mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Support conditional expressions in shader effect XML files. Consolidate fixed-function model rendering into the shader system. Remove lots of now-obsolete renderer code. Move shader defines from std::map to new class with interned data, for performance. Move texture from model into material. Alleviate singletonitis. Remove obsolete lodbias setting. Remove unused terrain shadow transparency. This was SVN commit r11423.
181 lines
5.1 KiB
C++
181 lines
5.1 KiB
C++
/* Copyright (C) 2011 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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#include "precompiled.h"
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#include "ps/ConfigDB.h"
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#include "ps/CConsole.h"
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#include "ps/GameSetup/CmdLineArgs.h"
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#include "lib/timer.h"
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#include "lib/res/sound/snd_mgr.h"
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#include "Config.h"
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// (these variables are documented in the header.)
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CStrW g_CursorName = L"test";
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bool g_NoGLS3TC = false;
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bool g_NoGLAutoMipmap = false;
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bool g_NoGLVBO = false;
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bool g_PauseOnFocusLoss = false;
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bool g_Shadows = false;
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bool g_ShadowPCF = false;
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bool g_FancyWater = false;
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float g_Gamma = 1.0f;
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CStr g_RenderPath = "default";
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int g_xres, g_yres;
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bool g_VSync = false;
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bool g_Quickstart = false;
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bool g_DisableAudio = false;
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// flag to switch on drawing terrain overlays
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bool g_ShowPathfindingOverlay = false;
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// flag to switch on triangulation pathfinding
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bool g_TriPathfind = false;
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// If non-empty, specified map will be automatically loaded
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CStr g_AutostartMap = "";
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//----------------------------------------------------------------------------
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// config
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//----------------------------------------------------------------------------
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// Fill in the globals from the config files.
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static void LoadGlobals()
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{
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CFG_GET_USER_VAL("vsync", Bool, g_VSync);
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CFG_GET_USER_VAL("nos3tc", Bool, g_NoGLS3TC);
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CFG_GET_USER_VAL("noautomipmap", Bool, g_NoGLAutoMipmap);
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CFG_GET_USER_VAL("novbo", Bool, g_NoGLVBO);
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CFG_GET_USER_VAL("pauseonfocusloss", Bool, g_PauseOnFocusLoss);
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CFG_GET_USER_VAL("shadows", Bool, g_Shadows);
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CFG_GET_USER_VAL("shadowpcf", Bool, g_ShadowPCF);
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CFG_GET_USER_VAL("fancywater", Bool, g_FancyWater);
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CFG_GET_USER_VAL("renderpath", String, g_RenderPath);
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float gain = -1.0f;
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CFG_GET_USER_VAL("sound.mastergain", Float, gain);
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if(gain >= 0.0f)
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WARN_IF_ERR(snd_set_master_gain(gain));
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}
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static void ProcessCommandLineArgs(const CmdLineArgs& args)
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{
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// TODO: all these options (and the ones processed elsewhere) should
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// be documented somewhere for users.
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if (args.Has("buildarchive"))
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{
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// note: VFS init is sure to have been completed by now
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// (since CONFIG_Init reads from file); therefore,
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// it is safe to call this from here directly.
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// vfs_opt_rebuild_main_archive("mods/official/official1.zip", "../logs/trace.txt");
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}
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// Handle "-conf=key:value" (potentially multiple times)
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std::vector<CStr> conf = args.GetMultiple("conf");
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for (size_t i = 0; i < conf.size(); ++i)
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{
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CStr name_value = conf[i];
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if (name_value.Find(':') != -1)
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{
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CStr name = name_value.BeforeFirst(":");
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CStr value = name_value.AfterFirst(":");
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g_ConfigDB.CreateValue(CFG_COMMAND, name)->m_String = value;
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}
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}
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if (args.Has("g"))
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{
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g_Gamma = args.Get("g").ToFloat();
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if (g_Gamma == 0.0f)
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g_Gamma = 1.0f;
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}
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// if (args.Has("listfiles"))
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// trace_enable(true);
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if (args.Has("profile"))
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g_ConfigDB.CreateValue(CFG_COMMAND, "profile")->m_String = args.Get("profile");
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if (args.Has("quickstart"))
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{
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g_Quickstart = true;
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g_DisableAudio = true; // do this for backward-compatibility with user expectations
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}
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if (args.Has("nosound"))
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g_DisableAudio = true;
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if (args.Has("shadows"))
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g_ConfigDB.CreateValue(CFG_COMMAND, "shadows")->m_String = "true";
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if (args.Has("xres"))
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g_ConfigDB.CreateValue(CFG_COMMAND, "xres")->m_String = args.Get("xres");
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if (args.Has("yres"))
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g_ConfigDB.CreateValue(CFG_COMMAND, "yres")->m_String = args.Get("yres");
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if (args.Has("vsync"))
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g_ConfigDB.CreateValue(CFG_COMMAND, "vsync")->m_String = "true";
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}
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void CONFIG_Init(const CmdLineArgs& args)
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{
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TIMER(L"CONFIG_Init");
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new CConfigDB;
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// Load the global, default config file
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g_ConfigDB.SetConfigFile(CFG_DEFAULT, L"config/default.cfg");
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g_ConfigDB.Reload(CFG_DEFAULT); // 216ms
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// Try loading the local system config file (which doesn't exist by
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// default) - this is designed as a way of letting developers edit the
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// system config without accidentally committing their changes back to SVN.
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g_ConfigDB.SetConfigFile(CFG_SYSTEM, L"config/local.cfg");
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g_ConfigDB.Reload(CFG_SYSTEM);
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g_ConfigDB.SetConfigFile(CFG_USER, L"config/user.cfg");
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g_ConfigDB.Reload(CFG_USER);
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g_ConfigDB.SetConfigFile(CFG_MOD, L"config/mod.cfg");
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// No point in reloading mod.cfg here - we haven't mounted mods yet
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ProcessCommandLineArgs(args);
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// Initialise console history file
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int max_history_lines = 200;
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CFG_GET_USER_VAL("console.history.size", Int, max_history_lines);
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g_Console->UseHistoryFile(L"config/console.txt", max_history_lines);
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// Collect information from system.cfg, the profile file,
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// and any command-line overrides to fill in the globals.
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LoadGlobals(); // 64ms
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}
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