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