/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "JSInterface_Renderer.h"
#include "graphics/TextureManager.h"
#include "renderer/RenderingOptions.h"
#include "renderer/Renderer.h"
#include "renderer/ShadowMap.h"
#include "scriptinterface/ScriptInterface.h"
#define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME) \
bool JSI_Renderer::Get##NAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) \
{ \
return g_RenderingOptions.Get##NAME(); \
} \
\
void JSI_Renderer::Set##NAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), bool enabled) \
{ \
g_RenderingOptions.Set##NAME(enabled); \
}
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(Shadows);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(ShadowPCF);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(Particles);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PreferGLSL);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WaterEffects);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WaterFancyEffects);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WaterRealDepth);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WaterReflection);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WaterRefraction);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WaterShadows);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(Fog);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(Silhouettes);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(ShowSky);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SmoothLOS);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PostProc);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
std::string JSI_Renderer::GetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return RenderPathEnum::ToString(g_RenderingOptions.GetRenderPath());
}
void JSI_Renderer::SetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& name)
{
g_RenderingOptions.SetRenderPath(RenderPathEnum::FromString(name));
}
void JSI_Renderer::RecreateShadowMap(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
g_Renderer.GetShadowMap().RecreateTexture();
}
bool JSI_Renderer::TextureExists(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::wstring& filename)
{
return g_Renderer.GetTextureManager().TextureExists(filename);
}
#define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \
scriptInterface.RegisterFunction("Renderer_Get" #NAME "Enabled"); \
scriptInterface.RegisterFunction("Renderer_Set" #NAME "Enabled");
void JSI_Renderer::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction("Renderer_GetRenderPath");
scriptInterface.RegisterFunction("Renderer_SetRenderPath");
scriptInterface.RegisterFunction("Renderer_RecreateShadowMap");
scriptInterface.RegisterFunction("TextureExists");
REGISTER_BOOLEAN_SCRIPT_SETTING(Shadows);
REGISTER_BOOLEAN_SCRIPT_SETTING(ShadowPCF);
REGISTER_BOOLEAN_SCRIPT_SETTING(Particles);
REGISTER_BOOLEAN_SCRIPT_SETTING(PreferGLSL);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterEffects);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterFancyEffects);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRealDepth);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterReflection);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRefraction);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterShadows);
REGISTER_BOOLEAN_SCRIPT_SETTING(Fog);
REGISTER_BOOLEAN_SCRIPT_SETTING(Silhouettes);
REGISTER_BOOLEAN_SCRIPT_SETTING(ShowSky);
REGISTER_BOOLEAN_SCRIPT_SETTING(SmoothLOS);
REGISTER_BOOLEAN_SCRIPT_SETTING(PostProc);
REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
}
#undef REGISTER_BOOLEAN_SCRIPT_SETTING