quakeforge/nq/source/r_cvar.c

276 lines
12 KiB
C

#include "QF/cvar.h"
extern cvar_t *gl_sky_divide; // FIXME
extern void R_ForceLightUpdate (void);
cvar_t *cl_crossx;
cvar_t *cl_crossy;
cvar_t *cl_verstring;
cvar_t *crosshair;
cvar_t *crosshaircolor;
cvar_t *d_mipcap;
cvar_t *d_mipscale;
cvar_t *d_subdiv16;
cvar_t *gl_affinemodels;
cvar_t *gl_clear;
cvar_t *gl_conalpha;
cvar_t *gl_conspin;
cvar_t *gl_constretch;
cvar_t *gl_cull; // FIXME
cvar_t *gl_dlight_lightmap;
cvar_t *gl_dlight_polyblend;
cvar_t *gl_dlight_smooth;
cvar_t *gl_fb_bmodels;
cvar_t *gl_fb_models;
cvar_t *gl_fires;
cvar_t *gl_keeptjunctions;
cvar_t *gl_lerp_anim;
cvar_t *gl_lightmap_components;
cvar_t *gl_lightmode;
cvar_t *gl_max_size;
cvar_t *gl_nocolors;
cvar_t *gl_picmip;
cvar_t *gl_playermip;
cvar_t *gl_reporttjunctions;
cvar_t *gl_sky_clip;
cvar_t *gl_skymultipass;
cvar_t *gl_texsort;
cvar_t *gl_triplebuffer;
cvar_t *r_aliasstats;
cvar_t *r_aliastransadj;
cvar_t *r_aliastransbase;
cvar_t *r_ambient;
cvar_t *r_clearcolor;
cvar_t *r_drawentities;
cvar_t *r_drawflat;
cvar_t *r_drawviewmodel;
cvar_t *r_dspeeds;
cvar_t *r_dynamic;
cvar_t *r_graphheight;
cvar_t *r_maxedges;
cvar_t *r_maxsurfs;
cvar_t *r_mirroralpha;
cvar_t *r_netgraph;
cvar_t *r_netgraph_alpha;
cvar_t *r_netgraph_box;
cvar_t *r_norefresh;
cvar_t *r_novis;
cvar_t *r_numedges;
cvar_t *r_numsurfs;
cvar_t *r_particles;
cvar_t *r_reportedgeout;
cvar_t *r_reportsurfout;
cvar_t *r_shadows;
cvar_t *r_skyname;
cvar_t *r_speeds;
cvar_t *r_timegraph;
cvar_t *r_wateralpha;
cvar_t *r_waterripple;
cvar_t *r_waterwarp;
cvar_t *r_zgraph;
cvar_t *scr_centertime;
cvar_t *scr_consize;
cvar_t *scr_conspeed;
cvar_t *scr_fov;
cvar_t *scr_printspeed;
cvar_t *scr_showpause;
cvar_t *scr_showram;
cvar_t *scr_showturtle;
cvar_t *scr_viewsize;
unsigned char lighthalf_v[3];
qboolean lighthalf;
void
gl_lightmode_callback (cvar_t *cvar)
{
if (cvar->int_val) {
lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128;
lighthalf = 1;
} else {
lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255;
lighthalf = 0;
}
R_ForceLightUpdate ();
}
void
R_Init_Cvars (void)
{
cl_crossx = Cvar_Get ("cl_crossx", "0", CVAR_ARCHIVE, NULL,
"Sets the position of the crosshair on the X-axis.");
cl_crossy = Cvar_Get ("cl_crossy", "0", CVAR_ARCHIVE, NULL,
"Sets the position of the crosshair on the Y-axis.");
cl_verstring = Cvar_Get ("cl_verstring", PROGRAM " " VERSION, CVAR_NONE,
NULL, "Client version string");
crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, NULL, "Crosshair "
"type. 0 off, 1 old white, 2 new with colors");
crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE, NULL,
"Color of the new crosshair");
d_mipcap = Cvar_Get ("d_mipcap", "0", CVAR_NONE, NULL,
"Detail level. 0 is highest, 3 is lowest.");
d_mipscale = Cvar_Get ("d_mipscale", "1", CVAR_NONE, NULL, "Detail level "
"of objects. 0 is highest, 3 is lowest.");
d_subdiv16 = Cvar_Get ("d_subdiv16", "1", CVAR_NONE, NULL,
"Set to enable extreme perspective correction");
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_ARCHIVE, NULL,
"Makes texture rendering quality better if "
"set to 1");
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL, "Set to 1 to make "
"background black. Useful for removing HOM effect");
gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE, NULL,
"alpha value for the console background");
gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, NULL,
"speed at which the console spins");
gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, NULL,
"toggle console between slide and stretch");
