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HdPluginConfig.java
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1132 lines (1037 loc) · 32.1 KB
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/*
* Copyright (c) 2018, Adam <Adam@sigterm.info>
* Copyright (c) 2021, 117 <https://twitter.com/117scape>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package rs117.hd;
import net.runelite.client.config.Config;
import net.runelite.client.config.ConfigGroup;
import net.runelite.client.config.ConfigItem;
import net.runelite.client.config.ConfigSection;
import net.runelite.client.config.Range;
import net.runelite.client.config.Units;
import rs117.hd.config.AntiAliasingMode;
import rs117.hd.config.ColorBlindMode;
import rs117.hd.config.ColorFilter;
import rs117.hd.config.Contrast;
import rs117.hd.config.DefaultSkyColor;
import rs117.hd.config.DynamicLights;
import rs117.hd.config.FishingSpotStyle;
import rs117.hd.config.FogDepthMode;
import rs117.hd.config.Renderers;
import rs117.hd.config.Saturation;
import rs117.hd.config.SceneScalingMode;
import rs117.hd.config.SeasonalHemisphere;
import rs117.hd.config.SeasonalTheme;
import rs117.hd.config.ShadingMode;
import rs117.hd.config.ShadowDistance;
import rs117.hd.config.ShadowMode;
import rs117.hd.config.ShadowResolution;
import rs117.hd.config.TextureResolution;
import rs117.hd.config.UIScalingMode;
import rs117.hd.config.VanillaShadowMode;
import static rs117.hd.HdPlugin.MAX_DISTANCE;
import static rs117.hd.HdPlugin.MAX_FOG_DEPTH;
import static rs117.hd.HdPluginConfig.*;
import static rs117.hd.utils.MathUtils.*;
@ConfigGroup(CONFIG_GROUP)
public interface HdPluginConfig extends Config
{
String CONFIG_GROUP = "hd";
/*====== General settings ======*/
@ConfigSection(
name = "General",
description = "General settings",
position = 0
)
String generalSettings = "generalSettings";
String KEY_RENDERER = "renderer";
@ConfigItem(
keyName = KEY_RENDERER,
name = "Renderer",
description = "",
section = generalSettings,
position = 0
)
default Renderers renderer() {
return Renderers.ZONE;
}
@Range(
max = MAX_DISTANCE
)
@ConfigItem(
keyName = "drawDistance",
name = "Draw Distance",
description =
"The number of tiles to draw in either direction from the camera, up to a maximum of 184.<br>" +
"Depending on where the scene is centered, you might only see 16 tiles in one direction, unless you extend map loading.",
position = 1,
section = generalSettings
)
default int drawDistance() {
return 50;
}
String KEY_EXPANDED_MAP_LOADING_CHUNKS = "expandedMapLoadingChunks";
@Range(
max = 5
)
@ConfigItem(
keyName = KEY_EXPANDED_MAP_LOADING_CHUNKS,
name = "Extended map loading",
description =
"How much further the map should be loaded. The maximum is 5 extra chunks.<br>" +
"Note, extending the map can have a very high impact on performance.",
position = 2,
section = generalSettings
)
default int expandedMapLoadingChunks() {
return 3;
}
String KEY_ANTI_ALIASING_MODE = "antiAliasingMode";
@ConfigItem(
keyName = KEY_ANTI_ALIASING_MODE,
name = "Anti-Aliasing",
description =
"Improves pixelated edges at the cost of significantly higher GPU usage.<br>" +
"MSAA x16 is very expensive, so x8 is recommended if anti-aliasing is desired.",
position = 3,
section = generalSettings
)
default AntiAliasingMode antiAliasingMode()
{
return AntiAliasingMode.DISABLED;
}
String KEY_SCENE_RESOLUTION_SCALE = "sceneResolutionScale";
@ConfigItem(
keyName = KEY_SCENE_RESOLUTION_SCALE,
name = "Game Resolution",
description =
"Render the game at a different resolution and stretch it to fit the screen.<br>" +
"Reducing this can improve performance, particularly on very high resolution displays.",
position = 4,
section = generalSettings
)
@Units(Units.PERCENT)
@Range(min = 1, max = 200)
