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ps
GameSetup
Config.h
Go to the documentation of this file.
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/* Copyright (C) 2012 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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#ifndef INCLUDED_PS_GAMESETUP_CONFIG
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#define INCLUDED_PS_GAMESETUP_CONFIG
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#include "
ps/CStr.h
"
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//-----------------------------------------------------------------------------
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// prevent various OpenGL features from being used. this allows working
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// around issues like buggy drivers.
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// when loading S3TC-compressed texture files, do not pass them directly to
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// OpenGL; instead, decompress them via software to regular textures.
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// (necessary on JW's S3 laptop graphics card -- oh, the irony)
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extern
bool
g_NoGLS3TC
;
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// do not ask OpenGL to create mipmaps; instead, generate them in software
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// and upload them all manually. (potentially helpful for PT's system, where
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// Mesa falsely reports full S3TC support but isn't able to generate mipmaps
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// for them)
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extern
bool
g_NoGLAutoMipmap
;
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// don't use VBOs. (RC: that was necessary on laptop Radeon cards)
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extern
bool
g_NoGLVBO
;
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//-----------------------------------------------------------------------------
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// flag to pause the game on window focus loss
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extern
bool
g_PauseOnFocusLoss
;
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// flag to switch on shadows
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extern
bool
g_Shadows
;
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// Use real normals for ocean-wave rendering, instead of applying them as a flat texture.
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extern
bool
g_WaterNormal
;
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// Use real depth for water rendering.
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extern
bool
g_WaterRealDepth
;
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// Show foam near the shores depending on waviness.
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extern
bool
g_WaterFoam
;
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// Show coastal breaking waves.
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extern
bool
g_WaterCoastalWaves
;
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// Use a real refraction map and not transparency.
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extern
bool
g_WaterRefraction
;
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// Use a real reflection map and not a skybox texture.
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extern
bool
g_WaterReflection
;
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// Enable on-water shadows.
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extern
bool
g_WaterShadows
;
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// flag to switch on shadow PCF
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extern
bool
g_ShadowPCF
;
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// flag to switch on particles rendering
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extern
bool
g_Particles
;
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// flag to switch on unit silhouettes
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extern
bool
g_Silhouettes
;
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// flag to switch on sky rendering
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extern
bool
g_ShowSky
;
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extern
float
g_Gamma
;
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// name of configured render path (depending on OpenGL extensions, this may not be
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// the render path that is actually in use right now)
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extern
CStr
g_RenderPath
;
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extern
int
g_xres
,
g_yres
;
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extern
bool
g_VSync
;
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extern
bool
g_Quickstart
;
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extern
bool
g_DisableAudio
;
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extern
bool
g_JSDebuggerEnabled
;
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extern
bool
g_ScriptProfilingEnabled
;
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extern
CStrW
g_CursorName
;
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class
CmdLineArgs
;
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extern
void
CONFIG_Init
(
const
CmdLineArgs
& args);
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#endif // INCLUDED_PS_GAMESETUP_CONFIG
g_Silhouettes
bool g_Silhouettes
Definition:
Config.cpp:51
g_CursorName
CStrW g_CursorName
Definition:
Config.cpp:31
CStr.h
g_xres
int g_xres
Definition:
Config.cpp:58
g_JSDebuggerEnabled
bool g_JSDebuggerEnabled
Definition:
Config.cpp:64
g_WaterRefraction
bool g_WaterRefraction
Definition:
Config.cpp:46
g_WaterShadows
bool g_WaterShadows
Definition:
Config.cpp:48
g_ScriptProfilingEnabled
bool g_ScriptProfilingEnabled
Definition:
Config.cpp:65
g_Particles
bool g_Particles
Definition:
Config.cpp:50
CONFIG_Init
void CONFIG_Init(const CmdLineArgs &args)
Definition:
Config.cpp:209
g_RenderPath
CStr g_RenderPath
Definition:
Config.cpp:56
g_WaterRealDepth
bool g_WaterRealDepth
Definition:
Config.cpp:43
g_yres
int g_yres
Definition:
Config.cpp:58
g_Quickstart
bool g_Quickstart
Definition:
Config.cpp:61
g_WaterFoam
bool g_WaterFoam
Definition:
Config.cpp:44
g_VSync
bool g_VSync
Definition:
Config.cpp:59
g_ShowSky
bool g_ShowSky
Definition:
Config.cpp:52
g_WaterReflection
bool g_WaterReflection
Definition:
Config.cpp:47
g_PauseOnFocusLoss
bool g_PauseOnFocusLoss
Definition:
Config.cpp:37
CmdLineArgs
Definition:
CmdLineArgs.h:24
g_WaterNormal
bool g_WaterNormal
Definition:
Config.cpp:42
g_NoGLVBO
bool g_NoGLVBO
Definition:
Config.cpp:35
g_ShadowPCF
bool g_ShadowPCF
Definition:
Config.cpp:40
g_Shadows
bool g_Shadows
Definition:
Config.cpp:39
g_NoGLS3TC
bool g_NoGLS3TC
Definition:
Config.cpp:33
g_DisableAudio
bool g_DisableAudio
Definition:
Config.cpp:62
g_NoGLAutoMipmap
bool g_NoGLAutoMipmap
Definition:
Config.cpp:34
g_WaterCoastalWaves
bool g_WaterCoastalWaves
Definition:
Config.cpp:45
g_Gamma
float g_Gamma
Definition:
Config.cpp:54
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