gl_cull = Cvar_Get ("gl_cull", "1", CVAR_NONE, NULL, "None");
gl_dlight_lightmap = Cvar_Get ("gl_dlight_lightmap", "1", CVAR_ARCHIVE,
NULL, "Set to 1 for high quality dynamic "
"lighting.");
gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE,
NULL, "Set to 1 to use a dynamic light "
"effect faster on GL");
gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
"Smooth dynamic vertex lighting");
gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE, NULL,
"Toggles fullbright color support for bmodels");
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, NULL,
"Toggles fullbright color support for models");
gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE, NULL,
"Toggles lavaball and rocket fireballs");
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_ARCHIVE, NULL,
"Set to 0 to turn off colinear vertexes "
"upon level load");
gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, NULL,
"Toggles model animation interpolation");
gl_lightmap_components = Cvar_Get ("gl_lightmap_components", "4", CVAR_ROM,
NULL, "Lightmap texture components. 1 "
"is greyscale, 3 is RGB, 4 is RGBA.");
gl_lightmode = Cvar_Get ("gl_lightmode", "0", CVAR_ARCHIVE,
gl_lightmode_callback, "Lighting mode (0 = "
"GLQuake style, 1 = new style)");
gl_max_size = Cvar_Get ("gl_max_size", "1024", CVAR_NONE, NULL,
"Texture dimension");
gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, NULL,
"Set to 1, turns off all player colors");
gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL, "Dimensions of "
"textures. 0 is normal, 1 is half, 2 is 1/4");
gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, NULL,
"Detail of player skins. 0 best, 4 worst.");
gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE,
NULL, "None");
gl_sky_clip = Cvar_Get ("gl_sky_clip", "0", CVAR_ARCHIVE, NULL,
"controls amount of sky overdraw");
gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
"subdivide sky polys");
gl_skymultipass = Cvar_Get ("gl_skymultipass", "1", CVAR_ARCHIVE, NULL,
"controls whether the skydome is single or "
"double pass");
gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, NULL, "None");
gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, NULL,
"Set to 1 by default. Fixes status bar "
"flicker on some hardware");
r_aliasstats = Cvar_Get ("r_polymodelstats", "0", CVAR_NONE, NULL,
"Toggles the displays of number of polygon "
"models current being viewed");
r_aliastransadj = Cvar_Get ("r_aliastransadj", "100", CVAR_NONE, NULL,
"Determines how much of an alias model is "
"clipped away and how much is viewable.");
r_aliastransbase = Cvar_Get ("r_aliastransbase", "200", CVAR_NONE, NULL,
"Determines how much of an alias model is "
"clipped away and how much is viewable");
r_ambient = Cvar_Get ("r_ambient", "0", CVAR_NONE, NULL,
"Determines the ambient lighting for a level");
r_clearcolor = Cvar_Get ("r_clearcolor", "2", CVAR_NONE, NULL,
"This sets the color for areas outside of the "
"current map");
r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, NULL,
"Toggles drawing of entities (almost "
"everything but the world)");
r_drawflat = Cvar_Get ("r_drawflat", "0", CVAR_NONE, NULL,
"Toggles the drawing of textures");
r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_ARCHIVE, NULL,
"Toggles view model drawing (your weapons)");
r_dspeeds = Cvar_Get ("r_dspeeds", "0", CVAR_NONE, NULL,
"Toggles the display of drawing speed information");
r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE, NULL,
"Set to 0 to disable lightmap changes");
