gzdoom-last-svn/src/gl/system/gl_menu.cpp
Christoph Oelckers 5ebc18b0fc - complete overhaul of sky positioning code to make it work for all sizes >= 200.
- added skyrotatevector2.
- Update to ZDoom r1976



git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@622 b0f79afe-0144-0410-b225-9a4edf0717df
2009-11-13 17:09:50 +00:00

420 lines
12 KiB
C++

#include "gl/system/gl_system.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "m_menu.h"
#include "v_video.h"
#include "version.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderer.h"
// GL related CVARs
CVAR(Bool, gl_portals, true, 0)
CVAR(Bool, gl_noquery, false, 0)
CUSTOM_CVAR(Int, r_mirror_recursions,4,CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
if (self<0) self=0;
if (self>10) self=10;
}
bool gl_plane_reflection_i; // This is needed in a header that cannot include the CVAR stuff...
CUSTOM_CVAR(Bool, gl_plane_reflection, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
gl_plane_reflection_i = self;
}
CVAR(Bool,gl_mirrors,true,0) // This is for debugging only!
CVAR(Bool,gl_mirror_envmap, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR(Bool, gl_render_segs, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_seamless, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_fakecontrast, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
CUSTOM_CVAR(Bool, gl_render_precise, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
//gl_render_segs=self;
gl_seamless=self;
}
extern value_t YesNo[2];
extern value_t NoYes[2];
extern value_t OnOff[2];
extern bool gl_disabled;
void StartGLLightMenu (void);
void StartGLTextureMenu (void);
void StartGLPrefMenu (void);
void StartGLShaderMenu (void);
void StartDisableGL();
void ReturnToMainMenu();
CUSTOM_CVAR(Bool, gl_nogl, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
{
Printf("This won't take effect until "GAMENAME" is restarted.\n");
}
CVAR(Bool, gl_vid_compatibility, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
EXTERN_CVAR (Bool, vid_vsync)
EXTERN_CVAR(Int, gl_spriteclip)
EXTERN_CVAR(Int, gl_lightmode)
EXTERN_CVAR(Bool, gl_precache)
EXTERN_CVAR(Bool, gl_render_precise)
EXTERN_CVAR(Bool, gl_sprite_blend)
EXTERN_CVAR(Bool, gl_fakecontrast)
EXTERN_CVAR (Bool, gl_lights_additive)
EXTERN_CVAR (Int, gl_light_ambient)
EXTERN_CVAR(Int, gl_billboard_mode)
EXTERN_CVAR(Int, gl_particles_style)
EXTERN_CVAR(Int, gl_texture_hqresize)
EXTERN_CVAR(Flag, gl_texture_hqresize_textures)
EXTERN_CVAR(Flag, gl_texture_hqresize_sprites)
EXTERN_CVAR(Flag, gl_texture_hqresize_fonts)
static value_t SpriteclipModes[]=
{
{ 0.0, "Never" },
{ 1.0, "Smart" },
{ 2.0, "Always" },
};
static value_t VBOModes[]=
{
{ 0.0, "Off" },
{ 1.0, "Static" },
{ 2.0, "Dynamic" },
};
static value_t FilterModes[] =
{
{ 0.0, "None" },
{ 1.0, "None (nearest mipmap)" },
{ 5.0, "None (linear mipmap)" },
{ 2.0, "Linear" },
{ 3.0, "Bilinear" },
{ 4.0, "Trilinear" },
};
static value_t TextureFormats[] =
{
{ 0.0, "RGBA8" },
{ 1.0, "RGB5_A1" },
{ 2.0, "RGBA4" },
{ 3.0, "RGBA2" },
// [BB] Added modes for texture compression.
