mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-01-07 10:10:52 +00:00
137 lines
3.3 KiB
C++
137 lines
3.3 KiB
C++
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#include "gl/system/gl_system.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "version.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "menu/menu.h"
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// OpenGL stuff moved here
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// GL related CVARs
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CVAR(Bool, gl_portals, true, 0)
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CVAR(Bool, gl_noquery, false, 0)
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CVAR(Bool,gl_mirrors,true,0) // This is for debugging only!
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CVAR(Bool,gl_mirror_envmap, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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CVAR(Bool, gl_render_segs, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_seamless, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, r_mirror_recursions,4,CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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{
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if (self<0) self=0;
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if (self>10) self=10;
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}
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bool gl_plane_reflection_i; // This is needed in a header that cannot include the CVAR stuff...
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CUSTOM_CVAR(Bool, gl_plane_reflection, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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{
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gl_plane_reflection_i = self;
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}
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CUSTOM_CVAR(Bool, gl_render_precise, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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//gl_render_segs=self;
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gl_seamless=self;
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}
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CUSTOM_CVAR (Float, vid_brightness, 0.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (screen != NULL)
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{
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screen->SetGamma(Gamma); //Brightness (self);
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}
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}
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CUSTOM_CVAR (Float, vid_contrast, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (screen != NULL)
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{
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screen->SetGamma(Gamma); //SetContrast (self);
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}
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}
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// Do some tinkering with the menus so that certain options only appear
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// when they are actually valid.
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void gl_SetupMenu()
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{
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#ifndef _MSC_VER
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FOptionValues **opt = OptionValues.CheckKey("HqResizeModes");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete HQnX resize modes for non MSVC targets
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if ((*opt)->mValues[i].Value >= 4.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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#endif
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if (gl.shadermodel < 4)
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{
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// Radial fog and Doom lighting are not available in SM < 4 cards
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// The way they are implemented does not work well on older hardware.
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FOptionValues **opt = OptionValues.CheckKey("LightingModes");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Doom' lighting mode
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if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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opt = OptionValues.CheckKey("FogMode");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Radial' fog mode
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if ((*opt)->mValues[i].Value == 2.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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// disable features that don't work without shaders.
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if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
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if (gl_fogmode == 2) gl_fogmode = 1;
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if (gl_dynlight_shader) gl_dynlight_shader = false;
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}
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if (gl.shadermodel != 3)
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{
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// The shader menu will only be visible on SM3.
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// SM2 won't use shaders unless unavoidable (and then it's automatic) and SM4 will always use shaders.
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// Find the OpenGLOptions menu and remove the item named GLShaderOptions.
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FMenuDescriptor **desc = MenuDescriptors.CheckKey("OpenGLOptions");
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if (desc != NULL && (*desc)->mType == MDESC_OptionsMenu)
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{
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FOptionMenuDescriptor *opt = (FOptionMenuDescriptor *)*desc;
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FName shader = "GLShaderOptions";
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for(unsigned i=0;i<opt->mItems.Size();i++)
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{
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FName nm = opt->mItems[i]->GetAction(NULL);
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if (nm == shader)
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{
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delete opt->mItems[i];
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opt->mItems.Delete(i);
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}
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}
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}
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}
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}
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