default int sceneResolutionScale() {
return 100;
}
@ConfigItem(
keyName = "sceneScalingMode",
name = "Game Scaling Mode",
description = "The sampling function to use when upscaling the above reduced game resolution.",
position = 5,
section = generalSettings
)
default SceneScalingMode sceneScalingMode()
{
return SceneScalingMode.LINEAR;
}
String KEY_UI_SCALING_MODE = "uiScalingMode";
@ConfigItem(
keyName = KEY_UI_SCALING_MODE,
name = "UI Scaling Mode",
description =
"The sampling function to use when the Stretched Mode plugin is enabled.<br>" +
"Affects how the UI looks with non-integer scaling.",
position = 6,
section = generalSettings
)
default UIScalingMode uiScalingMode() {
return UIScalingMode.HYBRID;
}
String KEY_ANISOTROPIC_FILTERING_LEVEL = "anisotropicFilteringLevel";
@Range(
min = 0,
max = 16
)
@ConfigItem(
keyName = KEY_ANISOTROPIC_FILTERING_LEVEL,
name = "Anisotropic Filtering",
description =
"Configures whether mipmapping and anisotropic filtering should be used.<br>" +
"At zero, mipmapping is disabled and textures look the most pixelated.<br>" +
"At 1 through 16, mipmapping is enabled, and textures look more blurry and smoothed out.<br>" +
"The higher you go beyond 1, the less blurry textures will look, up to a certain extent.",
position = 7,
section = generalSettings
)
default int anisotropicFilteringLevel()
{
return 16;
}
String KEY_UNLOCK_FPS = "unlockFps";
@ConfigItem(
keyName = KEY_UNLOCK_FPS,
name = "Unlock FPS",
description = "Removes the 50 FPS cap for some game content, such as camera movement and dynamic lighting.",
position = 8,
section = generalSettings
)
default boolean unlockFps()
{
return false;
}
enum SyncMode
{
OFF,
ON,
ADAPTIVE
}
String KEY_VSYNC_MODE = "vsyncMode";
@ConfigItem(
keyName = KEY_VSYNC_MODE,
name = "VSync Mode",
description =
"Controls whether the frame rate should be synchronized with your monitor's refresh rate.<br>" +
"If set to 'off', the FPS Target option will be used instead.<br>" +
"If set to 'adaptive', FPS will be limited to your monitor's refresh rate, which saves power.<br>" +
"If set to 'on', the game will attempt to match your monitor's refresh rate <b>exactly</b>,<br>" +
"but if it can't keep up, FPS will be <u>halved until it catches up</u>. This option is rarely desired.<br>" +
"Note, GPUs that don't support Adaptive VSync will silently fall back to 'on'.",
position = 9,
section = generalSettings
)
default SyncMode syncMode()
{
return SyncMode.ADAPTIVE;
}
String KEY_FPS_TARGET = "fpsTarget";
@ConfigItem(
keyName = KEY_FPS_TARGET,
name = "FPS Target",
description =
"Controls the maximum number of frames per second.<br>" +
"This setting only applies if Unlock FPS is enabled, and VSync Mode is set to 'off'.",
position = 10,
section = generalSettings
)
@Range(
min = 0,
max = 2000
)
default int fpsTarget()
{
return 60;
}
String KEY_COLOR_BLINDNESS = "colorBlindMode";
@ConfigItem(
keyName = KEY_COLOR_BLINDNESS,
name = "Color Blindness",
description = "Adjust colors to make them more distinguishable for people with a certain type of color blindness.",
position = 11,
section = generalSettings
)
default ColorBlindMode colorBlindness()
{
return ColorBlindMode.NONE;
}
@ConfigItem(
keyName = "colorBlindnessIntensity",
name = "Blindness Intensity",
description = "Specifies how intense the color blindness adjustment should be.",
position = 12,
section = generalSettings
)
@Units(Units.PERCENT)
@Range(max = 100)
default int colorBlindnessIntensity()
{
return 100;
}
@ConfigItem(
keyName = "flashingEffects",
name = "Flashing Effects",
description = "Whether to show rapid flashing effects, such as lightning, in certain areas.",
position = 13,
section = generalSettings
)
default boolean flashingEffects()
{
return false;
