Removes FFP option from Atlas and adds ARB/GLSL selection.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3055
This was SVN commit r24123.
This commit is contained in:
Vladislav Belov 2020-11-04 12:21:55 +00:00
parent 6e3db3d84c
commit 770280436b
2 changed files with 14 additions and 10 deletions

View File

@ -326,8 +326,8 @@ enum
ID_BigScreenshot,
ID_JavaScript,
ID_CameraReset,
ID_RenderPathFixed,
ID_RenderPathShader,
ID_RenderPathShaderARB,
ID_RenderPathShaderGLSL,
ID_DumpState,
ID_DumpBinaryState,
@ -362,8 +362,8 @@ BEGIN_EVENT_TABLE(ScenarioEditor, wxFrame)
EVT_MENU(ID_CameraReset, ScenarioEditor::OnCameraReset)
EVT_MENU(ID_DumpState, ScenarioEditor::OnDumpState)
EVT_MENU(ID_DumpBinaryState, ScenarioEditor::OnDumpState)
EVT_MENU(ID_RenderPathFixed, ScenarioEditor::OnRenderPath)
EVT_MENU(ID_RenderPathShader, ScenarioEditor::OnRenderPath)
EVT_MENU(ID_RenderPathShaderARB, ScenarioEditor::OnRenderPath)
EVT_MENU(ID_RenderPathShaderGLSL, ScenarioEditor::OnRenderPath)
EVT_MENU(ID_Manual, ScenarioEditor::OnHelp)
EVT_MENU(ID_ReportBug, ScenarioEditor::OnHelp)
@ -485,8 +485,8 @@ ScenarioEditor::ScenarioEditor(wxWindow* parent)
wxMenu *menuRP = new wxMenu;
menuMisc->AppendSubMenu(menuRP, _("Render &path"));
menuRP->Append(ID_RenderPathFixed, _("&Fixed function"));
menuRP->Append(ID_RenderPathShader, _("&Shader (default)"));
menuRP->Append(ID_RenderPathShaderARB, _("Shader &ARB"));
menuRP->Append(ID_RenderPathShaderGLSL, _("&Shader GLSL (default)"));
}
wxMenu *menuHelp = new wxMenu;
@ -928,11 +928,13 @@ void ScenarioEditor::OnRenderPath(wxCommandEvent& event)
{
switch (event.GetId())
{
case ID_RenderPathFixed:
POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"fixed"));
break;
case ID_RenderPathShader:
case ID_RenderPathShaderARB:
POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"shader"));
POST_MESSAGE(SetViewParamB, (eRenderView::GAME, L"preferGLSL", false));
break;
case ID_RenderPathShaderGLSL:
POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"shader"));
POST_MESSAGE(SetViewParamB, (eRenderView::GAME, L"preferGLSL", true));
break;
}
}

View File

@ -323,6 +323,8 @@ void AtlasViewGame::SetParam(const std::wstring& name, bool value)
g_Renderer.SetDisplayTerrainPriorities(value);
else if (name == L"movetool")
m_DrawMoveTool = value;
else if (name == L"preferGLSL")
g_RenderingOptions.SetPreferGLSL(value);
}
void AtlasViewGame::SetParam(const std::wstring& name, float value)