Index: ps/trunk/binaries/data/config/default.cfg
===================================================================
--- ps/trunk/binaries/data/config/default.cfg (revision 25710)
+++ ps/trunk/binaries/data/config/default.cfg (revision 25711)
@@ -1,567 +1,573 @@
; Global Configuration Settings
;
; **************************************************************
; * DO NOT EDIT THIS FILE if you want personal customisations: *
; * create a text file called "local.cfg" instead, and copy *
; * the lines from this file that you want to change. *
; * *
; * If a setting is part of a section (for instance [hotkey]) *
; * you need to append the section name at the beginning of *
; * your custom line (for instance you need to write *
; * "hotkey.pause = Space" if you want to change the pausing *
; * hotkey to the spacebar). *
; * *
; * On Linux, create: *
; * $XDG_CONFIG_HOME/0ad/config/local.cfg *
; * (Note: $XDG_CONFIG_HOME defaults to ~/.config) *
; * *
; * On OS X, create: *
; * ~/Library/Application\ Support/0ad/config/local.cfg *
; * *
; * On Windows, create: *
; * %appdata%\0ad\config\local.cfg *
; * *
; **************************************************************
; Enable/disable windowed mode by default. (Use Alt+Enter to toggle in the game.)
windowed = false
; Show detailed tooltips (Unit stats)
showdetailedtooltips = false
; Pause the game on window focus loss (Only applicable to single player mode)
pauseonfocusloss = true
; Persist settings after leaving the game setup screen
persistmatchsettings = true
; Default player name to use in multiplayer
; playername = "anonymous"
; Default server name or IP to use in multiplayer
multiplayerserver = "127.0.0.1"
; Force a particular resolution. (If these are 0, the default is
; to keep the current desktop resolution in fullscreen mode or to
; use 1024x768 in windowed mode.)
xres = 0
yres = 0
; Force a non-standard bit depth (if 0 then use the current desktop bit depth)
bpp = 0
; Preferred display (for multidisplay setups, only works with SDL 2.0)
display = 0
; Enable Hi-DPI where supported, currently working only for testing.
hidpi = false
; Allows to force GL version for SDL
forceglversion = false
forceglprofile = "compatibility" ; Possible values: compatibility, core, es
forceglmajorversion = 3
forceglminorversion = 3
; Big screenshot tiles
screenshot.tiles = 4
screenshot.tilewidth = 480
screenshot.tileheight = 270
; Emulate right-click with Ctrl+Click on Mac mice
macmouse = false
; System settings:
; if false, actors won't be rendered but anything entity will be.
renderactors = true
watereffects=true ; When disabled, force usage of the fixed pipeline water. This is faster, but really, really ugly.
waterfancyeffects = false
waterrealdepth = true
waterrefraction = true
waterreflection = true
shadows = true
-shadowquality = 0 ; Shadow map resolution. (-2 - Very Low, -1 - Low, 0 - Medium, 1 - High, 2 - Very High)
+shadowquality = 0 ; Shadow map resolution. (-1 - Low, 0 - Medium, 1 - High, 2 - Very High)
; High values can crash the game when using a graphics card with low memory!
shadowpcf = true
-shadowsfixed = false ; When enabled shadows are rendered only on the
-shadowsfixeddistance = 300.0 ; fixed distance and without swimming effect.
+; Increases details closer to the camera but decreases performance
+; especially on low hardware.
+shadowscascadecount = 1
+shadowscascadedistanceratio = 1.7
+; Hides shadows after the distance.
+shadowscutoffdistance = 300.0
+; If true shadows cover the whole map instead of the camera frustum.
+shadowscovermap = false
texturequality = 5 ; Texture resolution and quality (0 - Lowest, 1 Very Low, 2 - Low, 3 - Medium, 4 - High, 5 - Very High, 6 - Ultra)
vsync = false
particles = true
fog = true
silhouettes = true
showsky = true
; Uses a synchonized call to a GL driver to get an error state. Useful
; for a debugging of a system without GL_KHR_debug.
gl.checkerrorafterswap = false
; Disable hardware cursors
nohwcursor = false
; Specify the render path. This can be one of:
; default Automatically select one of the below, depending on system capabilities
; fixed Only use OpenGL fixed function pipeline
; shader Use vertex/fragment shaders for transform and lighting where possible
; Using 'fixed' instead of 'default' may work around some graphics-related problems,
; but will reduce performance and features when a modern graphics card is available.
renderpath = default
;;;;; EXPERIMENTAL ;;;;;
; Prefer GLSL shaders over ARB shaders. Allows fancier graphical effects.
preferglsl = false
; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk
gpuskinning = false
; Use smooth LOS interpolation
smoothlos = false
; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath.
postproc = false
; Use anti-aliasing techniques.
antialiasing = "disabled"
; Use sharpening techniques.
sharpening = "disabled"
sharpness = 0.3
; Quality used for actors.
max_actor_quality=200
; Whether or not actor variants are selected randomly, possible values are "full", "limited", "none".
variant_diversity = "full"
; Quality level of shader effects (set to 10 to display all effects)
materialmgr.quality = 2.0
; Maximum distance to display parallax effect. Set to 0 to disable parallax.
materialmgr.PARALLAX_DIST.max = 150
; Maximum distance to display high quality parallax effect.
materialmgr.PARALLAX_HQ_DIST.max = 75
; Maximum distance to display very high quality parallax effect. Set to 30 to enable.
materialmgr.PARALLAX_VHQ_DIST.max = 0
;;;;;;;;;;;;;;;;;;;;;;;;
; Replace alpha-blending with alpha-testing, for performance experiments
forcealphatest = false
; Color of the sky (in "r g b" format)
skycolor = "0 0 0"
[adaptivefps]
session = 60 ; Throttle FPS in running games (prevents 100% CPU workload).
menu = 60 ; Throttle FPS in menus only.
[profiler2]
server = "127.0.0.1"
server.port = "8000" ; Use a free port on your machine.
server.threads = "6" ; Enough for the browser's parallel connection limit
[hotkey]
; Each one of the specified keys will trigger the action on the left
; for multiple-key combinations, separate keys with '+'.
; See keys.txt for the list of key names.
; > SYSTEM SETTINGS
exit = "Ctrl+Break", "Super+Q", "Alt+F4" ; Exit to desktop
cancel = Escape ; Close or cancel the current dialog box/popup
confirm = Return ; Confirm the current command
pause = Pause, "Shift+Space" ; Pause/unpause game
screenshot = F2 ; Take PNG screenshot
bigscreenshot = "Shift+F2" ; Take large BMP screenshot
togglefullscreen = "Alt+Return" ; Toggle fullscreen/windowed mode
screenshot.watermark = "Alt+K" ; Toggle product/company watermark for official screenshots
wireframe = "Alt+Shift+W" ; Toggle wireframe mode
silhouettes = "Alt+Shift+S" ; Toggle unit silhouettes
; > DIALOG HOTKEYS
summary = "Ctrl+Tab" ; Toggle in-game summary
lobby = "Alt+L" ; Show the multiplayer lobby in a dialog window.
structree = "Alt+Shift+T" ; Show structure tree
civinfo = "Alt+Shift+H" ; Show civilization info
; > CLIPBOARD CONTROLS
copy = "Ctrl+C" ; Copy to clipboard
paste = "Ctrl+V" ; Paste from clipboard
cut = "Ctrl+X" ; Cut selected text and copy to the clipboard
; > CONSOLE SETTINGS
console.toggle = BackQuote, F9 ; Open/close console
; > OVERLAY KEYS
fps.toggle = "Alt+F" ; Toggle frame counter
realtime.toggle = "Alt+T" ; Toggle current display of computer time
timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter
ceasefirecounter.toggle = "" ; Toggle ceasefire counter
; > HOTKEYS ONLY
chat = Return ; Toggle chat window
teamchat = "T" ; Toggle chat window in team chat mode
privatechat = "L" ; Toggle chat window and select the previous private chat partner
; > QUICKSAVE
quicksave = "Shift+F5"
quickload = "Shift+F8"
[hotkey.camera]
reset = "R" ; Reset camera rotation to default.
