274 lines
7.2 KiB
C++
274 lines
7.2 KiB
C++
/* Copyright (C) 2022 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 "RenderingOptions.h"
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#include "graphics/TextureManager.h"
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#include "ps/CLogger.h"
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#include "ps/ConfigDB.h"
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#include "ps/CStr.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/VideoMode.h"
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#include "renderer/Renderer.h"
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#include "renderer/PostprocManager.h"
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#include "renderer/SceneRenderer.h"
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#include "renderer/ShadowMap.h"
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CRenderingOptions g_RenderingOptions;
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class CRenderingOptions::ConfigHooks
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{
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public:
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std::vector<CConfigDBHook>::iterator begin() { return hooks.begin(); }
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std::vector<CConfigDBHook>::iterator end() { return hooks.end(); }
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template<typename T>
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void Setup(CStr8 name, T& variable)
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{
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hooks.emplace_back(g_ConfigDB.RegisterHookAndCall(name, [name, &variable]() { CFG_GET_VAL(name, variable); }));
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}
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void Setup(CStr8 name, std::function<void()> hook)
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{
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hooks.emplace_back(g_ConfigDB.RegisterHookAndCall(name, hook));
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}
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void clear() { hooks.clear(); }
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private:
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std::vector<CConfigDBHook> hooks;
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};
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RenderPath RenderPathEnum::FromString(const CStr8& name)
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{
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if (name == "default")
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return DEFAULT;
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if (name == "fixed")
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return FIXED;
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if (name == "shader")
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return SHADER;
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LOGWARNING("Unknown render path %s", name.c_str());
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return DEFAULT;
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}
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CStr8 RenderPathEnum::ToString(RenderPath path)
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{
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switch (path)
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{
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case RenderPath::DEFAULT:
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return "default";
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case RenderPath::FIXED:
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return "fixed";
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case RenderPath::SHADER:
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return "shader";
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}
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return "default"; // Silence warning about reaching end of non-void function.
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}
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RenderDebugMode RenderDebugModeEnum::FromString(const CStr8& name)
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{
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if (name == str_RENDER_DEBUG_MODE_NONE.c_str())
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return RenderDebugMode::NONE;
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if (name == str_RENDER_DEBUG_MODE_AO.c_str())
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return RenderDebugMode::AO;
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if (name == str_RENDER_DEBUG_MODE_ALPHA.c_str())
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return RenderDebugMode::ALPHA;
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if (name == str_RENDER_DEBUG_MODE_CUSTOM.c_str())
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return RenderDebugMode::CUSTOM;
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LOGWARNING("Unknown render debug mode %s", name.c_str());
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return RenderDebugMode::NONE;
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}
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CStrIntern RenderDebugModeEnum::ToString(RenderDebugMode mode)
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{
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switch (mode)
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{
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case RenderDebugMode::AO:
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return str_RENDER_DEBUG_MODE_AO;
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case RenderDebugMode::ALPHA:
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return str_RENDER_DEBUG_MODE_ALPHA;
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case RenderDebugMode::CUSTOM:
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return str_RENDER_DEBUG_MODE_CUSTOM;
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default:
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break;
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}
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return str_RENDER_DEBUG_MODE_NONE;
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}
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CRenderingOptions::CRenderingOptions() : m_ConfigHooks(new ConfigHooks())
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{
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m_RenderPath = RenderPath::DEFAULT;
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m_Shadows = false;
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m_WaterEffects = false;
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m_WaterFancyEffects = false;
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m_WaterRealDepth = false;
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m_WaterRefraction = false;
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m_WaterReflection = false;
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m_ShadowAlphaFix = false;
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m_ShadowPCF = false;
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m_Particles = false;
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m_Silhouettes = false;
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m_Fog = false;
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m_GPUSkinning = false;
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m_SmoothLOS = false;
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m_PostProc = false;
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m_DisplayFrustum = false;
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m_DisplayShadowsFrustum = false;
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m_RenderActors = true;
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}
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CRenderingOptions::~CRenderingOptions()
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{
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ClearHooks();
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}
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void CRenderingOptions::ReadConfigAndSetupHooks()
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{
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m_ConfigHooks->Setup("renderpath", [this]() {
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CStr renderPath;
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CFG_GET_VAL("renderpath", renderPath);
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SetRenderPath(RenderPathEnum::FromString(renderPath));
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});
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m_ConfigHooks->Setup("shadowquality", []() {
