#include "world/CWorldParam.hpp" #include "console/CVar.hpp" CVar* CWorldParam::cvar_baseMip; CVar* CWorldParam::cvar_bspCache; CVar* CWorldParam::cvar_environmentDetail; CVar* CWorldParam::cvar_extShadowQuality; CVar* CWorldParam::cvar_farClip; CVar* CWorldParam::cvar_farClipOverride; CVar* CWorldParam::cvar_footstepBias; CVar* CWorldParam::cvar_groundEffectDensity; CVar* CWorldParam::cvar_groundEffectDist; CVar* CWorldParam::cvar_gxTextureCacheSize; CVar* CWorldParam::cvar_horizonFarClip; CVar* CWorldParam::cvar_horizonNearClip; CVar* CWorldParam::cvar_hwPCF; CVar* CWorldParam::cvar_lod; CVar* CWorldParam::cvar_mapObjLightLOD; CVar* CWorldParam::cvar_mapShadows; CVar* CWorldParam::cvar_maxLights; CVar* CWorldParam::cvar_nearClip; CVar* CWorldParam::cvar_objectFade; CVar* CWorldParam::cvar_objectFadeZFill; CVar* CWorldParam::cvar_occlusion; CVar* CWorldParam::cvar_particleDensity; CVar* CWorldParam::cvar_projectedTextures; CVar* CWorldParam::cvar_shadowLevel; CVar* CWorldParam::cvar_showFootprints; CVar* CWorldParam::cvar_specular; CVar* CWorldParam::cvar_terrainAlphaBitDepth; CVar* CWorldParam::cvar_texLodBias; CVar* CWorldParam::cvar_waterLOD; CVar* CWorldParam::cvar_worldPoolUsage; bool CWorldParam::BaseMipCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::BSPCacheCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::EnvironmentDetailCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::ExtShadowQualityCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::FarClipCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::FarClipOverrideCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::FootstepBiasCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::GroundEffectDensityCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::GroundEffectDistCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::HorizonFarClipScaleCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::HorizonNearClipScaleCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::HwPCFCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } void CWorldParam::Initialize() { CWorldParam::cvar_farClipOverride = CVar::Register( "farClipOverride", "Override old world graphic settings", 0x1, "0", &CWorldParam::FarClipOverrideCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_lod = CVar::Register( "lod", "Video option: Toggle Lod", 0x1, "0", &CWorldParam::LodCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_mapShadows = CVar::Register( "mapShadows", "Video option: Toggle map shadows", 0x1, "1", &CWorldParam::MapShadowsCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_maxLights = CVar::Register( "MaxLights", "Max number of hardware lights", 0x1, "4", &CWorldParam::MaxLightsCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_shadowLevel = CVar::Register( "shadowLevel", "Terrain shadow map mip level", 0x1, "1", &CWorldParam::ShadowLevelCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_texLodBias = CVar::Register( "texLodBias", "Texture LOD Bias", 0x1, "0.0", &CWorldParam::TextureLodBiasCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_farClip = CVar::Register( "farclip", "Far clip plane distance", 0x1, "350", &CWorldParam::FarClipCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_nearClip = CVar::Register( "nearclip", "Near clip plane distance", 0x1, "0.2", &CWorldParam::NearClipCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_specular = CVar::Register( "specular", "Specularity", 0x1, "0", &CWorldParam::SpecularCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_mapObjLightLOD = CVar::Register( "mapObjLightLOD", "Map object light LOD", 0x1, "0", &CWorldParam::MapObjLightLODCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_particleDensity = CVar::Register( "particleDensity", "Video option: Particle density", 0x1, "1.0", &CWorldParam::ParticleDensityCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_waterLOD = CVar::Register( "waterLOD", "Water geometry LOD", 0x1, "0", &CWorldParam::WaterLODCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_baseMip = CVar::Register( "baseMip", "base mipmap level", 0x1, "0", &CWorldParam::BaseMipCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_horizonFarClip = CVar::Register( "horizonFarclipScale", "Far clip plane scale for horizon", 0x1, "4.0", &CWorldParam::HorizonFarClipScaleCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_horizonNearClip = CVar::Register( "horizonNearclipScale", "Near clip plane scale for horizon", 0x1, "0.7", &CWorldParam::HorizonNearClipScaleCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_showFootprints = CVar::Register( "showfootprints", "toggles rendering of footprints", 0x1, "1", &CWorldParam::ShowFootprintsCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_bspCache = CVar::Register( "bspcache", "BSP node caching", 0x1, "1", &CWorldParam::BSPCacheCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_footstepBias = CVar::Register( "footstepBias", "Unit footstep depth bias", 0x1, "0.125", &CWorldParam::FootstepBiasCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_occlusion = CVar::Register( "occlusion", "Use hardware occlusion test", 0x1, "1", &CWorldParam::OcclusionCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_worldPoolUsage = CVar::Register( "worldPoolUsage", "CGxPool usage static/dynamic", 0x1, "Dynamic", &CWorldParam::WorldPoolUsageCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_terrainAlphaBitDepth = CVar::Register( "terrainAlphaBitDepth", "Terrain alpha map bit depth", 0x1, "8", &CWorldParam::TerrainAlphaBitDepthCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_groundEffectDensity = CVar::Register( "groundEffectDensity", "Ground effect density", 0x1, "16", &CWorldParam::GroundEffectDensityCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_groundEffectDist = CVar::Register( "groundEffectDist", "Ground effect dist", 0x1, "70.0", &CWorldParam::GroundEffectDistCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_objectFade = CVar::Register( "objectFade", "Fade objects into view", 0x1, "1", &CWorldParam::ObjectFadeCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_objectFadeZFill = CVar::Register( "objectFadeZFill", "Fade objects using ZFill pass ", 0x1, "0", &CWorldParam::ObjectFadeZFillCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_environmentDetail = CVar::Register( "environmentDetail", "Environment detail", 0x1, "1.0", &CWorldParam::EnvironmentDetailCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_hwPCF = CVar::Register( "hwPCF", "Hardware PCF Filtering", 0x1, "1", &CWorldParam::HwPCFCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_extShadowQuality = CVar::Register( "extShadowQuality", "Quality of exterior shadows (0-5)", 0x1, "0", &CWorldParam::ExtShadowQualityCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_projectedTextures = CVar::Register( "projectedTextures", "Projected Textures", 0x1, "0", &CWorldParam::ProjectedTexturesCallback, GRAPHICS, false, nullptr, false ); CWorldParam::cvar_gxTextureCacheSize = CVar::Register( "gxTextureCacheSize", "GX Texture Cache Size", 0x1, "0", &CWorldParam::TextureCacheSizeCallback, GRAPHICS, false, nullptr, false ); // TODO } bool CWorldParam::LodCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::MapObjLightLODCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::MapShadowsCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::MaxLightsCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::NearClipCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::ObjectFadeCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::ObjectFadeZFillCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::OcclusionCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::ParticleDensityCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::ProjectedTexturesCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::ShadowLevelCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::ShowFootprintsCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::SpecularCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::TerrainAlphaBitDepthCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::TextureCacheSizeCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::TextureLodBiasCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::WaterLODCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; } bool CWorldParam::WorldPoolUsageCallback(CVar* var, const char* oldValue, const char* value, void* arg) { // TODO return true; }