follow = "F" ; Follow the first unit in the selection
rallypointfocus = "" ; Focus the camera on the rally point of the selected building
zoom.in = Plus, NumPlus ; Zoom camera in (continuous control)
zoom.out = Minus, NumMinus ; Zoom camera out (continuous control)
zoom.wheel.in = WheelUp ; Zoom camera in (stepped control)
zoom.wheel.out = WheelDown ; Zoom camera out (stepped control)
rotate.up = "Ctrl+UpArrow", "Ctrl+W" ; Rotate camera to look upwards
rotate.down = "Ctrl+DownArrow", "Ctrl+S" ; Rotate camera to look downwards
rotate.cw = "Ctrl+LeftArrow", "Ctrl+A", Q ; Rotate camera clockwise around terrain
rotate.ccw = "Ctrl+RightArrow", "Ctrl+D", E ; Rotate camera anticlockwise around terrain
rotate.wheel.cw = "Shift+WheelUp", MouseX1 ; Rotate camera clockwise around terrain (stepped control)
rotate.wheel.ccw = "Shift+WheelDown", MouseX2 ; Rotate camera anticlockwise around terrain (stepped control)
pan = MouseMiddle ; Enable scrolling by moving mouse
left = A, LeftArrow ; Scroll or rotate left
right = D, RightArrow ; Scroll or rotate right
up = W, UpArrow ; Scroll or rotate up/forwards
down = S, DownArrow ; Scroll or rotate down/backwards
scroll.speed.increase = "Ctrl+Shift+S" ; Increase scroll speed
scroll.speed.decrease = "Ctrl+Alt+S" ; Decrease scroll speed
rotate.speed.increase = "Ctrl+Shift+R" ; Increase rotation speed
rotate.speed.decrease = "Ctrl+Alt+R" ; Decrease rotation speed
zoom.speed.increase = "Ctrl+Shift+Z" ; Increase zoom speed
zoom.speed.decrease = "Ctrl+Alt+Z" ; Decrease zoom speed
[hotkey.camera.jump]
1 = F5 ; Jump to position N
2 = F6
3 = F7
4 = F8
;5 =
;6 =
;7 =
;8 =
;9 =
;10 =
[hotkey.camera.jump.set]
1 = "Ctrl+F5" ; Set jump position N
2 = "Ctrl+F6"
3 = "Ctrl+F7"
4 = "Ctrl+F8"
;5 =
;6 =
;7 =
;8 =
;9 =
;10 =
[hotkey.profile]
toggle = "F11" ; Enable/disable real-time profiler
save = "Shift+F11" ; Save current profiler data to logs/profile.txt
[hotkey.profile2]
toggle = "Ctrl+F11" ; Enable/disable HTTP/GPU modes for new profiler
[hotkey.selection]
cancel = Esc ; Un-select all units and cancel building placement
add = Shift ; Add units to selection
militaryonly = Alt ; Add only military units to the selection
nonmilitaryonly = "Alt+Y" ; Add only non-military units to the selection
idleonly = "I" ; Select only idle units
woundedonly = "O" ; Select only wounded units
remove = Ctrl ; Remove units from selection
idlebuilder = Semicolon ; Select next idle builder
idleworker = Period, NumDecimal ; Select next idle worker
idlewarrior = Slash, NumDivide ; Select next idle warrior
idleunit = BackSlash ; Select next idle unit
offscreen = Alt ; Include offscreen units in selection
[hotkey.selection.group.add]
0 = "Shift+0", "Shift+Num0"
1 = "Shift+1", "Shift+Num1"
2 = "Shift+2", "Shift+Num2"
3 = "Shift+3", "Shift+Num3"
4 = "Shift+4", "Shift+Num4"
5 = "Shift+5", "Shift+Num5"
6 = "Shift+6", "Shift+Num6"
7 = "Shift+7", "Shift+Num7"
8 = "Shift+8", "Shift+Num8"
9 = "Shift+9", "Shift+Num9"
[hotkey.selection.group.save]
0 = "Ctrl+0", "Ctrl+Num0"
1 = "Ctrl+1", "Ctrl+Num1"
2 = "Ctrl+2", "Ctrl+Num2"
3 = "Ctrl+3", "Ctrl+Num3"
4 = "Ctrl+4", "Ctrl+Num4"
5 = "Ctrl+5", "Ctrl+Num5"
6 = "Ctrl+6", "Ctrl+Num6"
7 = "Ctrl+7", "Ctrl+Num7"
8 = "Ctrl+8", "Ctrl+Num8"
9 = "Ctrl+9", "Ctrl+Num9"
[hotkey.selection.group.select]
0 = 0, Num0
1 = 1, Num1
2 = 2, Num2
3 = 3, Num3
4 = 4, Num4
5 = 5, Num5
6 = 6, Num6
7 = 7, Num7
8 = 8, Num8
9 = 9, Num9
[hotkey.gamesetup]
mapbrowser.open = "M"
[hotkey.session]
kill = Delete, Backspace ; Destroy selected units
stop = "H" ; Stop the current action
backtowork = "Y" ; The unit will go back to work
unload = "U" ; Unload garrisoned units when a building/mechanical unit is selected
unloadturrets = "U" ; Unload turreted units.
leaveturret = "U" ; Leave turret point.
move = "" ; Modifier to move to a point instead of another action (e.g. gather)
attack = Ctrl ; Modifier to attack instead of another action (e.g. capture)
attackmove = Ctrl ; Modifier to attackmove when clicking on a point
attackmoveUnit = "Ctrl+Q" ; Modifier to attackmove targeting only units when clicking on a point
garrison = Ctrl ; Modifier to garrison when clicking on building
occupyturret = Ctrl ; Modifier to occupy a turret when clicking on a turret holder.
autorallypoint = Ctrl ; Modifier to set the rally point on the building itself
guard = "G" ; Modifier to escort/guard when clicking on unit/building
patrol = "P" ; Modifier to patrol a unit
repair = "J" ; Modifier to repair when clicking on building/mechanical unit
queue = Shift ; Modifier to queue unit orders instead of replacing
pushorderfront = "" ; Modifier to push unit orders to the front instead of replacing.
orderone = Alt ; Modifier to order only one entity in selection.
