wraitii
66fbc23f2c
CConfigDB is no longer a singleton, and its members are no longer static. This makes it possible to have several instances of it, useful for testing of if we ever want to have different config profiles. Also updates hooks to delete themselves on destruction, to fit a more natural RAII pattern. Long-lived objects must take care to destroy hooks before ConfigDB is reset. Differential Revision: https://code.wildfiregames.com/D3866 This was SVN commit r25326.
236 lines
6.0 KiB
C++
Executable File
236 lines
6.0 KiB
C++
Executable File
/* Copyright (C) 2021 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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#include "renderer/PostprocManager.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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CRenderingOptions::CRenderingOptions() : m_ConfigHooks(new ConfigHooks())
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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_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_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("preferglsl", [this]() {
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bool enabled;
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CFG_GET_VAL("preferglsl", enabled);
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SetPreferGLSL(enabled);
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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.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("novbo", m_NoVBO);
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m_ConfigHooks->Setup("forcealphatest", m_ForceAlphaTest);
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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 && !m_PreferGLSL)
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LOGWARNING("GPUSkinning has been disabled, because it is not supported with PreferGLSL disabled.");
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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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}
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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::SetPreferGLSL(bool value)
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{
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if (m_GPUSkinning && !value)
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{
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LOGWARNING("GPUSkinning have been disabled, because it is not supported with PreferGLSL disabled.");
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m_GPUSkinning = false;
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}
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else if (!m_GPUSkinning && value)
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CFG_GET_VAL("gpuskinning", m_GPUSkinning);
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m_PreferGLSL = value;
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if (!CRenderer::IsInitialised())
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return;
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g_Renderer.MakeShadersDirty();
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g_Renderer.RecomputeSystemShaderDefines();
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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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