}
@ConfigItem(
keyName = "fSaturation",
name = "Saturation",
description = "Controls the saturation of the final rendered image.<br>" +
"Intended to be kept between 0% and 120%.",
position = 14,
section = generalSettings
)
@Units(Units.PERCENT)
@Range(min = -500, max = 500)
default int saturation()
{
return round(oldSaturationDropdown().getAmount() * 100);
}
@ConfigItem(keyName = "saturation", hidden = true, name = "", description = "")
default Saturation oldSaturationDropdown()
{
return Saturation.DEFAULT;
}
@ConfigItem(
keyName = "fContrast",
name = "Contrast",
description = "Controls the contrast of the final rendered image.<br>" +
"Intended to be kept between 90% and 110%.",
position = 15,
section = generalSettings
)
@Units(Units.PERCENT)
@Range(min = -500, max = 500)
default int contrast()
{
return round(oldContrastDropdown().getAmount() * 100);
}
@ConfigItem(keyName = "contrast", hidden = true, name = "", description = "")
default Contrast oldContrastDropdown()
{
return Contrast.DEFAULT;
}
String KEY_BRIGHTNESS = "screenBrightness";
@Range(
min = 25,
max = 400
)
@Units(Units.PERCENT)
@ConfigItem(
keyName = KEY_BRIGHTNESS,
name = "Brightness",
description =
"Controls the brightness of the game, excluding UI.<br>" +
"Adjust until the disk on the left is barely visible.",
position = 16,
section = generalSettings
)
default int brightness() {
return 100;
}
@ConfigItem(
keyName = "useLegacyBrightness",
name = "Enable Legacy Brightness",
description =
"Whether the legacy brightness option below should be applied.<br>" +
"We recommend leaving this disabled.",
position = 17,
section = generalSettings
)
default boolean useLegacyBrightness() {
return false;
}
@Range(
min = 1,
max = 50
)
@ConfigItem(
keyName = "brightness2",
name = "Legacy Brightness",
description =
"Controls the strength of the sun and ambient lighting.<br>" +
"A brightness value of 20 is recommended.",
position = 18,
section = generalSettings
)
default int legacyBrightness() {
return 20;
}
/*====== Lighting settings ======*/
@ConfigSection(
name = "Lighting",
description = "Lighting settings",
position = 1
)
String lightingSettings = "lightingSettings";
String KEY_DYNAMIC_LIGHTS = "dynamicLights";
@ConfigItem(
keyName = KEY_DYNAMIC_LIGHTS,
name = "Dynamic Lights",
description =
"The maximum number of dynamic lights visible at once.<br>" +
"Reducing this may improve performance.",
position = 0,
section = lightingSettings
)
default DynamicLights dynamicLights()
{
return DynamicLights.SOME;
}
String KEY_TILED_LIGHTING = "tiledLighting";
@ConfigItem(
keyName = KEY_TILED_LIGHTING,
name = "Tiled Lighting",
description = "Allows rendering <b>a lot</b> more lights simultaneously.",
section = lightingSettings,
position = 1
)
default boolean tiledLighting() {
return true;
}
@ConfigItem(keyName = KEY_TILED_LIGHTING, hidden = true, name = "", description = "")
void tiledLighting(boolean enabled);
String KEY_PROJECTILE_LIGHTS = "projectileLights";
@ConfigItem(
keyName = KEY_PROJECTILE_LIGHTS,
name = "Projectile Lights",
description = "Adds dynamic lights to some projectiles.",
position = 2,
section = lightingSettings
)
default boolean projectileLights() {
return true;
}
String KEY_NPC_LIGHTS = "npcLights";
@ConfigItem(
keyName = KEY_NPC_LIGHTS,
name = "NPC Lights",
description = "Adds dynamic lights to some NPCs.",
position = 3,
section = lightingSettings
)
default boolean npcLights() {
return true;
}
String KEY_ATMOSPHERIC_LIGHTING = "environmentalLighting";
@ConfigItem(
keyName = KEY_ATMOSPHERIC_LIGHTING,
name = "Atmospheric Lighting",
description = "Change environmental lighting based on the current area.",
position = 4,
section = lightingSettings
)
default boolean atmosphericLighting() {
return true;
}
