#ifdef __IOS__
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}
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#endif
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}
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