batchtrain = Shift ; Modifier to train units in batches
massbarter = Shift ; Modifier to barter bunch of resources
masstribute = Shift ; Modifier to tribute bunch of resources
noconfirmation = Shift ; Do not ask confirmation when deleting a building/unit
fulltradeswap = Shift ; Modifier to put the desired trade resource to 100%
unloadtype = Shift ; Modifier to unload all units of type
deselectgroup = Ctrl ; Modifier to deselect units when clicking group icon, instead of selecting
rotate.cw = RightBracket ; Rotate building placement preview clockwise
rotate.ccw = LeftBracket ; Rotate building placement preview anticlockwise
snaptoedges = Ctrl ; Modifier to align new structures with nearby existing structure
toggledefaultformation = "" ; Switch between null default formation and the last default formation used (defaults to "box")
flare = K ; Modifier to send a flare to your allies
flareactivate = "" ; Modifier to activate the mode to send a flare to your allies
; Overlays
showstatusbars = Tab ; Toggle display of status bars
devcommands.toggle = "Alt+D" ; Toggle developer commands panel
highlightguarding = PageDown ; Toggle highlight of guarding units
highlightguarded = PageUp ; Toggle highlight of guarded units
diplomacycolors = "Alt+X" ; Toggle diplomacy colors
toggleattackrange = "Alt+C" ; Toggle display of attack range overlays of selected defensive structures
toggleaurasrange = "Alt+V" ; Toggle display of aura range overlays of selected units and structures
togglehealrange = "Alt+B" ; Toggle display of heal range overlays of selected units
[hotkey.session.gui]
toggle = "Alt+G" ; Toggle visibility of session GUI
menu.toggle = "F10" ; Toggle in-game menu
diplomacy.toggle = "Ctrl+H" ; Toggle in-game diplomacy page
barter.toggle = "Ctrl+B" ; Toggle in-game barter/trade page
objectives.toggle = "Ctrl+O" ; Toggle in-game objectives page
tutorial.toggle = "Ctrl+P" ; Toggle in-game tutorial panel
[hotkey.session.savedgames]
delete = Delete, Backspace ; Delete the selected saved game asking confirmation
noconfirmation = Shift ; Do not ask confirmation when deleting a game
[hotkey.session.queueunit] ; > UNIT TRAINING
1 = "Z" ; add first unit type to queue
2 = "X" ; add second unit type to queue
3 = "C" ; add third unit type to queue
4 = "V" ; add fourth unit type to queue
5 = "B" ; add fivth unit type to queue
6 = "N" ; add sixth unit type to queue
7 = "M" ; add seventh unit type to queue
8 = Comma ; add eighth unit type to queue
[hotkey.session.timewarp]
fastforward = Space ; If timewarp mode enabled, speed up the game
rewind = "Shift+Backspace" ; If timewarp mode enabled, go back to earlier point in the game
[hotkey.tab]
next = "Tab", "Alt+S" ; Show the next tab
prev = "Shift+Tab", "Alt+W" ; Show the previous tab
[hotkey.text] ; > GUI TEXTBOX HOTKEYS
delete.left = "Ctrl+Backspace" ; Delete word to the left of cursor
delete.right = "Ctrl+Del" ; Delete word to the right of cursor
move.left = "Ctrl+LeftArrow" ; Move cursor to start of word to the left of cursor
move.right = "Ctrl+RightArrow" ; Move cursor to start of word to the right of cursor
[gui]
cursorblinkrate = 0.5 ; Cursor blink rate in seconds (0.0 to disable blinking)
scale = 1.0 ; GUI scaling factor, for improved compatibility with 4K displays
[gui.gamesetup]
enabletips = true ; Enable/Disable tips during gamesetup (for newcomers)
assignplayers = everyone ; Whether to assign joining clients to free playerslots. Possible values: everyone, buddies, disabled.
aidifficulty = 3 ; Difficulty level, from 0 (easiest) to 5 (hardest)
aibehavior = "random" ; Default behavior of the AI (random, balanced, aggressive or defensive)
settingsslide = true ; Enable/Disable settings panel slide
[gui.loadingscreen]
progressdescription = false ; Whether to display the progress percent or a textual description
[gui.session]
camerajump.threshold = 40 ; How close do we have to be to the actual location in order to jump back to the previous one?
timeelapsedcounter = false ; Show the game duration in the top right corner
ceasefirecounter = false ; Show the remaining ceasefire time in the top right corner
batchtrainingsize = 5 ; Number of units to be trained per batch by default (when pressing the hotkey)
scrollbatchratio = 1 ; Number of times you have to scroll to increase/decrease the batchsize by 1
woundedunithotkeythreshold = 33 ; The wounded unit hotkey considers the selected units as wounded if their health percentage falls below this number
attackrange = true ; Display attack range overlays of selected defensive structures
aurasrange = true ; Display aura range overlays of selected units and structures
healrange = true ; Display heal range overlays of selected units
rankabovestatusbar = true ; Show rank icons above status bars
experiencestatusbar = true ; Show an experience status bar above each selected unit
respoptooltipsort = 0 ; Sorting players in the resources and population tooltip by value (0 - no sort, -1 - ascending, 1 - descending)
snaptoedges = "disabled" ; Possible values: disabled, enabled.
snaptoedgesdistancethreshold = 15 ; On which distance we don't snap to edges
disjointcontrolgroups = "true" ; Whether control groups are disjoint sets or entities can be in multiple control groups at the same time.
defaultformation = "special/formations/box" ; For walking orders, automatically put units into this formation if they don't have one already.
formationwalkonly = "true" ; Formations are disabled when giving gather/attack/... orders.
howtoshownames = 0 ; Whether the specific names are show as default, as opposed to the generic names. And whether the secondary names are shown. (0 - show both; specific names primary, 1 - show both; generic names primary, 2 - show only specific names, 3 - show only generic names)
[gui.session.minimap]
blinkduration = 1.7 ; The blink duration while pinging
pingduration = 50.0 ; The duration for which an entity will be pinged after an attack notification
[gui.session.notifications]
attack = true ; Show a chat notification if you are attacked by another player
tribute = true ; Show a chat notification if an ally tributes resources to another team member if teams are locked, and all tributes in observer mode
barter = true ; Show a chat notification to observers when a player bartered resources
phase = completed ; Show a chat notification if you or an ally have started, aborted or completed a new phase, and phases of all players in observer mode. Possible values: none, completed, all.
[gui.splashscreen]
enable = true ; Enable/disable the splashscreen
version = 0 ; Splashscreen version (date of last modification). By default, 0 to force splashscreen to appear at first launch
[gui.session.diplomacycolors]
self = "21 55 149" ; Color of your units when diplomacy colors are enabled
ally = "86 180 31" ; Color of allies when diplomacy colors are enabled
neutral = "231 200 5" ; Color of neutral players when diplomacy colors are enabled
enemy = "150 20 20" ; Color of enemies when diplomacy colors are enabled
[joystick] ; EXPERIMENTAL: joystick/gamepad settings
enable = false
deadzone = 8192
[chat]
timestamp = true ; Show at which time chat messages have been sent
[chat.session]
extended = true ; Whether to display the chat history
[lobby]
history = 0 ; Number of past messages to display on join
room = "arena25" ; Default MUC room to join
server = "lobby.wildfiregames.com" ; Address of lobby server
tls = true ; Whether to use TLS encryption when connecting to the server.
verify_certificate = false ; Whether to reject connecting to the lobby if the TLS certificate is invalid (TODO: wait for Gloox GnuTLS trust implementation to be fixed)
terms_url = "https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/prelobby/common/terms/"; Allows the user to save the text and print the terms
terms_of_service = "0" ; Version (hash) of the Terms of Service that the user has accepted
terms_of_use = "0" ; Version (hash) of the Terms of Use that the user has accepted
privacy_policy = "0" ; Version (hash) of the Privacy Policy that the user has accepted
xpartamupp = "wfgbot25" ; Name of the server-side XMPP-account that manage games
echelon = "echelon25" ; Name of the server-side XMPP-account that manages ratings
buddies = "," ; Comma separated list of playernames that the current user has marked as buddies
rememberpassword = true ; Whether to store the encrypted password in the user config
[lobby.columns]
gamerating = false ; Show the average rating of the participating players in a column of the gamelist
[lobby.stun]
enabled = true ; The STUN protocol allows hosting games without configuring the firewall and router.
