0ad/source/ps/CStrInternStatic.h
Ykkrosh 994ebd9836 Add a list of statically-constructed CStrIntern strings
Switch all the constant strings in graphics code to use the new
variables.
This avoids the cost of instantiating CStrInterns at runtime every
frame.

This was SVN commit r13906.
2013-09-29 13:19:52 +00:00

149 lines
2.7 KiB
C

/* Copyright (C) 2013 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/>.
*/
// This file defines global CStrIntern variables, to avoid the cost of
// constructing CStrInterns frequently at runtime.
//
// A line like
// X(foo)
// defines a variable str_foo with value "foo".
//
// A line like
// X2(foo_0, "foo[0]")
// defines a variable str_foo_0 with value "foo[0]".
X(0)
X(1)
X(2)
X(ALPHABLEND_PASS_BLEND)
X(ALPHABLEND_PASS_OPAQUE)
X(BLEND)
X(BLOOM_NOP)
X(BLOOM_PASS_H)
X(BLOOM_PASS_V)
X(DECAL)
X(DISABLE_RECEIVE_SHADOWS)
X(Foam)
X(IGNORE_LOS)
X(MINIMAP_BASE)
X(MINIMAP_LINE)
X(MINIMAP_LOS)
X(MINIMAP_POINT)
X(MODE_SHADOWCAST)
X(MODE_SILHOUETTEDISPLAY)
X(MODE_SILHOUETTEOCCLUDER)
X(MODE_WIREFRAME)
X(SYS_HAS_ARB)
X(SYS_HAS_GLSL)
X(SYS_PREFER_GLSL)
X(USE_FOAM)
X(USE_FP_SHADOW)
X(USE_GPU_SKINNING)
X(USE_INSTANCING)
X(USE_NORMALS)
X(USE_OBJECTCOLOR)
X(USE_REAL_DEPTH)
X(USE_REFLECTION)
X(USE_REFRACTION)
X(USE_SHADOW)
X(USE_SHADOWS)
X(USE_SHADOW_PCF)
X(USE_SHADOW_SAMPLER)
X(USE_WAVES)
X2(_emptystring, "")
X(a_skinJoints)
X(a_skinWeights)
X(a_tangent)
X(ambient)
X(baseTex)
X(blendTex)
X(bloom)
X(blurTex2)
X(blurTex4)
X(blurTex8)
X(brightness)
X(cameraPos)
X(color)
X(colorAdd)
X(colorMul)
X(delta)
X(depthTex)
X(fogColor)
X(fogParams)
X(foreground_overlay)
X(gui_add)
X(gui_basic)
X(gui_grayscale)
X(gui_solid)
X(gui_text)
X(hdr)
X(height)
X(instancingTransform)
X(losMap)
X(losMatrix)
X(losTex)
X(losTex1)
X(losTex2)
X(losTransform)
X(los_interp)
X(mapSize)
X(maskTex)
X(minimap)
X(murkiness)
X(normalMap)
X(normalMap2)
X(objectColor)
X(particle)
X(particle_solid)
X(playerColor)
X(qualityLevel)
X(reflectionMap)
X(reflectionMatrix)
X(reflectionTint)
X(reflectionTintStrength)
X(refractionMap)
X(refractionMatrix)
X(renderedTex)
X(repeatScale)
X(saturation)
X(screenSize)
X(shadingColor)
X(shadowScale)
X(shadowTex)
X(shadowTransform)
X(shininess)
X(skinBlendMatrices)
X2(skinBlendMatrices_0, "skinBlendMatrices[0]")
X(skyCube)
X(sky_simple)
X(specularStrength)
X(sunColor)
X(sunDir)
X(tex)
X(texSize)
X(textureTransform)
X(time)
X(tint)
X(transform)
X(translation)
X(waterTex)
X(waveTex)
X(waviness)
X(width)
X(zFar)
X(zNear)