Timestamp:
Apr 14, 2021, 10:25:05 PM (3 years ago)
Author:
Vladislav Belov
Message:

Removes unused shadow settings forgotten in rP13877, removes direct SkipSubmit access.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • ps/trunk/source/renderer/Renderer.h

    r24228 r25261  
    1 /* Copyright (C) 2020 Wildfire Games.
     1/* Copyright (C) 202 Wildfire Games.
    22 * This file is part of 0 A.D.
    33 *
     
    2626#include "graphics/Camera.h"
    2727#include "graphics/SColor.h"
     28
    2829#include "graphics/ShaderProgramPtr.h"
    2930#include "lib/file/vfs/vfs_path.h"
    3031#include "lib/res/handle.h"
    3132#include "ps/Singleton.h"
    32 
    33 #include "graphics/ShaderDefines.h"
     33#include "renderer/RenderingOptions.h"
    3434#include "renderer/Scene.h"
    35 #include "renderer/RenderingOptions.h"
    36 
    37 // necessary declarations
     35
    3836class CFontManager;
    3937class CLightEnv;
     
    7573    enum { NumAlphaMaps=14 };
    7674
    77     enum CullGroup {
     75    enum CullGroup
     76    {
    7877        CULL_DEFAULT,
    7978        CULL_SHADOWS,
     
    8685
    8786    // stats class - per frame counts of number of draw calls, poly counts etc
    88     struct Stats {
     87    struct Stats
     88    {
    8989        // set all stats to zero
    9090        void Reset() { memset(this, 0, sizeof(*this)); }
     
    105105    };
    106106
    107     struct Caps {
     107    struct Caps
     108    {
    108109        bool m_VBO;
    109110        bool m_ARBProgram;
     
    193194    // set the current lighting environment; (note: the passed pointer is just copied to a variable within the renderer,
    194195    // so the lightenv passed must be scoped such that it is not destructed until after the renderer is no longer rendering)
    195     void SetLightEnv(CLightEnv* lightenv) {
    196         m_LightEnv=lightenv;
     196    void SetLightEnv(CLightEnv* lightenv)
     197    {
     198        m_LightEnv = lightenv;
    197199    }
    198200
     
    288290     */
    289291    void ResetState();
     292
     293
     294
     295
     296
     297
    290298
    291299protected:
     
    429437    bool m_DisplayTerrainPriorities;
    430438
    431 public:
    432     /**
    433      * m_ShadowZBias: Z bias used when rendering shadows into a depth texture.
    434      * This can be used to control shadowing artifacts.
    435      *
    436      * Can be accessed via JS as renderer.shadowZBias
    437      * ShadowMap uses this for matrix calculation.
    438      */
    439     float m_ShadowZBias;
    440 
    441     /**
    442      * m_ShadowMapSize: Size of shadow map, or 0 for default. Typically slow but useful
    443      * for high-quality rendering. Changes don't take effect until the shadow map
    444      * is regenerated.
    445      *
    446      * Can be accessed via JS as renderer.shadowMapSize
    447      */
    448     int m_ShadowMapSize;
    449 
    450     /**
    451      * m_SkipSubmit: Disable the actual submission of rendering commands to OpenGL.
    452      * All state setup is still performed as usual.
    453      *
    454      * Can be accessed via JS as renderer.skipSubmit
    455      */
    456439    bool m_SkipSubmit;
    457440};
    458441
    459 
    460 #endif
     442#endif // INCLUDED_RENDERER
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