wraitii
e9361705ae
Remove duplication when setting graphic options by reading the configDB directly. Properly protect the ModIO config keys. Approved By: linkmauve Refs #5538 Differential Revision: https://code.wildfiregames.com/D1931 This was SVN commit r23747.
148 lines
3.6 KiB
C++
Executable File
148 lines
3.6 KiB
C++
Executable File
/* Copyright (C) 2020 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 "ps/CLogger.h"
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#include "ps/ConfigDB.h"
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#include "ps/CStr.h"
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#include "renderer/Renderer.h"
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SRenderingOptions g_RenderingOptions;
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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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SRenderingOptions::SRenderingOptions()
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{
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m_NoVBO = false;
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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_WaterShadows = false;
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m_ShadowAlphaFix = true;
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m_ARBProgramShadow = true;
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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_PreferGLSL = false;
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m_Fog = false;
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m_ForceAlphaTest = 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_ShowSky = 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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void SRenderingOptions::ReadConfig()
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{
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CFG_GET_VAL("shadows", m_Shadows);
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CFG_GET_VAL("shadowpcf", m_ShadowPCF);
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CFG_GET_VAL("preferglsl", m_PreferGLSL);
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CFG_GET_VAL("postproc", m_PostProc);
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CFG_GET_VAL("smoothlos", m_SmoothLOS);
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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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CFG_GET_VAL("watereffects", m_WaterEffects);
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CFG_GET_VAL("waterfancyeffects", m_WaterFancyEffects);
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CFG_GET_VAL("waterrealdepth", m_WaterRealDepth);
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CFG_GET_VAL("waterrefraction", m_WaterRefraction);
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CFG_GET_VAL("waterreflection", m_WaterReflection);
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CFG_GET_VAL("watershadows", m_WaterShadows);
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CFG_GET_VAL("particles", m_Particles);
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CFG_GET_VAL("fog", m_Fog);
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CFG_GET_VAL("silhouettes", m_Silhouettes);
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CFG_GET_VAL("showsky", m_ShowSky);
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CFG_GET_VAL("novbo", m_NoVBO);
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CFG_GET_VAL("forcealphatest", m_ForceAlphaTest);
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CFG_GET_VAL("gpuskinning", m_GPUSkinning);
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CFG_GET_VAL("renderactors", m_RenderActors);
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}
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void SRenderingOptions::SetShadows(bool value)
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{
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m_Shadows = value;
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g_Renderer.MakeShadersDirty();
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}
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void SRenderingOptions::SetShadowPCF(bool value)
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{
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m_ShadowPCF = value;
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g_Renderer.MakeShadersDirty();
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}
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void SRenderingOptions::SetFog(bool value)
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{
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m_Fog = value;
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g_Renderer.MakeShadersDirty();
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}
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void SRenderingOptions::SetPreferGLSL(bool value)
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{
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m_PreferGLSL = value;
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g_Renderer.MakeShadersDirty();
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g_Renderer.RecomputeSystemShaderDefines();
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}
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void SRenderingOptions::SetRenderPath(RenderPath value)
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{
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m_RenderPath = value;
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g_Renderer.SetRenderPath(m_RenderPath);
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}
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