/* Copyright (C) 2019 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); #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); } #undef REGISTER_BOOLEAN_SCRIPT_SETTING