raze/source/common/rendering/hwrenderer/data/hw_cvars.cpp
2020-06-14 18:58:30 +02:00

140 lines
4.4 KiB
C++

/*
** hw_cvars.cpp
**
** most of the hardware renderer's CVARs.
**
**---------------------------------------------------------------------------
** Copyright 2005-2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "c_cvars.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "hw_cvars.h"
#include "menu.h"
#include "printf.h"
CUSTOM_CVAR(Int, gl_fogmode, 1, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (self > 2) self = 2;
if (self < 0) self = 0;
}
// OpenGL stuff moved here
// GL related CVARs
CVAR(Bool, gl_portals, true, 0)
CVAR(Bool,gl_mirrors,true,0) // This is for debugging only!
CVAR(Bool,gl_mirror_envmap, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR(Bool, gl_seamless, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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;
}
CUSTOM_CVAR(Bool, gl_render_precise, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
gl_seamless=self;
}
CUSTOM_CVARD(Float, vid_gamma, 1.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts gamma component of gamma ramp")
{
if (self < 0) self = 1;
else if (self > 4) self = 4;
}
CUSTOM_CVARD(Float, vid_contrast, 1.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts contrast component of gamma ramp")
{
if (self < 0) self = 0;
else if (self > 5) self = 5;
}
CUSTOM_CVARD(Float, vid_brightness, 0.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts brightness component of gamma ramp")
{
if (self < -2) self = -2;
else if (self > 2) self = 2;
}
CUSTOM_CVARD(Float, vid_saturation, 1.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adjusts saturation component of gamma ramp")
{
if (self < -3) self = -3;
else if (self > 3) self = 3;
}
CCMD (bumpgamma)
{
// [RH] Gamma correction tables are now generated on the fly for *any* gamma level
// Q: What are reasonable limits to use here?
float newgamma = vid_gamma + 0.1f;
if (newgamma > 4.0)
newgamma = 1.0;
vid_gamma = newgamma;
Printf ("Gamma correction level %g\n", newgamma);
}
CVAR(Int, gl_satformula, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
//==========================================================================
//
// Texture CVARs
//
//==========================================================================
CUSTOM_CVARD(Float, gl_texture_filter_anisotropic, 8, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL, "changes the OpenGL texture anisotropy setting")
{
screen->SetTextureFilterMode();
}
CUSTOM_CVARD(Int, gl_texture_filter, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL, "changes the texture filtering settings")
{
if (self < 0 || self > 6) self=4;
screen->SetTextureFilterMode();
}
CVAR(Bool, gl_precache, false, CVAR_ARCHIVE)
CUSTOM_CVAR(Int, gl_shadowmap_filter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 8) self = 1;
}