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source/renderer/RenderingOptions.cpp
Show First 20 Lines • Show All 76 Lines • ▼ Show 20 Lines | SRenderingOptions::SRenderingOptions() | ||||
m_PostProc = false; | m_PostProc = false; | ||||
m_ShowSky = false; | m_ShowSky = false; | ||||
m_DisplayFrustum = false; | m_DisplayFrustum = false; | ||||
m_RenderActors = true; | m_RenderActors = true; | ||||
} | } | ||||
void SRenderingOptions::ReadConfig() | void SRenderingOptions::ReadConfig() | ||||
{ | { | ||||
// TODO: be more consistent in use of the config system | CFG_GET_VAL("shadows", m_Shadows); | ||||
CFG_GET_VAL("shadowpcf", m_ShadowPCF); | |||||
CFG_GET_VAL("preferglsl", m_PreferGLSL); | CFG_GET_VAL("preferglsl", m_PreferGLSL); | ||||
CFG_GET_VAL("postproc", m_PostProc); | |||||
CFG_GET_VAL("smoothlos", m_SmoothLOS); | |||||
CStr renderPath; | |||||
CFG_GET_VAL("renderpath", renderPath); | |||||
SetRenderPath(RenderPathEnum::FromString(renderPath)); | |||||
CFG_GET_VAL("watereffects", m_WaterEffects); | |||||
CFG_GET_VAL("waterfancyeffects", m_WaterFancyEffects); | |||||
CFG_GET_VAL("waterrealdepth", m_WaterRealDepth); | |||||
CFG_GET_VAL("waterrefraction", m_WaterRefraction); | |||||
CFG_GET_VAL("waterreflection", m_WaterReflection); | |||||
CFG_GET_VAL("watershadows", m_WaterShadows); | |||||
CFG_GET_VAL("particles", m_Particles); | |||||
CFG_GET_VAL("fog", m_Fog); | |||||
CFG_GET_VAL("silhouettes", m_Silhouettes); | |||||
CFG_GET_VAL("showsky", m_ShowSky); | |||||
CFG_GET_VAL("novbo", m_NoVBO); | |||||
CFG_GET_VAL("forcealphatest", m_ForceAlphaTest); | CFG_GET_VAL("forcealphatest", m_ForceAlphaTest); | ||||
CFG_GET_VAL("gpuskinning", m_GPUSkinning); | CFG_GET_VAL("gpuskinning", m_GPUSkinning); | ||||
CFG_GET_VAL("smoothlos", m_SmoothLOS); | |||||
CFG_GET_VAL("postproc", m_PostProc); | |||||
CFG_GET_VAL("renderactors", m_RenderActors); | CFG_GET_VAL("renderactors", m_RenderActors); | ||||
} | } | ||||
void SRenderingOptions::SetShadows(bool value) | void SRenderingOptions::SetShadows(bool value) | ||||
{ | { | ||||
m_Shadows = value; | m_Shadows = value; | ||||
g_Renderer.MakeShadersDirty(); | g_Renderer.MakeShadersDirty(); | ||||
Show All 27 Lines |
Wildfire Games · Phabricator