1
0
forked from 0ad/0ad
0ad/source/renderer/scripting/JSInterface_Renderer.cpp
2014-05-26 13:42:32 +00:00

93 lines
3.9 KiB
C++

/* Copyright (C) 2014 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/>.
*/
#include "precompiled.h"
#include "JSInterface_Renderer.h"
#include "renderer/Renderer.h"
#define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME, SCRIPTNAME) \
bool JSI_Renderer::Get##SCRIPTNAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) \
{ \
return g_Renderer.GetOptionBool(CRenderer::OPT_##NAME); \
} \
\
void JSI_Renderer::Set##SCRIPTNAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), bool Enabled) \
{ \
g_Renderer.SetOptionBool(CRenderer::OPT_##NAME, Enabled); \
}
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PARTICLES, Particles);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(GENTANGENTS, GenTangents);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PREFERGLSL, PreferGLSL);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERNORMAL, WaterNormal);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHADOWPCF, ShadowPCF);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHADOWS, Shadows);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREALDEPTH, WaterRealDepth);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREFLECTION, WaterReflection);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREFRACTION, WaterRefraction);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERFOAM, WaterFoam);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERCOASTALWAVES, WaterCoastalWaves);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERSHADOW, WaterShadow);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SILHOUETTES, Silhouettes);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHOWSKY, ShowSky);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SMOOTHLOS, SmoothLOS);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(POSTPROC, Postproc);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DISPLAYFRUSTUM, DisplayFrustum);
#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
std::string JSI_Renderer::GetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return CRenderer::GetRenderPathName(g_Renderer.GetRenderPath());
}
void JSI_Renderer::SetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string name)
{
g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(name));
}
#define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \
scriptInterface.RegisterFunction<bool, &JSI_Renderer::Get##NAME##Enabled>("Renderer_Get" #NAME "Enabled"); \
scriptInterface.RegisterFunction<void, bool, &JSI_Renderer::Set##NAME##Enabled>("Renderer_Set" #NAME "Enabled");
void JSI_Renderer::RegisterScriptFunctions(ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction<std::string, &JSI_Renderer::GetRenderPath>("Renderer_GetRenderPath");
scriptInterface.RegisterFunction<void, std::string, &JSI_Renderer::SetRenderPath>("Renderer_SetRenderPath");
REGISTER_BOOLEAN_SCRIPT_SETTING(Shadows);
REGISTER_BOOLEAN_SCRIPT_SETTING(ShadowPCF);
REGISTER_BOOLEAN_SCRIPT_SETTING(Particles);
REGISTER_BOOLEAN_SCRIPT_SETTING(GenTangents);
REGISTER_BOOLEAN_SCRIPT_SETTING(PreferGLSL);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterNormal);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRealDepth);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterReflection);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRefraction);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterFoam);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterCoastalWaves);
REGISTER_BOOLEAN_SCRIPT_SETTING(WaterShadow);
REGISTER_BOOLEAN_SCRIPT_SETTING(Silhouettes);
REGISTER_BOOLEAN_SCRIPT_SETTING(ShowSky);
REGISTER_BOOLEAN_SCRIPT_SETTING(SmoothLOS);
REGISTER_BOOLEAN_SCRIPT_SETTING(Postproc);
REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
}
#undef REGISTER_BOOLEAN_SCRIPT_SETTING