; If STUN is disabled, the game relies on direct connection, UPnP and port forwarding.
server = "lobby.wildfiregames.com" ; Address of the STUN server.
port = 3478 ; Port of the STUN server.
delay = 200 ; Duration in milliseconds that is waited between STUN messages.
; Smaller numbers speed up joins but also become less stable.
[mod]
enabledmods = "mod public"
[modio]
public_key = "RWRcbM/EwV7bucTiQVCcRBhCkYkXmJEO7s4ktyufkB+gW/NxHhOZ38xh" ; Public key corresponding to the private key valid mods are signed with
disclaimer = "0" ; Version (hash) of the Disclaimer that the user has accepted
[modio.v1]
baseurl = "https://api.mod.io/v1"
api_key = "23df258a71711ea6e4b50893acc1ba55"
name_id = "0ad"
[network]
duplicateplayernames = false ; Rename joining player to "User (2)" if "User" is already connected, otherwise prohibit join.
lateobservers = everyone ; Allow observers to join the game after it started. Possible values: everyone, buddies, disabled.
observerlimit = 8 ; Prevent further observer joins in running games if this limit is reached
observermaxlag = 10 ; Make clients wait for observers if they lag more than X turns behind. -1 means "never wait for observers".
autocatchup = true ; Auto-accelerate the sim rate if lagging behind (as an observer).
[overlay]
fps = "false" ; Show frames per second in top right corner
realtime = "false" ; Show current system time in top right corner
netwarnings = "true" ; Show warnings if the network connection is bad
[profiler2]
autoenable = false ; Enable HTTP server output at startup (default off for security/performance)
gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available
gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mode when available
gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available
[rlinterface]
address = "127.0.0.1:6000"
[sound]
mastergain = 0.9
musicgain = 0.2
ambientgain = 0.6
actiongain = 0.7
uigain = 0.7
mindistance = 1
maxdistance = 350
maxstereoangle = 0.62 ; About PI/5 radians
[sound.notify]
nick = true ; Play a sound when someone mentions your name in the lobby or game
gamesetup.join = false ; Play a sound when a new client joins the game setup
[tinygettext]
debug = false ; Print error messages each time a translation for an English string is not found.
[userreport] ; Opt-in online user reporting system
url_upload = "https://feedback.wildfiregames.com/report/upload/v1/" ; URL where UserReports are uploaded to
url_publication = "https://feedback.wildfiregames.com/" ; URL where UserReports were analyzed and published
url_terms = "https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt"; Allows the user to save the text and print the terms
terms = "0" ; Version (hash) of the UserReporter Terms that the user has accepted
[view] ; Camera control settings
scroll.speed = 120.0
scroll.speed.modifier = 1.05 ; Multiplier for changing scroll speed
rotate.x.speed = 1.2
rotate.x.min = 28.0
rotate.x.max = 60.0
rotate.x.default = 35.0
rotate.y.speed = 2.0
rotate.y.speed.wheel = 0.45
rotate.y.default = 0.0
rotate.speed.modifier = 1.05 ; Multiplier for changing rotation speed
drag.speed = 0.5
zoom.speed = 256.0
zoom.speed.wheel = 32.0
zoom.min = 50.0
zoom.max = 200.0
zoom.default = 120.0
zoom.speed.modifier = 1.05 ; Multiplier for changing zoom speed
pos.smoothness = 0.1
zoom.smoothness = 0.4
rotate.x.smoothness = 0.5
rotate.y.smoothness = 0.3
near = 2.0 ; Near plane distance
far = 4096.0 ; Far plane distance
fov = 45.0 ; Field of view (degrees), lower is narrow, higher is wide
height.smoothness = 0.5
height.min = 16
Index: ps/trunk/binaries/data/mods/public/gui/options/options.json
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/options/options.json (revision 25710)
+++ ps/trunk/binaries/data/mods/public/gui/options/options.json (revision 25711)
@@ -1,693 +1,708 @@
[
{
"label": "General",
"options":
[
{
"type": "string",
"label": "Player name (single-player)",
"tooltip": "How you want to be addressed in single-player matches.",
"config": "playername.singleplayer"
},
{
"type": "string",
"label": "Player name (multiplayer)",
"tooltip": "How you want to be addressed in multiplayer matches (except lobby).",
"config": "playername.multiplayer"
},
{
"type": "boolean",
"label": "Background pause",
"tooltip": "Pause single-player games when window loses focus.",
"config": "pauseonfocusloss"
},
{
"type": "boolean",
"label": "Enable welcome screen",
"tooltip": "If you disable it, the welcome screen will still appear once, each time a new version is available. You can always launch it from the main menu.",
"config": "gui.splashscreen.enable"
},
{
"type": "boolean",
"label": "FPS overlay",
"tooltip": "Show frames per second in top right corner.",
"config": "overlay.fps"
},
{
"type": "boolean",
"label": "Real time overlay",
"tooltip": "Show current system time in top right corner.",
"config": "overlay.realtime"
},
{
"type": "boolean",
"label": "Game time overlay",
"tooltip": "Show current simulation time in top right corner.",
"config": "gui.session.timeelapsedcounter"
},
{
"type": "boolean",
"label": "Ceasefire time overlay",
"tooltip": "Always show the remaining ceasefire time.",
"config": "gui.session.ceasefirecounter"
},
{
"type": "boolean",
"label": "Chat timestamp",
"tooltip": "Display the time at which a chat message was posted.",
"config": "chat.timestamp"
},
{
"type": "dropdown",
"label": "Naming of entities.",
"tooltip": "How to show entity names.",
"config": "gui.session.howtoshownames",
"list": [
{
"value": 0,
"label": "Specific primary.",
"tooltip": "Show specific names as primary and generic names as secondary."
},
{
"value": 1,
"label": "Generic primary.",
"tooltip": "Show generic names as primary and specific names as secondary."
},
{
"value": 2,
"label": "Only Specific.",
"tooltip": "Show only specific names for units."
},
{
"value": 3,
"label": "Only Generic.",
"tooltip": "Show only generic names for units."