String KEY_SHADOW_MODE = "shadowMode";
@ConfigItem(
keyName = KEY_SHADOW_MODE,
name = "Shadows",
description =
"Render fully dynamic shadows.<br>" +
"'Off' completely disables shadows.<br>" +
"'Fast' enables fast shadows without any texture detail.<br>" +
"'Detailed' enables slower shadows with support for texture detail.",
position = 5,
section = lightingSettings
)
default ShadowMode shadowMode()
{
return ShadowMode.DETAILED;
}
String KEY_SHADOW_TRANSPARENCY = "enableShadowTransparency";
@ConfigItem(
keyName = KEY_SHADOW_TRANSPARENCY,
name = "Shadow Transparency",
description = "Enables partial support for shadows that take transparency into account.",
position = 6,
section = lightingSettings
)
default boolean enableShadowTransparency()
{
return true;
}
String KEY_PIXELATED_SHADOWS = "pixelatedShadows";
@ConfigItem(
keyName = KEY_PIXELATED_SHADOWS,
name = "Pixelated Shadows",
description = "Give shadows a slightly pixelated look.",
position = 7,
section = lightingSettings
)
default boolean pixelatedShadows() {
return false;
}
String KEY_ROOF_SHADOWS = "roofShadows";
@ConfigItem(
keyName = KEY_ROOF_SHADOWS,
name = "Roof Shadows",
description = "Always cast shadows from roofs, even when they are hidden.",
position = 8,
section = lightingSettings
)
default boolean roofShadows() {
return true;
}
String KEY_SHADOW_RESOLUTION = "shadowResolution";
@ConfigItem(
keyName = KEY_SHADOW_RESOLUTION,
name = "Shadow Quality",
description =
"The resolution of the shadow map.<br>" +
"Higher resolutions result in higher quality shadows, at the cost of higher GPU usage.",
position = 9,
section = lightingSettings
)
default ShadowResolution shadowResolution()
{
return ShadowResolution.RES_4096;
}
@ConfigItem(
keyName = "shadowDistance",
name = "Shadow Distance",
description =
"The maximum draw distance for shadows.<br>" +
"Shorter distances result in higher quality shadows.",
position = 10,
section = lightingSettings
)
default ShadowDistance shadowDistance()
{
return ShadowDistance.DISTANCE_50;
}
String KEY_EXPAND_SHADOW_DRAW = "expandShadowDraw";
@ConfigItem(
keyName = KEY_EXPAND_SHADOW_DRAW,
name = "Expand Shadow Draw",
description =
"Reduces shadows popping in and out at the edge of the screen by rendering<br>" +
"shadows for a larger portion of the scene, at the cost of higher GPU usage.",
position = 11,
section = lightingSettings
)
default boolean expandShadowDraw()
{
return false;
}
String KEY_VANILLA_SHADOW_MODE = "vanillaShadowMode";
@ConfigItem(
keyName = KEY_VANILLA_SHADOW_MODE,
name = "Vanilla Shadows",
description =
"Choose whether shadows built into models by Jagex should be hidden. This does not affect clickboxes.<br>" +
"'Show in PvM' will retain shadows for falling crystals during the Olm fight and other useful cases.<br>" +
"'Prefer in PvM' will do the above and also disable 117 HD's dynamic shadows in such cases.",
position = 12,
section = lightingSettings
)
default VanillaShadowMode vanillaShadowMode() {
return VanillaShadowMode.SHOW_IN_PVM;
}
String KEY_NORMAL_MAPPING = "normalMapping";
@ConfigItem(
keyName = KEY_NORMAL_MAPPING,
name = "Normal Mapping",
description = "Affects how light interacts with certain materials. Barely impacts performance.",
position = 13,
section = lightingSettings
)
default boolean normalMapping() {
return true;
}
String KEY_PARALLAX_OCCLUSION_MAPPING = "parallaxOcclusionMappingToggle";
@ConfigItem(
keyName = KEY_PARALLAX_OCCLUSION_MAPPING,
name = "Parallax Occlusion Mapping",
description = "Adds more depth to some materials, at the cost of higher GPU usage.",
position = 14,
section = lightingSettings
)
default boolean parallaxOcclusionMapping() {
return true;
}
/*====== Environment settings ======*/
@ConfigSection(
name = "Environment",
description = "Environment settings",
