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/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "RenderingOptions.h"
#include "graphics/TextureManager.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/CStrInternStatic.h"
#include "ps/VideoMode.h"
#include "renderer/backend/IDevice.h"
#include "renderer/Renderer.h"
#include "renderer/PostprocManager.h"
#include "renderer/SceneRenderer.h"
#include "renderer/ShadowMap.h"
#include "renderer/WaterManager.h"
CRenderingOptions g_RenderingOptions;
class CRenderingOptions::ConfigHooks
{
public:
std::vector<CConfigDBHook>::iterator begin() { return hooks.begin(); }
std::vector<CConfigDBHook>::iterator end() { return hooks.end(); }
template<typename T>
void Setup(CStr8 name, T& variable)
{
hooks.emplace_back(g_ConfigDB.RegisterHookAndCall(name, [name, &variable]() { CFG_GET_VAL(name, variable); }));
}
void Setup(CStr8 name, std::function<void()> hook)
{
hooks.emplace_back(g_ConfigDB.RegisterHookAndCall(name, hook));
}
void clear() { hooks.clear(); }
private:
std::vector<CConfigDBHook> hooks;
};
RenderPath RenderPathEnum::FromString(const CStr8& name)
{
if (name == "default")
return DEFAULT;
if (name == "fixed")
return FIXED;
if (name == "shader")
return SHADER;
LOGWARNING("Unknown render path %s", name.c_str());
return DEFAULT;
}
CStr8 RenderPathEnum::ToString(RenderPath path)
{
switch (path)
{
case RenderPath::DEFAULT:
return "default";
case RenderPath::FIXED:
return "fixed";
case RenderPath::SHADER:
return "shader";
}
return "default"; // Silence warning about reaching end of non-void function.
}
RenderDebugMode RenderDebugModeEnum::FromString(const CStr8& name)
{
if (name == str_RENDER_DEBUG_MODE_NONE.c_str())
return RenderDebugMode::NONE;
if (name == str_RENDER_DEBUG_MODE_AO.c_str())
return RenderDebugMode::AO;
if (name == str_RENDER_DEBUG_MODE_ALPHA.c_str())
return RenderDebugMode::ALPHA;
if (name == str_RENDER_DEBUG_MODE_CUSTOM.c_str())
return RenderDebugMode::CUSTOM;
LOGWARNING("Unknown render debug mode %s", name.c_str());
return RenderDebugMode::NONE;
}
CStrIntern RenderDebugModeEnum::ToString(RenderDebugMode mode)
{
switch (mode)
{
case RenderDebugMode::AO:
return str_RENDER_DEBUG_MODE_AO;
case RenderDebugMode::ALPHA:
return str_RENDER_DEBUG_MODE_ALPHA;
case RenderDebugMode::CUSTOM:
return str_RENDER_DEBUG_MODE_CUSTOM;
default:
break;
}
return str_RENDER_DEBUG_MODE_NONE;
}
CRenderingOptions::CRenderingOptions() : m_ConfigHooks(new ConfigHooks())
{
m_RenderPath = RenderPath::DEFAULT;
m_Shadows = false;
m_WaterEffects = false;
m_WaterFancyEffects = false;
m_WaterRealDepth = false;
m_WaterRefraction = false;
m_WaterReflection = false;
m_ShadowAlphaFix = false;
m_ShadowPCF = false;
m_Particles = false;
m_Silhouettes = false;
m_Fog = false;
m_GPUSkinning = false;
m_SmoothLOS = false;
m_PostProc = false;
m_DisplayFrustum = false;
m_DisplayShadowsFrustum = false;
m_RenderActors = true;
}
CRenderingOptions::~CRenderingOptions()
{
ClearHooks();
}
void CRenderingOptions::ReadConfigAndSetupHooks()
{
m_ConfigHooks->Setup("renderpath", [this]() {
CStr renderPath;
CFG_GET_VAL("renderpath", renderPath);
SetRenderPath(RenderPathEnum::FromString(renderPath));
});
m_ConfigHooks->Setup("shadowquality", []() {
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
});
m_ConfigHooks->Setup("shadowscascadecount", []() {
if (CRenderer::IsInitialised())
{
g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
g_Renderer.MakeShadersDirty();
}
});
m_ConfigHooks->Setup("shadowscovermap", []() {
if (CRenderer::IsInitialised())
{
g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
g_Renderer.MakeShadersDirty();
}
});
m_ConfigHooks->Setup("shadowscutoffdistance", []() {
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
});
