forked from 0ad/0ad
92 lines
3.8 KiB
C++
92 lines
3.8 KiB
C++
/* Copyright (C) 2014 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 "JSInterface_Renderer.h"
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#include "renderer/Renderer.h"
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#define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME, SCRIPTNAME) \
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bool JSI_Renderer::Get##SCRIPTNAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) \
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{ \
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return g_Renderer.GetOptionBool(CRenderer::OPT_##NAME); \
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} \
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\
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void JSI_Renderer::Set##SCRIPTNAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), bool Enabled) \
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{ \
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g_Renderer.SetOptionBool(CRenderer::OPT_##NAME, Enabled); \
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}
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PARTICLES, Particles);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(GENTANGENTS, GenTangents);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PREFERGLSL, PreferGLSL);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERNORMAL, WaterNormal);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHADOWPCF, ShadowPCF);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHADOWS, Shadows);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREALDEPTH, WaterRealDepth);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREFLECTION, WaterReflection);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREFRACTION, WaterRefraction);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERFOAM, WaterFoam);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERCOASTALWAVES, WaterCoastalWaves);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERSHADOW, WaterShadow);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SILHOUETTES, Silhouettes);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHOWSKY, ShowSky);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SMOOTHLOS, SmoothLOS);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(POSTPROC, Postproc);
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#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
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std::string JSI_Renderer::GetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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return CRenderer::GetRenderPathName(g_Renderer.GetRenderPath());
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}
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void JSI_Renderer::SetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string name)
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{
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g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(name));
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}
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#define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \
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scriptInterface.RegisterFunction<bool, &JSI_Renderer::Get##NAME##Enabled>("Renderer_Get" #NAME "Enabled"); \
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scriptInterface.RegisterFunction<void, bool, &JSI_Renderer::Set##NAME##Enabled>("Renderer_Set" #NAME "Enabled");
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void JSI_Renderer::RegisterScriptFunctions(ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<std::string, &JSI_Renderer::GetRenderPath>("Renderer_GetRenderPath");
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scriptInterface.RegisterFunction<void, std::string, &JSI_Renderer::SetRenderPath>("Renderer_SetRenderPath");
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REGISTER_BOOLEAN_SCRIPT_SETTING(Shadows);
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REGISTER_BOOLEAN_SCRIPT_SETTING(ShadowPCF);
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REGISTER_BOOLEAN_SCRIPT_SETTING(Particles);
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REGISTER_BOOLEAN_SCRIPT_SETTING(GenTangents);
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REGISTER_BOOLEAN_SCRIPT_SETTING(PreferGLSL);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterNormal);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRealDepth);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterReflection);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRefraction);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterFoam);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterCoastalWaves);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterShadow);
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REGISTER_BOOLEAN_SCRIPT_SETTING(Silhouettes);
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REGISTER_BOOLEAN_SCRIPT_SETTING(ShowSky);
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REGISTER_BOOLEAN_SCRIPT_SETTING(SmoothLOS);
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REGISTER_BOOLEAN_SCRIPT_SETTING(Postproc);
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}
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#undef REGISTER_BOOLEAN_SCRIPT_SETTING
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