Changeset View
Changeset View
Standalone View
Standalone View
source/renderer/RenderingOptions.cpp
Show First 20 Lines • Show All 132 Lines • ▼ Show 20 Lines | void CRenderingOptions::ReadConfig() | ||||
}); | }); | ||||
SetupConfig("shadowpcf", [this]() { | SetupConfig("shadowpcf", [this]() { | ||||
bool enabled; | bool enabled; | ||||
CFG_GET_VAL("shadowpcf", enabled); | CFG_GET_VAL("shadowpcf", enabled); | ||||
SetShadowPCF(enabled); | SetShadowPCF(enabled); | ||||
}); | }); | ||||
SetupConfig("antialiasing", []() { | SetupConfig("antialiasing", []() { | ||||
g_Renderer.GetPostprocManager().UpdateAntiAliasingTechnique(); | g_Renderer.GetPostprocManager().UpdateAntiAliasingTechnique(); | ||||
vladislavbelov: I believe it should be called after render path detection. | |||||
}); | }); | ||||
SetupConfig("renderpath", [this]() { | |||||
CStr renderPath; | |||||
CFG_GET_VAL("renderpath", renderPath); | |||||
SetRenderPath(RenderPathEnum::FromString(renderPath)); | |||||
}); | |||||
SetupConfig("postproc", m_PostProc); | |||||
SetupConfig("sharpness", []() { | SetupConfig("sharpness", []() { | ||||
g_Renderer.GetPostprocManager().UpdateSharpnessFactor(); | g_Renderer.GetPostprocManager().UpdateSharpnessFactor(); | ||||
}); | }); | ||||
SetupConfig("sharpening", []() { | SetupConfig("sharpening", []() { | ||||
g_Renderer.GetPostprocManager().UpdateSharpeningTechnique(); | g_Renderer.GetPostprocManager().UpdateSharpeningTechnique(); | ||||
}); | }); | ||||
SetupConfig("postproc", m_PostProc); | |||||
SetupConfig("smoothlos", m_SmoothLOS); | SetupConfig("smoothlos", m_SmoothLOS); | ||||
SetupConfig("renderpath", [this]() { | |||||
CStr renderPath; | |||||
CFG_GET_VAL("renderpath", renderPath); | |||||
SetRenderPath(RenderPathEnum::FromString(renderPath)); | |||||
}); | |||||
SetupConfig("watereffects", m_WaterEffects); | SetupConfig("watereffects", m_WaterEffects); | ||||
SetupConfig("waterfancyeffects", m_WaterFancyEffects); | SetupConfig("waterfancyeffects", m_WaterFancyEffects); | ||||
SetupConfig("waterrealdepth", m_WaterRealDepth); | SetupConfig("waterrealdepth", m_WaterRealDepth); | ||||
SetupConfig("waterrefraction", m_WaterRefraction); | SetupConfig("waterrefraction", m_WaterRefraction); | ||||
SetupConfig("waterreflection", m_WaterReflection); | SetupConfig("waterreflection", m_WaterReflection); | ||||
SetupConfig("watershadows", m_WaterShadows); | SetupConfig("watershadows", m_WaterShadows); | ||||
▲ Show 20 Lines • Show All 63 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator
I believe it should be called after render path detection.