{ 4.0, "COMPR_RGBA" },
{ 5.0, "S3TC_DXT1" },
{ 6.0, "S3TC_DXT3" },
{ 7.0, "S3TC_DXT5" },
};
static value_t Anisotropy[] =
{
{ 1.0, "Off" },
{ 2.0, "2x" },
{ 4.0, "4x" },
{ 8.0, "8x" },
{ 16.0, "16x" },
};
static value_t Colormaps[] =
{
{ 0.0, "Use as palette" },
{ 1.0, "Blend" },
};
static value_t LightingModes2[] =
{
{ 0.0, "Standard" },
{ 1.0, "Bright" },
{ 3.0, "Doom" },
{ 4.0, "Legacy" },
};
static value_t LightingModes[] =
{
{ 0.0, "Standard" },
{ 1.0, "Bright" },
{ 2.0, "Doom" },
{ 3.0, "Dark" },
{ 4.0, "Legacy" },
};
static value_t Precision[] =
{
{ 0.0, "Speed" },
{ 1.0, "Quality" },
};
static value_t Hz[] =
{
{ 0.0, "Optimal" },
{ 60.0, "60" },
{ 70.0, "70" },
{ 72.0, "72" },
{ 75.0, "75" },
{ 85.0, "85" },
{ 100.0, "100" }
};
static value_t BillboardModes[] =
{
{ 0.0, "Y Axis" },
{ 1.0, "X/Y Axis" },
};
static value_t Particles[] =
{
{ 0.0, "Square" },
{ 1.0, "Round" },
{ 2.0, "Smooth" },
};
static value_t HqResizeModes[] =
{
{ 0.0, "Off" },
{ 1.0, "Scale2x" },
{ 2.0, "Scale3x" },
{ 3.0, "Scale4x" },
};
static value_t HqResizeTargets[] =
{
{ 0.0, "Everything" },
{ 1.0, "Sprites/fonts" },
};
static value_t FogMode[] =
{
{ 0.0, "Off" },
{ 1.0, "Standard" },
{ 2.0, "Radial" },
};
static menuitem_t OpenGLItems[] = {
{ more, "Dynamic Light Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartGLLightMenu} },
{ more, "Texture Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartGLTextureMenu} },
{ more, "Shader Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartGLShaderMenu} },
{ more, "Preferences", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartGLPrefMenu} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ more, "Disable GL system", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartDisableGL} },
};
static menuitem_t OpenGLItems2[] = {
{ more, "Dynamic Light Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartGLLightMenu} },
{ more, "Texture Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartGLTextureMenu} },
{ more, "Preferences", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartGLPrefMenu} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ more, "Disable GL system", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartDisableGL} },
};
menuitem_t GLTextureItems[] = {
{ discrete, "Textures enabled", {&gl_texture}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "Texture Filter mode", {&gl_texture_filter}, {6.0}, {0.0}, {0.0}, {FilterModes} },
{ discrete, "Anisotropic filter", {&gl_texture_filter_anisotropic},{5.0},{0.0}, {0.0}, {Anisotropy} },
{ discrete, "Texture Format", {&gl_texture_format}, {8.0}, {0.0}, {0.0}, {TextureFormats} },
{ discrete, "Enable hires textures", {&gl_texture_usehires}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "High Quality Resize mode", {&gl_texture_hqresize}, {4.0}, {0.0}, {0.0}, {HqResizeModes} },
{ discrete, "Resize textures", {&gl_texture_hqresize_textures},{2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Resize sprites", {&gl_texture_hqresize_sprites}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Resize fonts", {&gl_texture_hqresize_fonts}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Precache GL textures", {&gl_precache}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "Camera textures offscreen", {&gl_usefb}, {2.0}, {0.0}, {0.0}, {OnOff} },
};
menuitem_t GLLightItems[] = {
{ discrete, "Dynamic Lights enabled", {&gl_lights}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "Enable light definitions", {&gl_attachedlights}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "Clip lights", {&gl_lights_checkside}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "Lights affect sprites", {&gl_light_sprites}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "Lights affect particles", {&gl_light_particles}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "Force additive lighting", {&gl_lights_additive}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ slider, "Light intensity", {&gl_lights_intensity}, {0.0}, {1.0}, {0.1f}, {NULL} },
{ slider, "Light size", {&gl_lights_size}, {0.0}, {2.0}, {0.1f}, {NULL} },
{ discrete, "Use shaders for lights", {&gl_dynlight_shader}, {2.0}, {0.0}, {0.0}, {YesNo} },
};
menuitem_t GLPrefItems[] = {
{ discrete, "Sector light mode", {&gl_lightmode}, {4.0}, {0.0}, {0.0}, {LightingModes} },
