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https://gitea.wildfiregames.com/0ad/0ad
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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.
70 lines
2.3 KiB
C++
70 lines
2.3 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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#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 shadows
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extern bool g_Shadows;
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// flag to switch on reflective/refractive water
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extern bool g_FancyWater;
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// flag to switch on shadow PCF
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extern bool g_ShadowPCF;
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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 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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