}
]
}
]
},
{
"label": "Graphics (general)",
"tooltip": "Set the balance between performance and visual appearance.",
"options":
[
{
"type": "boolean",
"label": "Windowed mode",
"tooltip": "Start 0 A.D. in a window.",
"config": "windowed"
},
{
"type": "boolean",
"label": "Fog",
"tooltip": "Enable fog.",
"config": "fog"
},
{
"type": "boolean",
"label": "Post-processing",
"tooltip": "Use screen-space post-processing filters (HDR, Bloom, DOF, etc).",
"config": "postproc"
},
{
"type": "boolean",
"label": "Shadows",
"tooltip": "Enable shadows.",
"config": "shadows"
},
{
"type": "boolean",
"label": "Unit silhouettes",
"tooltip": "Show outlines of units behind structures.",
"config": "silhouettes"
},
{
"type": "boolean",
"label": "Particles",
"tooltip": "Enable particles.",
"config": "particles"
},
{
"type": "boolean",
"label": "VSync",
"tooltip": "Run vertical sync to fix screen tearing. REQUIRES GAME RESTART",
"config": "vsync"
},
{
"type": "slider",
"label": "FPS throttling in menus",
"tooltip": "To save CPU workload, throttle render frequency in all menus. Set to maximum to disable throttling.",
"config": "adaptivefps.menu",
"min": 20,
"max": 100
},
{
"type": "slider",
"label": "FPS throttling in games",
"tooltip": "To save CPU workload, throttle render frequency in running games. Set to maximum to disable throttling.",
"config": "adaptivefps.session",
"min": 20,
"max": 100
}
]
},
{
"label": "Graphics (advanced)",
"tooltip": "More specific rendering settings.",
"options":
[
{
"type": "boolean",
"label": "Prefer GLSL",
"tooltip": "Use OpenGL 2.0 shaders (recommended).",
"config": "preferglsl"
},
{
"type": "boolean",
"label": "Fog",
"tooltip": "Enable fog.",
"dependencies": ["preferglsl"],
"config": "fog"
},
{
"type": "boolean",
"label": "Post-processing",
"tooltip": "Use screen-space post-processing filters (HDR, Bloom, DOF, etc).",
"config": "postproc"
},
{
"type": "dropdown",
"label": "Antialiasing",
"tooltip": "Reduce aliasing effect on edges.",
"dependencies": ["postproc", "preferglsl"],
"config": "antialiasing",
"list": [
{ "value": "disabled", "label": "Disabled", "tooltip": "Do not use antialiasing." },
{ "value": "fxaa", "label": "FXAA", "tooltip": "Fast, but simple antialiasing." },
{ "value": "msaa2", "label": "MSAA (2×)", "tooltip": "Slow, but high-quality antialiasing, uses two samples per pixel. Supported for GL3.3+." },
{ "value": "msaa4", "label": "MSAA (4×)", "tooltip": "Slow, but high-quality antialiasing, uses four samples per pixel. Supported for GL3.3+." },
{ "value": "msaa8", "label": "MSAA (8×)", "tooltip": "Slow, but high-quality antialiasing, uses eight samples per pixel. Supported for GL3.3+." },
{ "value": "msaa16", "label": "MSAA (16×)", "tooltip": "Slow, but high-quality antialiasing, uses sixteen samples per pixel. Supported for GL3.3+." }
]
},
{
"type": "dropdown",
"label": "Sharpening",
"tooltip": "Reduce blurry effects.",
"dependencies": ["postproc", "preferglsl"],
"config": "sharpening",
"list": [
{ "value": "disabled", "label": "Disabled", "tooltip": "Do not use sharpening." },
{ "value": "cas", "label": "FidelityFX CAS", "tooltip": "Contrast adaptive sharpening, a fast, contrast based sharpening pass." }
]
},
{
"type": "slider",
"label": "Sharpness factor",
"tooltip": "The sharpness of the choosen pass.",
"dependencies": ["postproc", "preferglsl"],
"config": "sharpness",
"min": 0,
"max": 1
},
{
"type": "dropdown",
"label": "Model quality",
"tooltip": "Model quality setting.",
"config": "max_actor_quality",
"list": [
{ "value": 100, "label": "Low", "tooltip": "Simpler models for better performance." },
{ "value": 150, "label": "Medium", "tooltip": "Average quality and average performance." },
{ "value": 200, "label": "High", "tooltip": "High quality models." }
]
},
{
"type": "dropdown",
"label": "Model appearance randomization",
"tooltip": "Randomize the appearance of entities. Disabling gives a small performance improvement.",
"config": "variant_diversity",
"list": [
{ "value": "none", "label": "None", "tooltip": "Entities will all look the same." },
{ "value": "limited", "label": "Limited", "tooltip": "Entities will be less diverse." },
{ "value": "full", "label": "Normal", "tooltip": "Entities appearance is randomized normally." }
]
},
{
"type": "slider",
"label": "Shader effects",
"tooltip": "Number of shader effects. REQUIRES GAME RESTART",
"config": "materialmgr.quality",
"min": 0,
"max": 10
},
{
"type": "boolean",
"label": "Shadows",
"tooltip": "Enable shadows.",
"config": "shadows"
},
{
"type": "dropdown",
- "label": "Shadow quality",
+ "label": "Quality",
"tooltip": "Shadow map resolution. High values can crash the game when using a graphics card with low memory!",
"dependencies": ["shadows"],
"config": "shadowquality",
"list": [
- { "value": -2, "label": "Very Low" },
{ "value": -1, "label": "Low" },
{ "value": 0, "label": "Medium" },
{ "value": 1, "label": "High" },
{ "value": 2, "label": "Very High" }
]
},
{
"type": "boolean",
- "label": "Shadow filtering",
+ "label": "Filtering",
"tooltip": "Smooth shadows.",
"dependencies": ["shadows"],
"config": "shadowpcf"
},
{
+ "type": "slider",
+ "label": "Cutoff distance",
+ "tooltip": "Hides shadows beyond a certain distance from a camera.",
+ "dependencies": ["shadows"],
+ "config": "shadowscutoffdistance",
+ "min": 100,
+ "max": 1500
+ },
+ {
+ "type": "boolean",
+ "label": "Cover whole map",
+ "tooltip": "When ON shadows cover the whole map and shadows cutoff distance is ignored. Useful for making screenshots of a whole map.",
+ "dependencies": ["shadows"],
+ "config": "shadowscovermap"
+ },
+ {
"type": "boolean",
"label": "Water effects",
"tooltip": "When OFF, use the lowest settings possible to render water. This makes other settings irrelevant.",
"config": "watereffects"
},
{
"type": "boolean",
"label": "High-quality water effects",
"tooltip": "Use higher-quality effects for water, rendering coastal waves, shore foam, and ships trails.",
"dependencies": ["watereffects"],
"config": "waterfancyeffects"
},
{
"type": "boolean",
"label": "Water reflections",
"tooltip": "Allow water to reflect a mirror image.",
"dependencies": ["watereffects"],
"config": "waterreflection"
},
{
"type": "boolean",
"label": "Water refraction",
"tooltip": "Use a real water refraction map and not transparency.",
"dependencies": ["watereffects"],
"config": "waterrefraction"
},
{
"type": "boolean",
"label": "Real water depth",
"tooltip": "Use actual water depth in rendering calculations.",
"dependencies": ["watereffects", "waterrefraction"],
"config": "waterrealdepth"
}
]
},
{
"label": "Sound",
"options":
[
{
"type": "slider",
"label": "Master volume",
"tooltip": "Master audio gain.",
"config": "sound.mastergain",
"function": "SetMasterGain",
"min": 0,
"max": 2
},
{
"type": "slider",
"label": "Music volume",
"tooltip": "In game music gain.",
"config": "sound.musicgain",
"function": "SetMusicGain",
"min": 0,
"max": 2
},
{
"type": "slider",
"label": "Ambient volume",
"tooltip": "In game ambient sound gain.",
"config": "sound.ambientgain",
"function": "SetAmbientGain",
"min": 0,
"max": 2
},
{
"type": "slider",
"label": "Action volume",
"tooltip": "In game unit action sound gain.",
"config": "sound.actiongain",
"function": "SetActionGain",
"min": 0,
"max": 2
},
{
"type": "slider",
"label": "UI volume",
"tooltip": "UI sound gain.",
"config": "sound.uigain",
"function": "SetUIGain",
"min": 0,
"max": 2
},
{
"type": "boolean",
"label": "Nick notification",
"tooltip": "Receive audio notification when someone types your nick.",
"config": "sound.notify.nick"
},
{
"type": "boolean",
"label": "New player notification in game setup",
"tooltip": "Receive audio notification when a new client joins the game setup.",
"config": "sound.notify.gamesetup.join"
}
]
},
{
"label": "Game Setup",
"options":
[
{
"type": "boolean",
"label": "Enable game setting tips",
"tooltip": "Show tips when setting up a game.",
"config": "gui.gamesetup.enabletips"
},
{
"type": "boolean",
"label": "Enable settings panel slide",
"tooltip": "Slide the settings panel when opening, closing or resizing.",
"config": "gui.gamesetup.settingsslide"
},
{
"type": "boolean",
"label": "Persist match settings",
"tooltip": "Save and restore match settings for quick reuse when hosting another game.",
"config": "persistmatchsettings"
},
{
"type": "dropdown",
"label": "Default AI difficulty",
"tooltip": "Default difficulty of the AI.",
"config": "gui.gamesetup.aidifficulty",
"list": [
{ "value": 0, "label": "Sandbox" },
{ "value": 1, "label": "Very Easy" },
{ "value": 2, "label": "Easy" },
{ "value": 3, "label": "Medium" },
{ "value": 4, "label": "Hard" },
{ "value": 5, "label": "Very Hard" }
]
},
{
"type": "dropdown",
"label": "Default AI behavior",
"tooltip": "Default behavior of the AI.",
"config": "gui.gamesetup.aibehavior",
"list": [
{ "value": "random", "label": "Random" },
{ "value": "balanced", "label": "Balanced" },
{ "value": "aggressive", "label": "Aggressive" },
{ "value": "defensive", "label": "Defensive" }
]
},
{
"type": "dropdown",
"label": "Assign players",
"tooltip": "Automatically assign joining clients to free player slots during the match setup.",
"config": "gui.gamesetup.assignplayers",
"list": [
{
"value": "everyone",
"label": "Everyone",
"tooltip": "Players joining the match will be assigned if there is a free slot."
