Changeset 25261 for ps/trunk/source/renderer/Renderer.h
- Timestamp:
- Apr 14, 2021, 10:25:05 PM (3 years ago)
- File:
-
- 1 edited
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ps/trunk/source/renderer/Renderer.h
r24228 r25261 1 /* Copyright (C) 202 0Wildfire Games.1 /* Copyright (C) 202 Wildfire Games. 2 2 * This file is part of 0 A.D. 3 3 * … … 26 26 #include "graphics/Camera.h" 27 27 #include "graphics/SColor.h" 28 28 29 #include "graphics/ShaderProgramPtr.h" 29 30 #include "lib/file/vfs/vfs_path.h" 30 31 #include "lib/res/handle.h" 31 32 #include "ps/Singleton.h" 32 33 #include "graphics/ShaderDefines.h" 33 #include "renderer/RenderingOptions.h" 34 34 #include "renderer/Scene.h" 35 #include "renderer/RenderingOptions.h" 36 37 // necessary declarations 35 38 36 class CFontManager; 39 37 class CLightEnv; … … 75 73 enum { NumAlphaMaps=14 }; 76 74 77 enum CullGroup { 75 enum CullGroup 76 { 78 77 CULL_DEFAULT, 79 78 CULL_SHADOWS, … … 86 85 87 86 // stats class - per frame counts of number of draw calls, poly counts etc 88 struct Stats { 87 struct Stats 88 { 89 89 // set all stats to zero 90 90 void Reset() { memset(this, 0, sizeof(*this)); } … … 105 105 }; 106 106 107 struct Caps { 107 struct Caps 108 { 108 109 bool m_VBO; 109 110 bool m_ARBProgram; … … 193 194 // set the current lighting environment; (note: the passed pointer is just copied to a variable within the renderer, 194 195 // 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; 197 199 } 198 200 … … 288 290 */ 289 291 void ResetState(); 292 293 294 295 296 297 290 298 291 299 protected: … … 429 437 bool m_DisplayTerrainPriorities; 430 438 431 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.shadowZBias437 * 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 useful443 * for high-quality rendering. Changes don't take effect until the shadow map444 * is regenerated.445 *446 * Can be accessed via JS as renderer.shadowMapSize447 */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.skipSubmit455 */456 439 bool m_SkipSubmit; 457 440 }; 458 441 459 460 #endif 442 #endif // INCLUDED_RENDERER
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