position = 2
)
String environmentSettings = "environmentSettings";
String KEY_SEASONAL_THEME = "seasonalTheme";
@ConfigItem(
keyName = KEY_SEASONAL_THEME,
name = "Seasonal Theme",
description = "Festive themes for Gielinor.",
position = 0,
section = environmentSettings
)
default SeasonalTheme seasonalTheme() {
return SeasonalTheme.AUTOMATIC;
}
String KEY_SEASONAL_HEMISPHERE = "seasonalHemisphere";
@ConfigItem(
keyName = KEY_SEASONAL_HEMISPHERE,
name = "Seasonal Hemisphere",
description = "Determines which hemisphere the 'Automatic' Seasonal Theme should consider.",
position = 1,
section = environmentSettings
)
default SeasonalHemisphere seasonalHemisphere() {
return SeasonalHemisphere.NORTHERN;
}
@ConfigItem(
keyName = "fogDepthMode",
name = "Fog Depth Mode",
description =
"Determines how the fog amount is controlled.<br>" +
"'Dynamic' changes fog depth based on the area, while<br>" +
"'Static' respects the manually defined fog depth.",
position = 2,
section = environmentSettings
)
default FogDepthMode fogDepthMode()
{
return FogDepthMode.DYNAMIC;
}
@Range(
max = MAX_FOG_DEPTH
)
@ConfigItem(
keyName = "fogDepth",
name = "Static Fog Depth",
description =
"Specify how far from the edge fog should reach.<br>" +
"This applies only when 'Fog Depth Mode' is set to 'Static'.",
position = 3,
section = environmentSettings
)
default int fogDepth()
{
return 5;
}
@ConfigItem(
keyName = "groundFog",
name = "Ground Fog",
description = "Enables a height-based fog effect that covers the ground in certain areas.",
position = 4,
section = environmentSettings
)
default boolean groundFog() {
return true;
}
@ConfigItem(
keyName = "defaultSkyColor",
name = "Default Sky",
description =
"Specify a sky color to use when the current area doesn't have a sky color defined.<br>" +
"This only applies when the default summer seasonal theme is active.<br>" +
"If set to 'RuneLite Skybox', the sky color from RuneLite's Skybox plugin will be used.<br>" +
"If set to 'Old School Black', the sky will be black and water will remain blue, but for any<br>" +
"other option, the water color will be influenced by the sky color.",
position = 5,
section = environmentSettings
)
default DefaultSkyColor defaultSkyColor()
{
return DefaultSkyColor.DEFAULT;
}
@ConfigItem(
keyName = "overrideSky",
name = "Override Sky Color",
description = "Forces the default sky color to be used in all environments.",
position = 6,
section = environmentSettings
)
default boolean overrideSky() {
return false;
}
String KEY_MODEL_TEXTURES = "objectTextures";
@ConfigItem(
keyName = KEY_MODEL_TEXTURES,
name = "Model Textures",
description =
"Adds new textures to most models. If disabled, the standard game textures will be used instead.<br>" +
"Note, this requires model caching in order to apply to animated models.",
position = 7,
section = environmentSettings
)
default boolean modelTextures() {
return true;
}
String KEY_GROUND_TEXTURES = "groundTextures";
@ConfigItem(
keyName = KEY_GROUND_TEXTURES,
name = "Ground Textures",
description = "Adds new textures to most ground tiles.",
position = 8,
section = environmentSettings
)
default boolean groundTextures()
{
return true;
}
String KEY_TEXTURE_RESOLUTION = "textureResolution";
@ConfigItem(
keyName = KEY_TEXTURE_RESOLUTION,
name = "Texture Resolution",
description = "Controls the resolution used for all in-game textures.",
position = 9,
section = environmentSettings
)
default TextureResolution textureResolution()
{
return TextureResolution.RES_256;
}
String KEY_GROUND_BLENDING = "groundBlending";
@ConfigItem(
keyName = KEY_GROUND_BLENDING,
name = "Ground Blending",
description = "Controls whether ground tiles should blend into each other, or have distinct edges.",
position = 10,