},
{
"value": "buddies",
"label": "Buddies",
"tooltip": "Players joining the match will only be assigned if they are a buddy of the host and if there is a free slot."
},
{
"value": "disabled",
"label": "Disabled",
"tooltip": "Players only receive a slot when the host assigns them explicitly."
}
]
}
]
},
{
"label": "Networking / Lobby",
"tooltip": "These settings only affect the multiplayer.",
"options":
[
{
"type": "boolean",
"label": "TLS encryption",
"tooltip": "Protect login and data exchanged with the lobby server using TLS encryption.",
"config": "lobby.tls"
},
{
"type": "number",
"label": "Chat backlog",
"tooltip": "Number of backlogged messages to load when joining the lobby.",
"config": "lobby.history",
"min": "0"
},
{
"type": "boolean",
"label": "Game rating column",
"tooltip": "Show the average rating of the participating players in a column of the gamelist.",
"config": "lobby.columns.gamerating"
},
{
"type": "boolean",
"label": "Network warnings",
"tooltip": "Show which player has a bad connection in multiplayer games.",
"config": "overlay.netwarnings"
},
{
"type": "dropdown",
"label": "Late observer joins",
"tooltip": "Allow everybody or buddies only to join the game as observer after it started.",
"config": "network.lateobservers",
"list": [
{ "value": "everyone", "label": "Everyone" },
{ "value": "buddies", "label": "Buddies" },
{ "value": "disabled", "label": "Disabled" }
]
},
{
"type": "number",
"label": "Observer limit",
"tooltip": "Prevent further observers from joining if the limit is reached.",
"config": "network.observerlimit",
"min": 0,
"max": 32
},
{
"type": "number",
"label": "Max lag for observers",
"tooltip": "When hosting, pause the game if observers are lagging more than this many turns. If set to -1, observers are ignored.",
"config": "network.observermaxlag",
"min": -1,
"max": 10000
},
{
"type": "boolean",
"label": "(Observer) Speed up when lagging.",
"tooltip": "When observing a game, automatically speed up if you start lagging, to catch up with the live match.",
"config": "network.autocatchup"
}
]
},
{
"label": "Game Session",
"tooltip": "Change options regarding the in-game settings.",
"options":
[
{
"type": "slider",
"label": "Wounded unit health",
"tooltip": "The wounded unit hotkey considers the selected units as wounded if their health percentage falls below this number.",
"config": "gui.session.woundedunithotkeythreshold",
"min": 0,
"max": 100
},
{
"type": "number",
"label": "Batch training size",
"tooltip": "Number of units trained per batch by default.",
"config": "gui.session.batchtrainingsize",
"min": 1,
"max": 20
},
{
"type": "slider",
"label": "Scroll batch increment ratio",
"tooltip": "Number of times you have to scroll to increase/decrease the batchsize by 1.",
"config": "gui.session.scrollbatchratio",
"min": 0.1,
"max": 30
},
{
"type": "boolean",
"label": "Chat notification attack",
"tooltip": "Show a chat notification if you are attacked by another player.",
"config": "gui.session.notifications.attack"
},
{
"type": "boolean",
"label": "Chat notification tribute",
"tooltip": "Show a chat notification if an ally tributes resources to another team member if teams are locked, and all tributes in observer mode.",
"config": "gui.session.notifications.tribute"
},
{
"type": "boolean",
"label": "Chat notification barter",
"tooltip": "Show a chat notification to observers when a player bartered resources.",
"config": "gui.session.notifications.barter"
},
{
"type": "dropdown",
"label": "Chat notification phase",
"tooltip": "Show a chat notification if you or an ally have started, aborted or completed a new phase, and phases of all players in observer mode.",
"config": "gui.session.notifications.phase",
"list": [
{ "value": "none", "label": "Disable" },
{ "value": "completed", "label": "Completed" },
{ "value": "all", "label": "All displayed" }
]
},
{
"type": "boolean",
"label": "Attack range visualization",
"tooltip": "Display the attack range of selected defensive structures. (It can also be toggled with the hotkey during a game).",
"config": "gui.session.attackrange"
},
{
"type": "boolean",
"label": "Aura range visualization",
"tooltip": "Display the range of auras of selected units and structures. (It can also be toggled with the hotkey during a game).",
"config": "gui.session.aurasrange"
},
{
"type": "boolean",
"label": "Heal range visualization",
"tooltip": "Display the healing range of selected units. (It can also be toggled with the hotkey during a game).",
"config": "gui.session.healrange"
},
{
"type": "boolean",
"label": "Rank icon above status bar",
"tooltip": "Show rank icons above status bars.",
"config": "gui.session.rankabovestatusbar"
},
{
"type": "boolean",
"label": "Experience status bar",
"tooltip": "Show an experience status bar above each selected unit.",
"config": "gui.session.experiencestatusbar"
},
{
"type": "boolean",
"label": "Detailed tooltips",
"tooltip": "Show detailed tooltips for trainable units in unit-producing structures.",
"config": "showdetailedtooltips"
},
{
"type": "dropdown",
"label": "Sort resources and population tooltip",
"tooltip": "Dynamically sort players in the resources and population tooltip by value.",
"config": "gui.session.respoptooltipsort",
"list": [
{ "value": 0, "label": "Unordered" },
{ "value": -1, "label": "Ascending" },
{ "value": 1, "label": "Descending" }
]
},
{
"type": "color",
"label": "Diplomacy colors: self",
"tooltip": "Color of your units when diplomacy colors are enabled.",
"config": "gui.session.diplomacycolors.self"
},
{
"type": "color",
"label": "Diplomacy colors: ally",
"tooltip": "Color of allies when diplomacy colors are enabled.",
"config": "gui.session.diplomacycolors.ally"
},
{
"type": "color",
"label": "Diplomacy colors: neutral",
"tooltip": "Color of neutral players when diplomacy colors are enabled.",
"config": "gui.session.diplomacycolors.neutral"
},
{
"type": "color",
"label": "Diplomacy colors: enemy",
"tooltip": "Color of enemies when diplomacy colors are enabled.",
"config": "gui.session.diplomacycolors.enemy"
},
{
"type": "dropdown",
"label": "Snap to edges",
"tooltip": "This option allows to align new structures with nearby structures.",
"config": "gui.session.snaptoedges",
"list": [
{
"value": "disabled",
"label": "Hotkey to enable snapping",
"tooltip": "New structures are aligned with nearby structures while pressing the hotkey."
