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FC1/Cry3DEngine/cvars.h
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////////////////////////////////////////////////////////////////////////////
//
// 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_