r_graphheight = Cvar_Get ("r_graphheight", "32", CVAR_NONE, NULL,
"Set the number of lines displayed in the "
"various graphs");
r_maxedges = Cvar_Get ("r_maxedges", "0", CVAR_NONE, NULL,
"Sets the maximum number of edges");
r_maxsurfs = Cvar_Get ("r_maxsurfs", "0", CVAR_NONE, NULL,
"Sets the maximum number of surfaces");
r_mirroralpha = Cvar_Get ("r_mirroralpha", "1", CVAR_NONE, NULL, "None");
r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_NONE, NULL,
"Toggle the display of a graph showing network "
"performance");
r_netgraph_alpha = Cvar_Get ("r_netgraph_alpha", "0.5", CVAR_ARCHIVE, NULL,
"Net graph translucency");
r_netgraph_box = Cvar_Get ("r_netgraph_box", "1", CVAR_ARCHIVE, NULL,
"Draw box around net graph");
r_norefresh = Cvar_Get ("r_norefresh", "0", CVAR_NONE, NULL,
"Set to 1 to disable display refresh");
r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, NULL, "Set to 1 to enable "
"runtime visibility checking (SLOW)");
r_numedges = Cvar_Get ("r_numedges", "0", CVAR_NONE, NULL,
"Toggles the displaying of number of edges "
"currently being viewed");
r_numsurfs = Cvar_Get ("r_numsurfs", "0", CVAR_NONE, NULL,
"Toggles the displaying of number of surfaces "
"currently being viewed");
r_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, NULL,
"Toggles drawing of particles.");
r_reportedgeout = Cvar_Get ("r_reportedgeout", "0", CVAR_NONE, NULL,
"Toggle the display of how many edges were "
"not displayed");
r_reportsurfout = Cvar_Get ("r_reportsurfout", "0", CVAR_NONE, NULL,
"Toggle the display of how many surfaces "
"were not displayed");
r_shadows = Cvar_Get ("r_shadows", "0", CVAR_ARCHIVE, NULL,
"Set to 1 to enable shadows for entities");
r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE, NULL,
"name of the current skybox");
r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, NULL, "Display drawing "
"time and statistics of what is being viewed");
r_timegraph = Cvar_Get ("r_timegraph", "0", CVAR_NONE, NULL,
"Toggle the display of a performance graph");
r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, NULL,
"Determine the opacity of liquids. 1 = solid, "
"0 = transparent, otherwise translucent.");
r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, NULL,
"Set to make liquids ripple, try setting to 5");
r_waterwarp = Cvar_Get ("r_waterwarp", "1", CVAR_NONE, NULL,
"Toggles whether surfaces are warped in liquid.");
r_zgraph = Cvar_Get ("r_zgraph", "0", CVAR_NONE, NULL,
"Toggle the graph that reports the changes of "
"z-axis position");
scr_centertime = Cvar_Get ("scr_centertime", "2", CVAR_NONE, NULL, "How "
"long in seconds screen hints are displayed");
scr_consize = Cvar_Get ("scr_consize", "0.5", CVAR_ARCHIVE, NULL,
"Fraction of the screen the console covers when "
"down");
scr_conspeed = Cvar_Get ("scr_conspeed", "300", CVAR_NONE, NULL,
"How quickly the console scrolls up or down");
scr_fov = Cvar_Get ("fov", "90", CVAR_NONE, NULL, "Your field of view in "
"degrees. Smaller than 90 zooms in.");
scr_printspeed = Cvar_Get ("scr_printspeed", "8", CVAR_NONE, NULL,
"How fast the text is displayed at the end of "
"the single player episodes");
scr_showpause = Cvar_Get ("showpause", "1", CVAR_NONE, NULL,
"Toggles display of pause graphic");
scr_showram = Cvar_Get ("showram", "1", CVAR_NONE, NULL,
"Show RAM icon if game is running low on memory");
scr_showturtle = Cvar_Get ("showturtle", "0", CVAR_NONE, NULL,
"Show a turtle icon if your fps is below 10");
scr_viewsize = Cvar_Get ("viewsize", "100", CVAR_ARCHIVE, NULL,
"Set the screen size 30 minimum, 120 maximum");
}