section = environmentSettings
)
default boolean groundBlending()
{
return true;
}
@ConfigItem(
keyName = "underwaterCaustics",
name = "Underwater Caustics",
description = "Apply underwater lighting effects to imitate sunlight passing through waves on the surface.",
position = 11,
section = environmentSettings
)
default boolean underwaterCaustics()
{
return true;
}
String KEY_HD_TZHAAR_RESKIN = "tzhaarHD";
@ConfigItem(
keyName = KEY_HD_TZHAAR_RESKIN,
name = "HD TzHaar Reskin",
description = "Recolors the TzHaar city of Mor Ul Rek to give it an appearance similar to that of its 2008 HD variant.",
position = 12,
section = environmentSettings
)
default boolean hdTzHaarReskin() {
return true;
}
String KEY_WIND_DISPLACEMENT = "windDisplacement";
@ConfigItem(
keyName = KEY_WIND_DISPLACEMENT,
name = "Wind Displacement",
description = "Controls whether things like grass and leaves should be affected by wind.",
position = 13,
section = environmentSettings
)
default boolean windDisplacement() {
return true;
}
String KEY_CHARACTER_DISPLACEMENT = "characterDisplacement";
@ConfigItem(
keyName = KEY_CHARACTER_DISPLACEMENT,
name = "Character Displacement",
description = "Let players & NPCs affect things like grass whilst walking around.",
position = 14,
section = environmentSettings
)
default boolean characterDisplacement() {
return true;
}
/*====== Model caching settings ======*/
@ConfigSection(
name = "Model caching",
description = "Improve performance by reusing model data",
position = 3,
closedByDefault = true
)
String modelCachingSettings = "modelCachingSettings";
String KEY_MODEL_BATCHING = "useModelBatching";
@ConfigItem(
keyName = KEY_MODEL_BATCHING,
name = "Model Batching",
description =
"Model batching improves performance by reusing identical models within the same frame.<br>" +
"May cause instability and graphical bugs, particularly if Jagex makes engine changes.",
position = 1,
section = modelCachingSettings
)
default boolean modelBatching() {return true;}
String KEY_MODEL_CACHING = "useModelCaching";
@ConfigItem(
keyName = KEY_MODEL_CACHING,
name = "Model Caching",
description =
"Model caching improves performance by saving and reusing model data from previous frames.<br>" +
"May cause instability or graphical bugs, particularly if Jagex makes engine changes.",
position = 2,
section = modelCachingSettings
)
default boolean modelCaching() {return true;}
String KEY_MODEL_CACHE_SIZE = "modelCacheSizeMiBv2";
@Range(
min = 64,
max = 16384
)
@ConfigItem(
keyName = KEY_MODEL_CACHE_SIZE,
name = "Cache Size (MiB)",
description =
"Size of the model cache in mebibytes (slightly more than megabytes).<br>" +
"Generally, 512 MiB is plenty, with diminishing returns the higher you go.<br>" +
"Minimum=64 MiB, maximum=16384 MiB",
position = 3,
section = modelCachingSettings
)
default int modelCacheSizeMiB() {
return modelCacheSizeMiBv1() / 4;
}
@ConfigItem(keyName = "modelCacheSizeMiB", hidden = true, name = "", description = "")
default int modelCacheSizeMiBv1()
{
return 2048;
}
/*====== Miscellaneous settings ======*/
@ConfigSection(
name = "Miscellaneous",
description = "Miscellaneous settings",
position = 4,
closedByDefault = true
)
String miscellaneousSettings = "miscellaneousSettings";
String KEY_MACOS_INTEL_WORKAROUND = "macosIntelWorkaround";
@ConfigItem(
keyName = KEY_MACOS_INTEL_WORKAROUND,
name = "Fix white color issue on Macs",
description = "Workaround for visual artifacts found on some Intel GPU drivers on macOS.",
warning =
"This setting can cause RuneLite to crash, and it can be difficult to undo.\n" +
"Only enable it if you are seeing broken colors. Are you sure you want to enable this setting?",
section = miscellaneousSettings
)
default boolean macosIntelWorkaround()
{