},
{
"value": "enabled",
"label": "Hotkey to disable snapping",
"tooltip": "New structures are aligned with nearby structures unless the hotkey is pressed."
}
]
},
{
"type": "dropdown",
"label": "Control group membership",
"tooltip": "Decide whether units can be part of multiple control groups.",
"config": "gui.session.disjointcontrolgroups",
"list": [
{
"value": "true",
"label": "Single",
"tooltip": "When adding a Unit or Structure to a control group, they are removed from other control groups. Use this choice if you want control groups to refer to distinct armies."
},
{
"value": "false",
"label": "Multiple",
"tooltip": "Units and Structures can be part of multiple control groups. This is useful to keep control groups for distinct armies and a control group for the entire army simultaneously."
}
]
},
{
"type": "dropdown",
"label": "Formation control",
"tooltip": "Decide whether formations are enabled for all orders or only 'Walk' and 'Patrol'.",
"config": "gui.session.formationwalkonly",
"list": [
{
"value": "true",
"label": "Walk/Patrol Only",
"tooltip": "Other orders will disband existing formations."
},
{
"value": "false",
"label": "No Override",
"tooltip": "Units in formations stay in formations."
}
]
}
]
}
]
Index: ps/trunk/binaries/data/mods/public/shaders/glsl/common/shadows_fragment.h
===================================================================
--- ps/trunk/binaries/data/mods/public/shaders/glsl/common/shadows_fragment.h (revision 25710)
+++ ps/trunk/binaries/data/mods/public/shaders/glsl/common/shadows_fragment.h (revision 25711)
@@ -1,55 +1,96 @@
#ifndef INCLUDED_SHADOWS_FRAGMENT
#define INCLUDED_SHADOWS_FRAGMENT
#if USE_SHADOW
- varying vec4 v_shadow;
+ varying float v_depth;
#if USE_SHADOW_SAMPLER
uniform sampler2DShadow shadowTex;
#if USE_SHADOW_PCF
uniform vec4 shadowScale;
#endif
#else
uniform sampler2D shadowTex;
#endif
+ #if SHADOWS_CASCADE_COUNT == 1
+ uniform float shadowDistance;
+ varying vec4 v_shadow;
+ #else
+ uniform float shadowDistances[SHADOWS_CASCADE_COUNT];
+ varying vec4 v_shadow[SHADOWS_CASCADE_COUNT];
+ #endif
#endif
-float getShadowImpl(float shadowBias)
+float getShadowImpl(vec4 shadowVertex, float shadowBias)
{
- #if USE_SHADOW && !DISABLE_RECEIVE_SHADOWS
- float biasedShdwZ = v_shadow.z - shadowBias;
- #if USE_SHADOW_SAMPLER
- #if USE_SHADOW_PCF
- vec2 offset = fract(v_shadow.xy - 0.5);
- vec4 size = vec4(offset + 1.0, 2.0 - offset);
- vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (v_shadow.xy - 0.5*offset).xyxy) * shadowScale.zwzw;
- return (1.0/9.0)*dot(size.zxzx*size.wwyy,
- vec4(shadow2D(shadowTex, vec3(weight.zw, biasedShdwZ)).r,
- shadow2D(shadowTex, vec3(weight.xw, biasedShdwZ)).r,
- shadow2D(shadowTex, vec3(weight.zy, biasedShdwZ)).r,
- shadow2D(shadowTex, vec3(weight.xy, biasedShdwZ)).r));
- #else
- return shadow2D(shadowTex, vec3(v_shadow.xy, biasedShdwZ)).r;
- #endif
+#if USE_SHADOW && !DISABLE_RECEIVE_SHADOWS
+ float biasedShdwZ = shadowVertex.z - shadowBias;
+ #if USE_SHADOW_SAMPLER
+ #if USE_SHADOW_PCF
+ vec2 offset = fract(shadowVertex.xy - 0.5);
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowVertex.xy - 0.5*offset).xyxy) * shadowScale.zwzw;
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadow2D(shadowTex, vec3(weight.zw, biasedShdwZ)).r,
+ shadow2D(shadowTex, vec3(weight.xw, biasedShdwZ)).r,
+ shadow2D(shadowTex, vec3(weight.zy, biasedShdwZ)).r,
+ shadow2D(shadowTex, vec3(weight.xy, biasedShdwZ)).r));
#else
- if (biasedShdwZ >= 1.0)
- return 1.0;
- return (biasedShdwZ < texture2D(shadowTex, v_shadow.xy).x ? 1.0 : 0.0);
+ return shadow2D(shadowTex, vec3(shadowVertex.xy, biasedShdwZ)).r;
#endif
#else
- return 1.0;
+ if (biasedShdwZ >= 1.0)
+ return 1.0;
+ return (biasedShdwZ < texture2D(shadowTex, shadowVertex.xy).x ? 1.0 : 0.0);
#endif
+#else
+ return 1.0;
+#endif // USE_SHADOW && !DISABLE_RECEIVE_SHADOWS
+}
+
+float getShadowWithFade(float shadowBias)
+{
+#if USE_SHADOW
+#if SHADOWS_CASCADE_COUNT == 1
+ float blendWidth = 8.0;
+ float distanceBlend = clamp((shadowDistance - v_depth - blendWidth) / blendWidth, 0.0, 1.0);
+ float shadow = getShadowImpl(v_shadow, shadowBias);
+ return mix(1.0, shadow, distanceBlend);
+#else
+ int firstCascade = SHADOWS_CASCADE_COUNT;
+ for (int cascade = 0; cascade < SHADOWS_CASCADE_COUNT; ++cascade)
+ {
+ if (v_depth <= shadowDistances[cascade])
+ {
+ firstCascade = cascade;
+ break;
+ }
+ }
+ if (firstCascade == SHADOWS_CASCADE_COUNT)
+ return 1.0;
+ float shadow = getShadowImpl(v_shadow[firstCascade], shadowBias);
+ float blendWidth = clamp(shadowDistances[firstCascade] / 8.0, 2.0, 32.0);
+ float cascadeBlend = clamp(
+ (shadowDistances[firstCascade] - v_depth - blendWidth) / blendWidth, 0.0, 1.0);
+ if (firstCascade == SHADOWS_CASCADE_COUNT - 1)
+ return mix(1.0, shadow, cascadeBlend);
+ else
+ return mix(getShadowImpl(v_shadow[firstCascade + 1], shadowBias), shadow, cascadeBlend);
+#endif
+#else
+ return 1.0;
+#endif // USE_SHADOW
}
float getShadow()
{
float shadowBias = 0.003;
- return getShadowImpl(shadowBias);
+ return getShadowWithFade(shadowBias);
}
float getShadowOnLandscape()
{
float shadowBias = 0.0005;
- return getShadowImpl(shadowBias);
+ return getShadowWithFade(shadowBias);
}
#endif // INCLUDED_SHADOWS_FRAGMENT
Index: ps/trunk/binaries/data/mods/public/shaders/glsl/common/shadows_vertex.h
===================================================================
--- ps/trunk/binaries/data/mods/public/shaders/glsl/common/shadows_vertex.h (revision 25710)
+++ ps/trunk/binaries/data/mods/public/shaders/glsl/common/shadows_vertex.h (revision 25711)
@@ -1,22 +1,42 @@
#ifndef INCLUDED_SHADOWS_VERTEX
#define INCLUDED_SHADOWS_VERTEX
#if USE_SHADOW
-uniform mat4 shadowTransform;
-varying vec4 v_shadow;
-#if USE_SHADOW_SAMPLER && USE_SHADOW_PCF
- uniform vec4 shadowScale;
-#endif
-#endif
+ uniform vec4 cameraForward;
+ varying float v_depth;
+ #if SHADOWS_CASCADE_COUNT == 1
+ uniform mat4 shadowTransform;
+ varying vec4 v_shadow;
+ #else
+ uniform mat4 shadowTransforms[SHADOWS_CASCADE_COUNT];
+ varying vec4 v_shadow[SHADOWS_CASCADE_COUNT];
+ #endif
+ #if USE_SHADOW_SAMPLER && USE_SHADOW_PCF
+ uniform vec4 shadowScale;
+ #endif
+#endif // USE_SHADOW
void calculatePositionInShadowSpace(vec4 position)
{
#if USE_SHADOW
+ v_depth = dot(cameraForward.xyz, position.xyz) - cameraForward.w;
+#if SHADOWS_CASCADE_COUNT == 1
v_shadow = shadowTransform * position;
-#if USE_SHADOW_SAMPLER && USE_SHADOW_PCF
- v_shadow.xy *= shadowScale.xy;
-#endif
+ #if USE_SHADOW_SAMPLER && USE_SHADOW_PCF
+ v_shadow.xy *= shadowScale.xy;
+ #endif
+#else
+ for (int cascade = 0; cascade < SHADOWS_CASCADE_COUNT; ++cascade)
+ {
+ v_shadow[cascade] = shadowTransforms[cascade] * position;
+ #if USE_SHADOW_SAMPLER && USE_SHADOW_PCF
+ v_shadow[cascade].xy *= shadowScale.xy;
+ #endif
+ }
+#else
+
#endif
+#endif // USE_SHADOW
}
#endif // INCLUDED_SHADOWS_VERTEX
Index: ps/trunk/source/ps/CStrInternStatic.h
===================================================================
--- ps/trunk/source/ps/CStrInternStatic.h (revision 25710)
+++ ps/trunk/source/ps/CStrInternStatic.h (revision 25711)
@@ -1,179 +1,188 @@
/* Copyright (C) 2021 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 .