{ discrete, "Fog mode", {&gl_fogmode}, {3.0}, {0.0}, {0.0}, {FogMode} },
{ discrete, "Fake contrast", {&gl_fakecontrast}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Environment map on mirrors",{&gl_mirror_envmap}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Enhanced night vision mode",{&gl_enhanced_nightvision}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Adjust sprite clipping", {&gl_spriteclip}, {3.0}, {0.0}, {0.0}, {SpriteclipModes} },
{ discrete, "Smooth sprite edges", {&gl_sprite_blend}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Sprite billboard", {&gl_billboard_mode}, {2.0}, {0.0}, {0.0}, {BillboardModes} },
{ discrete, "Particle style", {&gl_particles_style}, {3.0}, {0.0}, {0.0}, {Particles} },
{ slider, "Ambient light level", {&gl_light_ambient}, {0.0}, {255.0}, {5.0}, {NULL} },
{ discrete, "Rendering quality", {&gl_render_precise}, {2.0}, {0.0}, {0.0}, {Precision} },
{ discrete, "Use vertex buffer", {&gl_usevbo}, {3.0}, {0.0}, {0.0}, {VBOModes} },
};
menuitem_t GLShaderItems[] = {
{ discrete, "Enable brightness maps", {&gl_brightmap_shader}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Shaders for texture warp", {&gl_warp_shader}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Shaders for fog", {&gl_fog_shader}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Shaders for colormaps", {&gl_colormap_shader}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Shaders for glowing textures", {&gl_glow_shader}, {2.0}, {0.0}, {0.0}, {OnOff} },
};
menuitem_t OpenGLDisabled[] = {
{ redtext, "This won't take effect", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, "until "GAMENAME" is restarted.", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ more, "", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)ReturnToMainMenu} },
};
menu_t OpenGLMenu = {
"OPENGL OPTIONS",
0,
sizeof(OpenGLItems)/sizeof(OpenGLItems[0]),
0,
OpenGLItems,
0,
};
menu_t OpenGLMessage = {
"",
2,
sizeof(OpenGLDisabled)/sizeof(OpenGLDisabled[0]),
0,
OpenGLDisabled,
0,
};
menu_t GLLightMenu = {
"LIGHT OPTIONS",
0,
sizeof(GLLightItems)/sizeof(GLLightItems[0]),
0,
GLLightItems,
0,
};
menu_t GLTextureMenu = {
"TEXTURE OPTIONS",
0,
sizeof(GLTextureItems)/sizeof(GLTextureItems[0]),
0,
GLTextureItems,
0,
};
menu_t GLPrefMenu = {
"PREFERENCES",
0,
sizeof(GLPrefItems)/sizeof(GLPrefItems[0]),
0,
GLPrefItems,
0,
};
menu_t GLShaderMenu = {
"SHADER OPTIONS",
0,
sizeof(GLShaderItems)/sizeof(GLShaderItems[0]),
0,
GLShaderItems,
0,
};
void StartDisableGL()
{
M_SwitchMenu(&OpenGLMessage);
gl_nogl=true;
}
void ReturnToMainMenu()
{
M_StartControlPanel(false);
}
void StartGLMenu (void)
{
if (!gl_disabled)
{
M_SwitchMenu(&OpenGLMenu);
}
else
{
M_SwitchMenu(&OpenGLMessage);
gl_nogl=false;
}
}
void StartGLLightMenu (void)
{
if (gl.maxuniforms < 1024)
{
GLLightMenu.numitems = sizeof(GLLightItems)/sizeof(GLLightItems[0]) - 1;
}
M_SwitchMenu(&GLLightMenu);
}
void StartGLTextureMenu (void)
{
M_SwitchMenu(&GLTextureMenu);
}
void StartGLPrefMenu (void)
{
M_SwitchMenu(&GLPrefMenu);
}
void StartGLShaderMenu (void)
{
M_SwitchMenu(&GLShaderMenu);
}
void gl_SetupMenu()
{
if (gl.shadermodel < 4)
{
// Radial fog and Doom lighting are only available in SM 4 cards
// The way they are implemented does not work well on older hardware.
menuitem_t *lightmodeitem = &GLPrefItems[0];
menuitem_t *fogmodeitem = &GLPrefItems[1];
// disable 'Doom' lighting mode
lightmodeitem->e.values = LightingModes2;
lightmodeitem->b.numvalues = 4;
// disable radial fog
fogmodeitem->b.numvalues = 2;
// disable features that don't work without shaders.
if (gl_lightmode == 2) gl_lightmode = 3;
if (gl_fogmode == 2) gl_fogmode = 1;
}
if (gl.shadermodel != 3)
{
// The shader menu will only be visible on SM3.
// SM2 won't use shaders unless unavoidable (and then it's automatic) and SM4 will always use shaders.
OpenGLMenu.numitems = sizeof(OpenGLItems2)/sizeof(OpenGLItems2[0]);
OpenGLMenu.items = OpenGLItems2;
}
}
CUSTOM_CVAR (Float, vid_brightness, 0.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (screen != NULL)
{
screen->SetGamma(Gamma); //Brightness (self);
}
}
CUSTOM_CVAR (Float, vid_contrast, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (screen != NULL)
{
screen->SetGamma(Gamma); //SetContrast (self);
}
}