forked from 0ad/0ad
Change hwdetect to handle slightly more cases with the water detection.
Updates a few more maps with new settings. This was SVN commit r12830.
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@ -172,7 +172,9 @@ function RunDetection(settings)
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var disable_s3tc = undefined;
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var disable_shadows = undefined;
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var disable_shadowpcf = undefined;
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var disable_allwater = undefined;
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var disable_fancywater = undefined;
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var disable_fbowater = undefined;
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var override_renderpath = undefined;
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// TODO: add some mechanism for setting config values
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@ -247,7 +249,9 @@ function RunDetection(settings)
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(os_win && IsWorseThanIntelWindows(GL_RENDERER, "Intel(R) Graphics Media Accelerator HD"))
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)
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{
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disable_allwater = false;
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disable_fancywater = true;
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//disable_fbowater = true;
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disable_shadowpcf = true;
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}
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@ -264,7 +268,7 @@ function RunDetection(settings)
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if (GL_RENDERER.match(/^GeForce FX /))
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{
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override_renderpath = "fixed";
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disable_fancywater = true;
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disable_allwater = true;
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}
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// http://trac.wildfiregames.com/ticket/964
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@ -283,7 +287,9 @@ function RunDetection(settings)
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"disable_s3tc": disable_s3tc,
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"disable_shadows": disable_shadows,
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"disable_shadowpcf": disable_shadowpcf,
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"disable_allwater": disable_allwater,
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"disable_fancywater": disable_fancywater,
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"disable_fbowater": disable_fbowater,
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"override_renderpath": override_renderpath,
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};
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}
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@ -317,8 +323,14 @@ global.RunHardwareDetection = function(settings)
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if (output.disable_shadowpcf !== undefined)
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Engine.SetDisableShadowPCF(output.disable_shadowpcf);
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if (output.disable_allwater !== undefined)
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Engine.SetDisableFancyWater(output.disable_allwater);
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if (output.disable_fancywater !== undefined)
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Engine.SetDisableFancyWater(output.disable_fancywater);
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if (output.disable_fbowater !== undefined)
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Engine.SetDisableFancyWater(output.disable_fbowater);
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if (output.override_renderpath !== undefined)
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Engine.SetRenderPath(output.override_renderpath);
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@ -29,7 +29,7 @@ for each (var settings in hwdetectTestData)
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var os = (settings.os_linux ? "linux" : settings.os_macosx ? "macosx" : settings.os_win ? "win" : "???");
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var disabled = [];
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for each (var d in ["disable_audio", "disable_s3tc", "disable_shadows", "disable_shadowpcf", "disable_fancywater", "override_renderpath"])
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for each (var d in ["disable_audio", "disable_s3tc", "disable_shadows", "disable_shadowpcf", "disable_allwater", "disable_fbowater", "disable_fancywater", "override_renderpath"])
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if (output[d] !== undefined)
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disabled.push(d+"="+output[d])
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binaries/data/mods/public/maps/scenarios/Acropolis 01.xml
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binaries/data/mods/public/maps/scenarios/Acropolis 02.xml
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binaries/data/mods/public/maps/scenarios/Acropolis 03.xml
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binaries/data/mods/public/maps/scenarios/Acropolis 06.xml
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binaries/data/mods/public/maps/scenarios/Acropolis 07.xml
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binaries/data/mods/public/maps/scenarios/Arcadia 02.xml
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binaries/data/mods/public/maps/scenarios/Arcadia 02.xml
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binaries/data/mods/public/maps/scenarios/Boeotian Plains.xml
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binaries/data/mods/public/maps/scenarios/Death Canyon 01.xml
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binaries/data/mods/public/maps/scenarios/Death Canyon 02.xml
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binaries/data/mods/public/maps/scenarios/Death Canyon 03.xml
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binaries/data/mods/public/maps/scenarios/Isthmus.xml
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binaries/data/mods/public/maps/scenarios/Laconia 01.xml
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binaries/data/mods/public/maps/scenarios/Laconia 01.xml
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@ -266,9 +266,6 @@ void main()
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#else
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colour = mix(texture2D(refractionMap, (0.5*gl_TexCoord[2].xy) / gl_TexCoord[2].w + 0.5).rgb ,colour, clamp(perceivedDepth,0.0,1.0));
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#endif
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#else
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// I'm not even sure what this does.
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//colour = mix( texture2D(refractionMap, (0.5*gl_TexCoord[2].xy) / gl_TexCoord[2].w + 0.5).rgb ,colour, clamp(perceivedDepth,0.0,1.0));
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#endif
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gl_FragColor.rgb = get_fog(colour) * losMod;
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@ -121,7 +121,7 @@ void SetDisableShadowPCF(void* UNUSED(cbdata), bool disabled)
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g_ShadowPCF = !disabled;
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}
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void SetDisableFancyWater(void* UNUSED(cbdata), bool disabled)
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void SetDisableAllWater(void* UNUSED(cbdata), bool disabled)
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{
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if (!IsOverridden("waternormals"))
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g_WaterNormal = !disabled;
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@ -138,6 +138,24 @@ void SetDisableFancyWater(void* UNUSED(cbdata), bool disabled)
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if (!IsOverridden("watershadows"))
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g_WaterShadows = !disabled;
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}
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void SetDisableFancyWater(void* UNUSED(cbdata), bool disabled)
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{
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if (!IsOverridden("waterrealdepth"))
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g_WaterRealDepth = !disabled;
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if (!IsOverridden("waterfoam"))
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g_WaterFoam = !disabled;
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if (!IsOverridden("watercoastalwaves"))
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g_WaterCoastalWaves = !disabled;
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if (!IsOverridden("watershadows"))
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g_WaterShadows = !disabled;
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}
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void SetDisableFBOWater(void* UNUSED(cbdata), bool disabled)
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{
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if (!IsOverridden("waterfoam"))
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g_WaterFoam = !disabled;
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if (!IsOverridden("watercoastalwaves"))
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g_WaterCoastalWaves = !disabled;
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}
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void SetRenderPath(void* UNUSED(cbdata), std::string renderpath)
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{
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@ -154,7 +172,9 @@ void RunHardwareDetection()
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scriptInterface.RegisterFunction<void, bool, &SetDisableS3TC>("SetDisableS3TC");
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scriptInterface.RegisterFunction<void, bool, &SetDisableShadows>("SetDisableShadows");
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scriptInterface.RegisterFunction<void, bool, &SetDisableShadowPCF>("SetDisableShadowPCF");
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scriptInterface.RegisterFunction<void, bool, &SetDisableAllWater>("SetDisableAllWater");
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scriptInterface.RegisterFunction<void, bool, &SetDisableFancyWater>("SetDisableFancyWater");
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scriptInterface.RegisterFunction<void, bool, &SetDisableFBOWater>("SetDisableFBOWater");
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scriptInterface.RegisterFunction<void, std::string, &SetRenderPath>("SetRenderPath");
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// Load the detection script:
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