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source/ps/GameSetup/Config.h
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>. | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>. | ||||
*/ | */ | ||||
#ifndef INCLUDED_PS_GAMESETUP_CONFIG | #ifndef INCLUDED_PS_GAMESETUP_CONFIG | ||||
#define INCLUDED_PS_GAMESETUP_CONFIG | #define INCLUDED_PS_GAMESETUP_CONFIG | ||||
#include "ps/CStr.h" | #include "ps/CStr.h" | ||||
//----------------------------------------------------------------------------- | |||||
// prevent various OpenGL features from being used. this allows working | |||||
// around issues like buggy drivers. | |||||
// when loading S3TC-compressed texture files, do not pass them directly to | |||||
// OpenGL; instead, decompress them via software to regular textures. | |||||
// (necessary on JW's S3 laptop graphics card -- oh, the irony) | |||||
extern bool g_NoGLS3TC; | |||||
// do not ask OpenGL to create mipmaps; instead, generate them in software | |||||
// and upload them all manually. (potentially helpful for PT's system, where | |||||
// Mesa falsely reports full S3TC support but isn't able to generate mipmaps | |||||
// for them) | |||||
extern bool g_NoGLAutoMipmap; | |||||
// don't use VBOs. (RC: that was necessary on laptop Radeon cards) | |||||
extern bool g_NoGLVBO; | |||||
Stan: Oversight ? Else the option must go too. | |||||
//----------------------------------------------------------------------------- | |||||
// flag to pause the game on window focus loss | // flag to pause the game on window focus loss | ||||
extern bool g_PauseOnFocusLoss; | extern bool g_PauseOnFocusLoss; | ||||
// flag to switch on shadows | |||||
extern bool g_Shadows; | |||||
// If disabled, force the use of the fixed function for rendering water. | |||||
extern bool g_WaterEffects; | |||||
// Add foam and waves near the shores, trails following ships, and other HQ things. | |||||
extern bool g_WaterFancyEffects; | |||||
// Use real depth for water rendering. | |||||
extern bool g_WaterRealDepth; | |||||
// Use a real refraction map and not transparency. | |||||
extern bool g_WaterRefraction; | |||||
// Use a real reflection map and not a skybox texture. | |||||
extern bool g_WaterReflection; | |||||
// Enable on-water shadows. | |||||
extern bool g_WaterShadows; | |||||
// flag to switch on shadow PCF | |||||
extern bool g_ShadowPCF; | |||||
// flag to switch on particles rendering | |||||
extern bool g_Particles; | |||||
// flag to switch on fog | |||||
extern bool g_Fog; | |||||
// flag to switch on unit silhouettes | |||||
extern bool g_Silhouettes; | |||||
// flag to switch on sky rendering | |||||
extern bool g_ShowSky; | |||||
// Prefer GLSL shaders over ARB shaders | |||||
extern bool g_PreferGLSL; | |||||
// Use screen-space postprocessing filters (HDR, bloom, DOF, etc) | |||||
extern bool g_PostProc; | |||||
// Use smooth LOS interpolation | |||||
extern bool g_SmoothLOS; | |||||
extern float g_Gamma; | extern float g_Gamma; | ||||
// name of configured render path (depending on OpenGL extensions, this may not be | |||||
// the render path that is actually in use right now) | |||||
extern CStr g_RenderPath; | |||||
extern int g_xres, g_yres; | extern int g_xres, g_yres; | ||||
extern float g_GuiScale; | extern float g_GuiScale; | ||||
extern bool g_VSync; | extern bool g_VSync; | ||||
extern bool g_Quickstart; | extern bool g_Quickstart; | ||||
extern bool g_DisableAudio; | extern bool g_DisableAudio; | ||||
extern CStrW g_CursorName; | extern CStrW g_CursorName; | ||||
extern const wchar_t g_DefaultCursor[]; | extern const wchar_t g_DefaultCursor[]; | ||||
class CmdLineArgs; | class CmdLineArgs; | ||||
extern void CONFIG_Init(const CmdLineArgs& args); | extern void CONFIG_Init(const CmdLineArgs& args); | ||||
#endif // INCLUDED_PS_GAMESETUP_CONFIG | #endif // INCLUDED_PS_GAMESETUP_CONFIG |
Wildfire Games · Phabricator
Oversight ? Else the option must go too.