//////////////////////////////////////////////////////////////////////////// // // Crytek Engine Source File. // Copyright (C), Crytek Studios, 2002. // ------------------------------------------------------------------------- // File name: cvars.h // Version: v1.00 // Created: 28/5/2001 by Vladimir Kajalin // Compilers: Visual Studio.NET // Description: // ------------------------------------------------------------------------- // History: // //////////////////////////////////////////////////////////////////////////// #ifndef _3DENGINE_CVARS_H_ #define _3DENGINE_CVARS_H_ // console variables struct CVars : public Cry3DEngineBase { CVars() { Init(); } void Init(); int e_allow_cvars_serialization, e_shadow_maps, e_shadow_maps_debug, e_shadow_maps_from_static_objects, e_shadow_maps_self_shadowing, e_shadow_maps_receiving, e_detail_objects, e_fog, e_motion_blur, e_beach, e_detail_texture, e_detail_texture_quality, e_particles, e_particles_debug, e_particles_max_count, e_particles_receive_shadows, e_decals, e_bflyes, e_vegetation_bending, e_vegetation, e_vegetation_sprites, e_entities, e_entities_debug, e_sky_box, e_terrain, e_terrain_debug, e_water_ocean, e_vegetation_debug, e_shadow_maps_frustums, e_terrain_occlusion_culling, e_terrain_texture_pool, e_terrain_texture_bind, e_terrain_log, e_out_space, e_video_buffer_stats, e_sun, e_terrain_merge_far_sectors, e_terrain_texture_mipmaps, e_terrain_texture_mip_offset, // if set to non-0, then after the specified number of frames rendered, // the game exits printing the average FPS value. // NOTE: // for this to work, the r_DisplayInfo must be "1" e_timedemo_frames, // if set to non-0, then after the specified number of milliseconds of rendering, // the game exists unconditionally. This is used for automatic multipass profiling with VTune 6.x e_timedemo_milliseconds, e_cbuffer, e_dynamic_light, e_dynamic_light_exact_vis_test, e_stencil_shadows, e_dynamic_light_debug, e_hw_occlusion_culling_water, e_hw_occlusion_culling_objects, e_hires_screenshoot, e_portals, e_max_entity_lights, e_max_shadow_map_size, e_water_volumes, e_bboxes, e_brushes, e_brushes_merging_debug, e_brushes_merging, e_brushes_onlymerged, e_register_in_sectors, e_stream_cgf, e_stream_for_physics, e_stream_for_visuals, e_stream_areas, e_scissor_debug, e_projector_exact_test, e_ccgf_load, e_ccgf_make_if_not_found, e_check_number_of_physicalized_polygons, e_materials, e_vegetation_sprites_slow_switch, e_terrain_single_pass, e_stream_preload_textures, e_area_merging_distance, e_area_merging_draw_merged_geometry_only, e_area_merging_max_tris_in_input_brush, e_on_demand_physics, e_light_maps, e_light_maps_quality, e_light_maps_occlusion, e_sleep, e_objects, e_terrain_draw_this_sector_only, e_sun_stencil, e_terrain_single_pass_vol_fog, e_occlusion_volumes, e_overlay_geometry, e_player, e_vegetation_sprites_texres, e_active_shadow_maps_receving, e_shadow_maps_fade_from_light_bit, e_capture_frames, e_water_ocean_tesselation, e_shadow_maps_size_ratio, e_shadow_spots, e_use_global_fog_in_fog_volumes, e_precache_level, e_shadow_maps_max_casters_per_object, e_water_ocean_sun_reflection, e_objects_fade_on_distance, e_stencil_shadows_only_from_strongest_light, e_cgf_load_lods, e_optimized_render_object, e_stencil_shadows_build_on_load, e_vegetation_update_shadow_every_frame, e_voxel_build, e_voxel_debug, e_voxel_realtime_light_update, e_widescreen; float e_vegetation_sprites_min_distance, e_rain_amount, e_vegetation_sprites_distance_ratio, e_obj_lod_ratio, e_obj_view_dist_ratio, e_dynamic_ambient_ratio, e_detail_texture_min_fov, e_terrain_occlusion_culling_precision, e_vegetation_min_size, e_terrain_lod_ratio, e_particles_lod, e_debug_lights, e_shadow_maps_view_dist_ratio, e_decals_life_time_scale, e_decals_neighbor_max_life_time, e_obj_min_view_dist, e_explosion_scale; ICVar * e_capture_folder, * e_capture_file_format, * e_deformable_terrain; }; #endif // _3DENGINE_CVARS_H_