ioq3/code/renderervk/tr_cvar.h
Trung Lê 15ff484715
Add vulkan renderer
Copied from vkQuake3 which is in turn based on Quake III Kenny Edition
2025-03-14 00:31:15 +11:00

98 lines
2.7 KiB
C

#ifndef TR_CVAR_H_
#define TR_CVAR_H_
#include "../qcommon/q_shared.h"
extern cvar_t *r_railWidth;
extern cvar_t *r_railCoreWidth;
extern cvar_t *r_railSegmentLength;
extern cvar_t *r_verbose; // used for verbose debug spew
extern cvar_t *r_znear; // near Z clip plane
extern cvar_t *r_depthbits; // number of desired depth bits
extern cvar_t *r_inGameVideo; // controls whether in game video should be draw
extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
extern cvar_t *r_norefresh; // bypasses the ref rendering
extern cvar_t *r_drawentities; // disable/enable entity rendering
extern cvar_t *r_drawworld; // disable/enable world rendering
extern cvar_t *r_speeds; // various levels of information display
extern cvar_t *r_novis; // disable/enable usage of PVS
extern cvar_t *r_nocull;
extern cvar_t *r_facePlaneCull; // enables culling of planar surfaces with back side test
extern cvar_t *r_nocurves;
extern cvar_t *r_showcluster;
extern cvar_t *r_mode; // video mode
extern cvar_t *r_fullscreen;
extern cvar_t *r_gamma;
extern cvar_t *r_singleShader; // make most world faces use default shader
extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
extern cvar_t *r_picmip; // controls picmip values
extern cvar_t *r_offsetFactor;
extern cvar_t *r_offsetUnits;
extern cvar_t *r_fullbright; // avoid lightmap pass
extern cvar_t *r_lightmap; // render lightmaps only
extern cvar_t *r_vertexLight; // vertex lighting mode for better performance
extern cvar_t *r_uiFullScreen; // ui is running fullscreen
extern cvar_t *r_showtris; // enables wireframe rendering of the world
extern cvar_t *r_showsky; // forces sky in front of all surfaces
extern cvar_t *r_shownormals; // draws wireframe normals
extern cvar_t *r_clear; // force screen clear every frame
extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
extern cvar_t *r_intensity;
extern cvar_t *r_lockpvs;
extern cvar_t *r_noportals;
extern cvar_t *r_portalOnly;
extern cvar_t *r_subdivisions;
extern cvar_t *r_lodCurveError;
//extern cvar_t *r_overBrightBits;
extern cvar_t *r_mapOverBrightBits;
extern cvar_t *r_debugSurface;
extern cvar_t *r_simpleMipMaps;
extern cvar_t *r_showImages;
extern cvar_t *r_debugSort;
extern cvar_t *r_printShaders;
extern cvar_t *r_saveFontData;
extern cvar_t *r_maxpolys;
extern cvar_t *r_maxpolyverts;
extern cvar_t *r_ambientScale;
extern cvar_t *r_directedScale;
extern cvar_t *r_debugLight;
extern cvar_t* r_allowResize; // make window resizable
extern cvar_t* r_mode;
extern cvar_t* r_fullscreen;
extern cvar_t* r_displayRefresh;
extern cvar_t* r_loadImgAPI;
void R_Register( void );
#endif