m_ConfigHooks->Setup("shadows", [this]() {
bool enabled;
CFG_GET_VAL("shadows", enabled);
SetShadows(enabled);
});
m_ConfigHooks->Setup("shadowpcf", [this]() {
bool enabled;
CFG_GET_VAL("shadowpcf", enabled);
SetShadowPCF(enabled);
});
m_ConfigHooks->Setup("postproc", m_PostProc);
m_ConfigHooks->Setup("antialiasing", []() {
if (CRenderer::IsInitialised())
g_Renderer.GetPostprocManager().UpdateAntiAliasingTechnique();
});
m_ConfigHooks->Setup("sharpness", []() {
if (CRenderer::IsInitialised())
g_Renderer.GetPostprocManager().UpdateSharpnessFactor();
});
m_ConfigHooks->Setup("sharpening", []() {
if (CRenderer::IsInitialised())
g_Renderer.GetPostprocManager().UpdateSharpeningTechnique();
});
m_ConfigHooks->Setup("renderer.scale", []()
{
if (CRenderer::IsInitialised())
g_Renderer.GetPostprocManager().Resize();
});
m_ConfigHooks->Setup("renderer.upscale.technique", []()
{
CStr upscaleName;
CFG_GET_VAL("renderer.upscale.technique", upscaleName);
if (CRenderer::IsInitialised())
g_Renderer.GetPostprocManager().SetUpscaleTechnique(upscaleName);
});
m_ConfigHooks->Setup("smoothlos", m_SmoothLOS);
m_ConfigHooks->Setup("watereffects", [this]() {
bool enabled;
CFG_GET_VAL("watereffects", enabled);
SetWaterEffects(enabled);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded();
});
m_ConfigHooks->Setup("waterfancyeffects", [this]() {
bool enabled;
CFG_GET_VAL("waterfancyeffects", enabled);
SetWaterFancyEffects(enabled);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded();
});
m_ConfigHooks->Setup("waterrealdepth", m_WaterRealDepth);
m_ConfigHooks->Setup("waterrefraction", [this]() {
bool enabled;
CFG_GET_VAL("waterrefraction", enabled);
SetWaterRefraction(enabled);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded();
});
m_ConfigHooks->Setup("waterreflection", [this]() {
bool enabled;
CFG_GET_VAL("waterreflection", enabled);
SetWaterReflection(enabled);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().RecreateOrLoadTexturesIfNeeded();
});
m_ConfigHooks->Setup("particles", m_Particles);
m_ConfigHooks->Setup("fog", [this]() {
bool enabled;
CFG_GET_VAL("fog", enabled);
SetFog(enabled);
});
m_ConfigHooks->Setup("silhouettes", m_Silhouettes);
m_ConfigHooks->Setup("gpuskinning", [this]() {
bool enabled;
CFG_GET_VAL("gpuskinning", enabled);
const Renderer::Backend::IDevice::Capabilities& capabilities{
g_VideoMode.GetBackendDevice()->GetCapabilities()};
if (enabled)
{
if (capabilities.computeShaders && capabilities.storage)
m_GPUSkinning = true;
else
LOGMESSAGE("GPU skinning isn't supported on the current hardware.");
}
});
m_ConfigHooks->Setup("renderactors", m_RenderActors);
m_ConfigHooks->Setup("textures.quality", []() {
if (CRenderer::IsInitialised())
g_Renderer.GetTextureManager().OnQualityChanged();
});
m_ConfigHooks->Setup("textures.maxanisotropy", []() {
if (CRenderer::IsInitialised())
g_Renderer.GetTextureManager().OnQualityChanged();
});
}
void CRenderingOptions::ClearHooks()
{
m_ConfigHooks->clear();
}
void CRenderingOptions::SetShadows(bool value)
{
m_Shadows = value;
if (CRenderer::IsInitialised())
g_Renderer.MakeShadersDirty();
}
void CRenderingOptions::SetShadowPCF(bool value)
{
m_ShadowPCF = value;
if (CRenderer::IsInitialised())
g_Renderer.MakeShadersDirty();
}
void CRenderingOptions::SetFog(bool value)
{
m_Fog = value;
if (CRenderer::IsInitialised())
g_Renderer.MakeShadersDirty();
}
void CRenderingOptions::SetRenderPath(RenderPath value)
{
m_RenderPath = value;
if (CRenderer::IsInitialised())
g_Renderer.SetRenderPath(m_RenderPath);
}
void CRenderingOptions::SetRenderDebugMode(RenderDebugMode value)
{
m_RenderDebugMode = value;
if (CRenderer::IsInitialised())
g_Renderer.MakeShadersDirty();
}
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