*/
// 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]".
// For direct inclusion, we presumably just want the extern definitions.
#ifndef X
#include "CStrIntern.h"
#define X(id) extern CStrIntern str_##id;
#define X2(id, str) extern CStrIntern str_##id;
#endif
X(0)
X(1)
X(2)
+X(3)
+X(4)
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(IGNORE_LOS)
X(MINIMAP_BASE)
X(MINIMAP_LINE)
X(MINIMAP_LOS)
X(MINIMAP_MASK)
X(MINIMAP_POINT)
X(MODE_SHADOWCAST)
X(MODE_SILHOUETTEDISPLAY)
X(MODE_SILHOUETTEOCCLUDER)
X(MODE_WIREFRAME)
+X(SHADOWS_CASCADE_COUNT)
X(SYS_HAS_ARB)
X(SYS_HAS_GLSL)
X(SYS_PREFER_GLSL)
X(USE_FANCY_EFFECTS)
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_SHADOW_PCF)
X(USE_SHADOW_SAMPLER)
X(USE_FOG)
X(WATERTYPE_CLAP)
X(WATERTYPE_LAKE)
X2(_emptystring, "")
X(a_apexPosition)
X(a_otherPosition)
X(a_retreatPosition)
X(a_skinJoints)
X(a_skinWeights)
X(a_splashPosition)
X(a_tangent)
X(a_waterInfo)
X(ambient)
X(baseTex)
X(blendTex)
X(bloom)
X(blurTex2)
X(blurTex4)
X(blurTex8)
X(brightness)
+X(cameraForward)
X(cameraPos)
X(canvas2d)
X(color)
X(colorAdd)
X(colorMul)
X(debug_line)
X(debug_overlay)
X(delta)
X(depthTex)
X(foamTex)
X(fogColor)
X(fogParams)
X(foreground_overlay)
X(grayscaleFactor)
X(gui_add)
X(gui_basic)
X(gui_grayscale)
X(gui_solid)
X(gui_solid_mask)
X(gui_text)
X(hdr)
X(height)
X(instancingTransform)
X(losTex)
X(losTex1)
X(losTex2)
X(losTransform)
X(los_interp)
X(mapSize)
X(maskTex)
X(maskTextureTransform)
X(minimap)
X(modelViewMatrix)
X(murkiness)
X(normalMap)
X(normalMap2)
X(objectColor)
X(overlay_solid)
X(particle)
X(particle_solid)
X(playerColor)
X(pointSize)
X(projInvTransform)
X(qualityLevel)
X(reflectionMap)
X(reflectionMatrix)
X(refractionMap)
X(refractionMatrix)
X(renderedTex)
X(repeatScale)
X2(sans_10, "sans-10");
X(saturation)
X(screenSize)
X(shadingColor)
+X(shadowDistance)
+X(shadowDistances)
+X2(shadowDistances_0, "shadowDistances[0]")
X(shadowScale)
X(shadowTex)
X(shadowTransform)
+X(shadowTransforms)
+X2(shadowTransforms_0, "shadowTransforms[0]")
X(sharpness)
X(skinBlendMatrices)
X2(skinBlendMatrices_0, "skinBlendMatrices[0]")
X(skyBoxRot)
X(skyCube)
X(sky_simple)
X(solid)
X(sunColor)
X(sunDir)
X(tex)
X(texSize)
X(textureTransform)
X(time)
X(tint)
X(transform)
X(translation)
X(viewInvTransform)
X(water_simple)
X(waterEffectsTex)
X(waterTex)
X(waveTex)
X(waviness)
X(waveParams1)
X(waveParams2)
X(width)
X(windAngle)
X(zFar)
X(zNear)
#undef X
#undef X2
Index: ps/trunk/source/renderer/Renderer.cpp
===================================================================
--- ps/trunk/source/renderer/Renderer.cpp (revision 25710)
+++ ps/trunk/source/renderer/Renderer.cpp (revision 25711)
@@ -1,1940 +1,1956 @@
/* Copyright (C) 2021 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 .
*/
/*
* higher level interface on top of OpenGL to render basic objects:
* terrain, models, sprites, particles etc.
*/
#include "precompiled.h"
#include "Renderer.h"
#include "lib/bits.h" // is_pow2
#include "lib/res/graphics/ogl_tex.h"
#include "lib/allocators/shared_ptr.h"
#include "maths/Matrix3D.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/Filesystem.h"
#include "ps/World.h"
#include "ps/Loader.h"
#include "ps/ProfileViewer.h"
#include "graphics/Camera.h"
#include "graphics/Decal.h"
#include "graphics/FontManager.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/MaterialManager.h"
#include "graphics/MiniMapTexture.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ParticleManager.h"
#include "graphics/Patch.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/Texture.h"
#include "graphics/TextureManager.h"
#include "renderer/DebugRenderer.h"
#include "renderer/HWLightingModelRenderer.h"
#include "renderer/InstancingModelRenderer.h"
#include "renderer/ModelRenderer.h"
#include "renderer/OverlayRenderer.h"
#include "renderer/ParticleRenderer.h"
#include "renderer/PostprocManager.h"
#include "renderer/RenderingOptions.h"
#include "renderer/RenderModifiers.h"
#include "renderer/ShadowMap.h"
#include "renderer/SilhouetteRenderer.h"
#include "renderer/SkyManager.h"
#include "renderer/TerrainOverlay.h"
#include "renderer/TerrainRenderer.h"
#include "renderer/TimeManager.h"
#include "renderer/VertexBufferManager.h"
#include "renderer/WaterManager.h"
#include
#include
#include