mirror of
https://gitea.wildfiregames.com/0ad/0ad
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Patch by leper, refs #3708 See also https://bugzilla.mozilla.org/show_bug.cgi?id=1069694 This was SVN commit r18580.
99 lines
3.2 KiB
C++
99 lines
3.2 KiB
C++
/* Copyright (C) 2016 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_PS_GAMESETUP_CONFIG
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#define INCLUDED_PS_GAMESETUP_CONFIG
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#include "ps/CStr.h"
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//-----------------------------------------------------------------------------
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// prevent various OpenGL features from being used. this allows working
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// around issues like buggy drivers.
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// when loading S3TC-compressed texture files, do not pass them directly to
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// OpenGL; instead, decompress them via software to regular textures.
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// (necessary on JW's S3 laptop graphics card -- oh, the irony)
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extern bool g_NoGLS3TC;
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// do not ask OpenGL to create mipmaps; instead, generate them in software
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// and upload them all manually. (potentially helpful for PT's system, where
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// Mesa falsely reports full S3TC support but isn't able to generate mipmaps
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// for them)
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extern bool g_NoGLAutoMipmap;
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// don't use VBOs. (RC: that was necessary on laptop Radeon cards)
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extern bool g_NoGLVBO;
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//-----------------------------------------------------------------------------
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// flag to pause the game on window focus loss
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extern bool g_PauseOnFocusLoss;
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// flag to switch on actor rendering
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extern bool g_RenderActors;
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// flag to switch on shadows
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extern bool g_Shadows;
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// Force the use of the fixed function for rendering water.
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extern bool g_WaterUgly;
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// Add foam and waves near the shores, trails following ships, and other HQ things.
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extern bool g_WaterFancyEffects;
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// Use real depth for water rendering.
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extern bool g_WaterRealDepth;
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// Use a real refraction map and not transparency.
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extern bool g_WaterRefraction;
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// Use a real reflection map and not a skybox texture.
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extern bool g_WaterReflection;
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// Enable on-water shadows.
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extern bool g_WaterShadows;
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// flag to switch on shadow PCF
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extern bool g_ShadowPCF;
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// flag to switch on particles rendering
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extern bool g_Particles;
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// flag to switch on unit silhouettes
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extern bool g_Silhouettes;
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// flag to switch on sky rendering
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extern bool g_ShowSky;
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// Prefer GLSL shaders over ARB shaders
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extern bool g_PreferGLSL;
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// Use screen-space postprocessing filters (HDR, bloom, DOF, etc)
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extern bool g_PostProc;
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// Use smooth LOS interpolation
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extern bool g_SmoothLOS;
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extern float g_Gamma;
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// name of configured render path (depending on OpenGL extensions, this may not be
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// the render path that is actually in use right now)
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extern CStr g_RenderPath;
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extern int g_xres, g_yres;
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extern float g_GuiScale;
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extern bool g_VSync;
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extern bool g_Quickstart;
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extern bool g_DisableAudio;
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extern CStrW g_CursorName;
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class CmdLineArgs;
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extern void CONFIG_Init(const CmdLineArgs& args);
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#endif // INCLUDED_PS_GAMESETUP_CONFIG
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