0ad/source/ps/CStrInternStatic.h
Vladislav Belov 75bd640bd8
Removes context of terrain shadows and silhouettes
We were unnecessary passing all combinations of our scene shader context
even if we don't need it as for shadows and silhouettes for terrain
rendering. Since we only need to draw a solid color.
2026-05-10 23:56:57 +02:00

203 lines
3.7 KiB
C

/* Copyright (C) 2026 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 <http://www.gnu.org/licenses/>.
*/
// This file defines global CStrIntern variables, to avoid the cost of
// constructing CStrInterns frequently at runtime.
//
// A line like
// X(foo)
// defines a variable str_foo with value "foo".
//
// A line like
// X2(foo_0, "foo[0]")
// defines a variable str_foo_0 with value "foo[0]".
// For direct inclusion, we presumably just want the extern definitions.
#ifndef X
#include "CStrIntern.h"
#define X(id) extern CStrIntern str_##id;
#define X2(id, str) extern CStrIntern str_##id;
#endif
X(0)
X(1)
X(2)
X(3)
X(4)
X(ALPHABLEND_PASS_BLEND)
X(ALPHABLEND_PASS_OPAQUE)
X(BLEND)
X(BLOOM_NOP)
X(BLOOM_PASS_H)
X(BLOOM_PASS_V)
X(DECAL)
X(DISABLE_RECEIVE_SHADOWS)
X(IGNORE_LOS)
X(MINIMAP_BASE)
X(MINIMAP_POINT)
X(MODE_SHADOWCAST)
X(MODE_SILHOUETTEDISPLAY)
X(MODE_SILHOUETTEOCCLUDER)
X(MODE_WIREFRAME)
X(MODE_WIREFRAME_SOLID)
X(PASS_REFLECTIONS)
X(PASS_REFRACTIONS)
X(PASS_SHADOWS)
X(RENDER_DEBUG_MODE)
X(RENDER_DEBUG_MODE_AO)
X(RENDER_DEBUG_MODE_ALPHA)
X(RENDER_DEBUG_MODE_CUSTOM)
X(RENDER_DEBUG_MODE_NONE)
X(SHADOWS_CASCADE_COUNT)
X(USE_DESCRIPTOR_INDEXING)
X(USE_FANCY_EFFECTS)
X(USE_GPU_INSTANCING)
X(USE_INSTANCING)
X(USE_NORMALS)
X(USE_OBJECTCOLOR)
X(USE_REAL_DEPTH)
X(USE_REFLECTION)
X(USE_REFRACTION)
X(USE_SHADOW)
X(USE_SHADOW_PCF)
X(USE_SHADOW_SAMPLER)
X(WATERTYPE_CLAP)
X(WATERTYPE_LAKE)
X2(_emptystring, "")
X(OutputNormalsTangents)
X(OutputPositions)
X(SkinData)
X(InputVertices)
X(ambient)
X(baseTex)
X(blendTex)
X(bloom)
X(blurTex2)
X(blurTex4)
X(blurTex8)
X(brightness)
X(cameraForward)
X(cameraPos)
X(canvas2d)
X(color)
X(colorAdd)
X(colorMul)
X(compute_rcas)
X(compute_resolve_pbr)
X(compute_skinning)
X(compute_upscale_fsr)
X(debug_line)
X(debug_overlay)
X(delta)
X(depthTex)
X(dummy)
X(exposure)
X(foamTex)
X(fogColor)
X(fogParams)
X(foreground_overlay)
X(fxaa)
X(grayscaleFactor)
X(hdr)
X(height)
X(instancingTransform)
X(inTex)
X(losTex)
X(losTex1)
X(losTex2)
X(losTransform)
X(los_interp)
X(mapSize)
X(maskTex)
X(maskTextureTransform)
X(minimap)
X(minimap_los)
X(modelViewMatrix)
X(murkiness)
X(normalMap)
X(normalMap2)
X(objectColor)
X(offset)
X(overlay_line)
X(overlay_solid)
X(outTex)
X(particle_add)
X(particle_multiply)
X(particle_overlay)
X(particle_solid)
X(particle_subtract)
X(playerColor)
X(projInvTransform)
X(qualityLevel)
X(reflectionMap)
X(reflectionMatrix)
X(refractionMap)
X(refractionMatrix)
X(renderedTex)
X(repeatScale)
X2(sans_10, "sans-10");
X(saturation)
X(screenSize)
X(shadingColor)
X(shadowDistance)
X(shadowDistances)
X(shadowScale)
X(shadowTex)
X(shadowTransform)
X(shadowTransforms)
X(sharpness)
X(skinBlendMatrices)
X(skyBoxRot)
X(skyCube)
X(sky_simple)
X(solid)
X(spaceTransform)
X(sunColor)
X(sunDir)
X(terrain_base)
X(terrain_blend)
X(terrain_decal)
X(terrain_shadow_caster)
X(terrain_silhouette_occluder)
X(terrain_solid)
X(tex)
X(texSize)
X(textureTransform)
X(time)
X(tint)
X(transform)
X(translation)
X(upscale_bilinear)
X(upscale_nearest)
X(vertexCount)
X(viewInvTransform)
X(water_high)
X(water_simple)
X(water_waves)
X(waterEffectsTex)
X(waterTex)
X(waveTex)
X(waviness)
X(waveParams1)
X(waveParams2)
X(width)
X(windAngle)
X(zFar)
X(zNear)
#undef X
#undef X2