/* Copyright (C) 2014 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 . */ #include "precompiled.h" #include "JSInterface_Renderer.h" #include "renderer/Renderer.h" #define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME, SCRIPTNAME) \ bool JSI_Renderer::Get##SCRIPTNAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) \ { \ return g_Renderer.GetOptionBool(CRenderer::OPT_##NAME); \ } \ \ void JSI_Renderer::Set##SCRIPTNAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), bool Enabled) \ { \ g_Renderer.SetOptionBool(CRenderer::OPT_##NAME, Enabled); \ } IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PARTICLES, Particles); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(GENTANGENTS, GenTangents); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PREFERGLSL, PreferGLSL); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERUGLY, WaterUgly); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERFANCYEFFECTS, WaterFancyEffects); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHADOWPCF, ShadowPCF); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHADOWS, Shadows); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREALDEPTH, WaterRealDepth); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREFLECTION, WaterReflection); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREFRACTION, WaterRefraction); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHADOWSONWATER, WaterShadows); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SILHOUETTES, Silhouettes); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHOWSKY, ShowSky); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SMOOTHLOS, SmoothLOS); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(POSTPROC, Postproc); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DISPLAYFRUSTUM, DisplayFrustum); #undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING std::string JSI_Renderer::GetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) { return CRenderer::GetRenderPathName(g_Renderer.GetRenderPath()); } void JSI_Renderer::SetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string name) { g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(name)); } #define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \ scriptInterface.RegisterFunction("Renderer_Get" #NAME "Enabled"); \ scriptInterface.RegisterFunction("Renderer_Set" #NAME "Enabled"); void JSI_Renderer::RegisterScriptFunctions(ScriptInterface& scriptInterface) { scriptInterface.RegisterFunction("Renderer_GetRenderPath"); scriptInterface.RegisterFunction("Renderer_SetRenderPath"); REGISTER_BOOLEAN_SCRIPT_SETTING(Shadows); REGISTER_BOOLEAN_SCRIPT_SETTING(ShadowPCF); REGISTER_BOOLEAN_SCRIPT_SETTING(Particles); REGISTER_BOOLEAN_SCRIPT_SETTING(GenTangents); REGISTER_BOOLEAN_SCRIPT_SETTING(PreferGLSL); REGISTER_BOOLEAN_SCRIPT_SETTING(WaterUgly); REGISTER_BOOLEAN_SCRIPT_SETTING(WaterFancyEffects); REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRealDepth); REGISTER_BOOLEAN_SCRIPT_SETTING(WaterReflection); REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRefraction); REGISTER_BOOLEAN_SCRIPT_SETTING(WaterShadows); REGISTER_BOOLEAN_SCRIPT_SETTING(Silhouettes); REGISTER_BOOLEAN_SCRIPT_SETTING(ShowSky); REGISTER_BOOLEAN_SCRIPT_SETTING(SmoothLOS); REGISTER_BOOLEAN_SCRIPT_SETTING(Postproc); REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayFrustum); } #undef REGISTER_BOOLEAN_SCRIPT_SETTING