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if (CRenderer::IsInitialised())
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g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
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});
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m_ConfigHooks->Setup("shadowscascadecount", []() {
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if (CRenderer::IsInitialised())
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{
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g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
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g_Renderer.MakeShadersDirty();
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}
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});
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m_ConfigHooks->Setup("shadowscovermap", []() {
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if (CRenderer::IsInitialised())
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{
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g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
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g_Renderer.MakeShadersDirty();
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}
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});
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m_ConfigHooks->Setup("shadowscutoffdistance", []() {
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if (CRenderer::IsInitialised())
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g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
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});
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m_ConfigHooks->Setup("shadows", [this]() {
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bool enabled;
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CFG_GET_VAL("shadows", enabled);
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SetShadows(enabled);
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});
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m_ConfigHooks->Setup("shadowpcf", [this]() {
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bool enabled;
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CFG_GET_VAL("shadowpcf", enabled);
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SetShadowPCF(enabled);
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});
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m_ConfigHooks->Setup("postproc", m_PostProc);
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m_ConfigHooks->Setup("antialiasing", []() {
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if (CRenderer::IsInitialised())
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g_Renderer.GetPostprocManager().UpdateAntiAliasingTechnique();
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});
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m_ConfigHooks->Setup("sharpness", []() {
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if (CRenderer::IsInitialised())
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g_Renderer.GetPostprocManager().UpdateSharpnessFactor();
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});
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m_ConfigHooks->Setup("sharpening", []() {
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if (CRenderer::IsInitialised())
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g_Renderer.GetPostprocManager().UpdateSharpeningTechnique();
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});
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m_ConfigHooks->Setup("smoothlos", m_SmoothLOS);
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m_ConfigHooks->Setup("watereffects", m_WaterEffects);
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m_ConfigHooks->Setup("waterfancyeffects", m_WaterFancyEffects);
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m_ConfigHooks->Setup("waterrealdepth", m_WaterRealDepth);
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m_ConfigHooks->Setup("waterrefraction", m_WaterRefraction);
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m_ConfigHooks->Setup("waterreflection", m_WaterReflection);
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m_ConfigHooks->Setup("particles", m_Particles);
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m_ConfigHooks->Setup("fog", [this]() {
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bool enabled;
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CFG_GET_VAL("fog", enabled);
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SetFog(enabled);
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});
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m_ConfigHooks->Setup("silhouettes", m_Silhouettes);
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m_ConfigHooks->Setup("gpuskinning", [this]() {
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bool enabled;
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CFG_GET_VAL("gpuskinning", enabled);
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if (enabled && g_VideoMode.GetBackend() == CVideoMode::Backend::GL_ARB)
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LOGWARNING("GPUSkinning has been disabled, because it is not supported with ARB shaders.");
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else if (enabled)
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m_GPUSkinning = true;
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});
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m_ConfigHooks->Setup("renderactors", m_RenderActors);
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m_ConfigHooks->Setup("textures.quality", []() {
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if (CRenderer::IsInitialised())
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g_Renderer.GetTextureManager().OnQualityChanged();
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});
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m_ConfigHooks->Setup("textures.maxanisotropy", []() {
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if (CRenderer::IsInitialised())
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g_Renderer.GetTextureManager().OnQualityChanged();
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});
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}
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void CRenderingOptions::ClearHooks()
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{
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m_ConfigHooks->clear();
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}
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void CRenderingOptions::SetShadows(bool value)
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{
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m_Shadows = value;
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if (CRenderer::IsInitialised())
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g_Renderer.MakeShadersDirty();
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}
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void CRenderingOptions::SetShadowPCF(bool value)
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{
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m_ShadowPCF = value;
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if (CRenderer::IsInitialised())
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g_Renderer.MakeShadersDirty();
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}
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void CRenderingOptions::SetFog(bool value)
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{
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m_Fog = value;
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if (CRenderer::IsInitialised())
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g_Renderer.MakeShadersDirty();
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}
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void CRenderingOptions::SetRenderPath(RenderPath value)
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{
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m_RenderPath = value;
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if (CRenderer::IsInitialised())
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g_Renderer.SetRenderPath(m_RenderPath);
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}
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void CRenderingOptions::SetRenderDebugMode(RenderDebugMode value)
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{
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m_RenderDebugMode = value;
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if (CRenderer::IsInitialised())
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g_Renderer.MakeShadersDirty();
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}
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