return false;
}
String KEY_HD_INFERNAL_CAPE = "hdInfernalTexture";
@ConfigItem(
keyName = KEY_HD_INFERNAL_CAPE,
name = "HD Infernal Cape",
description =
"Replace the infernal cape texture with a more detailed version.<br>" +
"Note, with Anisotropic Filtering above zero, the cape may look blurry when zoomed out.",
section = miscellaneousSettings
)
default boolean hdInfernalTexture() {
return true;
}
String KEY_LEGACY_GREY_COLORS = "reduceOverExposure";
@ConfigItem(
keyName = KEY_LEGACY_GREY_COLORS,
name = "Legacy Grey Colors",
description =
"Previously, HD attempted to reduce over-exposure by capping the maximum color brightness,<br>" +
"which changed white colors into dull shades of grey. This option brings back that old behaviour.",
section = miscellaneousSettings
)
default boolean legacyGreyColors() {
return false;
}
String KEY_VANILLA_COLOR_BANDING = "vanillaColorBanding";
@ConfigItem(
keyName = KEY_VANILLA_COLOR_BANDING,
name = "Vanilla Color Banding",
description =
"Blend between colors similarly to how it works in vanilla, with clearly defined bands of color.<br>" +
"This isn't really noticeable on textured surfaces, and is intended to be used without ground textures.",
section = miscellaneousSettings
)
default boolean vanillaColorBanding() {
return false;
}
String KEY_LOW_MEMORY_MODE = "lowMemoryMode";
@ConfigItem(
keyName = KEY_LOW_MEMORY_MODE,
name = "Low Memory Mode",
description = "Turns off features which require extra memory, such as model caching, faster scene loading & extended scene loading.",
warning =
"<html>This <b>will not</b> result in better performance. It is recommended only if you are unable to install<br>" +
"the 64-bit version of RuneLite, or if your computer has a very low amount of memory available.</html>",
section = miscellaneousSettings
)
default boolean lowMemoryMode() {
return false;
}
String KEY_FISHING_SPOT_STYLE = "fishingSpotStyle";
@ConfigItem(
keyName = KEY_FISHING_SPOT_STYLE,
name = "Fishing spot style",
description = "Choose the appearance of most fishing spots. Bubbles are the easiest to see on top of 117 HD's water style.",
section = miscellaneousSettings
)
default FishingSpotStyle fishingSpotStyle() {
return FishingSpotStyle.HD;
}
String KEY_COLOR_FILTER = "colorFilter";
@ConfigItem(
keyName = KEY_COLOR_FILTER,
name = "Color Filter",
description = "Apply a color filter to the game as a post-processing effect.",
section = miscellaneousSettings
)
default ColorFilter colorFilter() {
return ColorFilter.NONE;
}
String KEY_REMOVE_VERTEX_SNAPPING = "removeVertexSnapping";
@ConfigItem(
keyName = KEY_REMOVE_VERTEX_SNAPPING,
name = "Remove vertex snapping",
description =
"Removes vertex snapping from most animations.<br>" +
"Most animations are barely affected by this, and it only has an effect if the animation smoothing plugin is turned off.<br>" +
"To see quite clearly what impact this option has, a good example is the godsword idle animation.",
section = miscellaneousSettings
)
default boolean removeVertexSnapping() {
return true;
}
String KEY_FILL_GAPS_IN_TERRAIN = "fillGapsInTerrain";
@ConfigItem(
keyName = KEY_FILL_GAPS_IN_TERRAIN,
name = "Fill gaps in terrain",
description = "Attempt to patch all holes in the ground, such as around trapdoors and ladders.",
section = miscellaneousSettings
)
default boolean fillGapsInTerrain() {
return true;
}
String KEY_FLAT_SHADING = "flatShading";
@ConfigItem(
keyName = KEY_FLAT_SHADING,
name = "Flat shading",
description = "Gives a more low-poly look to the game.",
section = miscellaneousSettings
)
default boolean flatShading() {
return false;
}
String KEY_LEGACY_TOB_ENVIRONMENT = "legacyTobEnvironment";
@ConfigItem(
keyName = KEY_LEGACY_TOB_ENVIRONMENT,
name = "Legacy Theatre of Blood",
description =