/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_PS_GAMESETUP_CONFIG #define INCLUDED_PS_GAMESETUP_CONFIG #include "ps/CStr.h" //----------------------------------------------------------------------------- // prevent various OpenGL features from being used. this allows working // around issues like buggy drivers. // when loading S3TC-compressed texture files, do not pass them directly to // OpenGL; instead, decompress them via software to regular textures. // (necessary on JW's S3 laptop graphics card -- oh, the irony) extern bool g_NoGLS3TC; // do not ask OpenGL to create mipmaps; instead, generate them in software // and upload them all manually. (potentially helpful for PT's system, where // Mesa falsely reports full S3TC support but isn't able to generate mipmaps // for them) extern bool g_NoGLAutoMipmap; // don't use VBOs. (RC: that was necessary on laptop Radeon cards) extern bool g_NoGLVBO; //----------------------------------------------------------------------------- // flag to pause the game on window focus loss extern bool g_PauseOnFocusLoss; // flag to switch on actor rendering extern bool g_RenderActors; // flag to switch on shadows extern bool g_Shadows; // Force the use of the fixed function for rendering water. extern bool g_WaterUgly; // Add foam and waves near the shores, trails following ships, and other HQ things. extern bool g_WaterFancyEffects; // Use real depth for water rendering. extern bool g_WaterRealDepth; // Use a real refraction map and not transparency. extern bool g_WaterRefraction; // Use a real reflection map and not a skybox texture. extern bool g_WaterReflection; // Enable on-water shadows. extern bool g_WaterShadows; // flag to switch on shadow PCF extern bool g_ShadowPCF; // flag to switch on particles rendering extern bool g_Particles; // flag to switch on unit silhouettes extern bool g_Silhouettes; // flag to switch on sky rendering extern bool g_ShowSky; extern float g_Gamma; // name of configured render path (depending on OpenGL extensions, this may not be // the render path that is actually in use right now) extern CStr g_RenderPath; extern int g_xres, g_yres; extern float g_GuiScale; extern bool g_VSync; extern bool g_Quickstart; extern bool g_DisableAudio; extern bool g_JSDebuggerEnabled; extern bool g_ScriptProfilingEnabled; extern CStrW g_CursorName; class CmdLineArgs; extern void CONFIG_Init(const CmdLineArgs& args); #endif // INCLUDED_PS_GAMESETUP_CONFIG