mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 13:23:56 -07:00
Change the shader itself so that the effects look nicer and are more consistent across settings. Rework the water mesh generation (simpler system). Fix a few issues. May work oddly with Atlas since I haven't been able to compile yet. Refs #1875 (maybe fix), Fixes #2077 (I'll assume it does), Fixes #2114 (assumption again), refs #48. This was SVN commit r15473.
55 lines
2 KiB
C++
55 lines
2 KiB
C++
/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_JSINTERFACE_RENDERER
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#define INCLUDED_JSINTERFACE_RENDERER
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#include "scriptinterface/ScriptInterface.h"
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#define DECLARE_BOOLEAN_SCRIPT_SETTING(NAME) \
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bool Get##NAME##Enabled(ScriptInterface::CxPrivate* pCxPrivate); \
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void Set##NAME##Enabled(ScriptInterface::CxPrivate* pCxPrivate, bool Enabled);
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namespace JSI_Renderer
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{
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std::string GetRenderPath(ScriptInterface::CxPrivate* pCxPrivate);
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void SetRenderPath(ScriptInterface::CxPrivate* pCxPrivate, std::string name);
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DECLARE_BOOLEAN_SCRIPT_SETTING(Shadows);
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DECLARE_BOOLEAN_SCRIPT_SETTING(ShadowPCF);
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DECLARE_BOOLEAN_SCRIPT_SETTING(Particles);
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DECLARE_BOOLEAN_SCRIPT_SETTING(GenTangents);
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DECLARE_BOOLEAN_SCRIPT_SETTING(PreferGLSL);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterUgly);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterFancyEffects);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterRealDepth);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterReflection);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterRefraction);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterShadows);
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DECLARE_BOOLEAN_SCRIPT_SETTING(Silhouettes);
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DECLARE_BOOLEAN_SCRIPT_SETTING(ShowSky);
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DECLARE_BOOLEAN_SCRIPT_SETTING(SmoothLOS);
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DECLARE_BOOLEAN_SCRIPT_SETTING(Postproc);
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DECLARE_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
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void RegisterScriptFunctions(ScriptInterface& scriptInterface);
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}
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#undef DECLARE_BOOLEAN_SCRIPT_SETTING
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#endif
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