package com.googlecode.gwtquake.shared.render; import static com.googlecode.gwtquake.shared.common.Constants.CVAR_ARCHIVE; import static com.googlecode.gwtquake.shared.common.Constants.CVAR_USERINFO; import com.googlecode.gwtquake.shared.common.ConsoleVariables; import com.googlecode.gwtquake.shared.game.ConsoleVariable; public class GlConfig { static ConsoleVariable gl_nosubimage; static ConsoleVariable gl_allow_software; static ConsoleVariable gl_vertex_arrays; static ConsoleVariable gl_particle_min_size; static ConsoleVariable gl_particle_max_size; static ConsoleVariable gl_particle_size; static ConsoleVariable gl_particle_att_a; static ConsoleVariable gl_particle_att_b; static ConsoleVariable gl_particle_att_c; static ConsoleVariable gl_ext_swapinterval; static ConsoleVariable gl_ext_palettedtexture; static ConsoleVariable gl_ext_multitexture; static ConsoleVariable gl_ext_pointparameters; static ConsoleVariable gl_ext_compiled_vertex_array; static ConsoleVariable gl_log; static ConsoleVariable gl_bitdepth; static ConsoleVariable gl_drawbuffer; static ConsoleVariable gl_driver; static ConsoleVariable r_norefresh; static GlState gl_state = new GlState(); static ConsoleVariable gl_lightmap; static ConsoleVariable gl_shadows; static ConsoleVariable gl_mode; static ConsoleVariable gl_dynamic; static ConsoleVariable gl_monolightmap; static ConsoleVariable gl_modulate; static ConsoleVariable gl_nobind; static ConsoleVariable gl_round_down; static ConsoleVariable gl_picmip; static ConsoleVariable gl_skymip; static ConsoleVariable gl_showtris; static ConsoleVariable gl_finish; static ConsoleVariable gl_clear; static ConsoleVariable gl_cull; static ConsoleVariable gl_polyblend; static ConsoleVariable gl_flashblend; static ConsoleVariable gl_playermip; static ConsoleVariable gl_saturatelighting; static ConsoleVariable gl_swapinterval; static ConsoleVariable gl_lockpvs; static ConsoleVariable gl_3dlabs_broken; static ConsoleVariable gl_ztrick; static ConsoleVariable gl_texturemode; static ConsoleVariable gl_texturealphamode; static ConsoleVariable gl_texturesolidmode; static ConsoleVariable r_drawentities; static ConsoleVariable r_drawworld; static ConsoleVariable r_speeds; static ConsoleVariable r_fullbright; static ConsoleVariable r_novis; static ConsoleVariable r_lerpmodels; static ConsoleVariable r_nocull; static ConsoleVariable r_lefthand; static ConsoleVariable r_lightlevel; // FIXME: This is a HACK to get the client's light level static ConsoleVariable vid_gamma; static ConsoleVariable vid_ref; static void init() { GlConfig.r_lefthand = ConsoleVariables.Get("hand", "0", CVAR_USERINFO | CVAR_ARCHIVE); GlConfig.r_norefresh = ConsoleVariables.Get("r_norefresh", "0", 0); GlConfig.r_fullbright = ConsoleVariables.Get("r_fullbright", "0", 0); GlConfig.r_drawentities = ConsoleVariables.Get("r_drawentities", "1", 0); GlConfig.r_drawworld = ConsoleVariables.Get("r_drawworld", "1", 0); GlConfig.r_novis = ConsoleVariables.Get("r_novis", "0", 0); GlConfig.r_nocull = ConsoleVariables.Get("r_nocull", "0", 0); GlConfig.r_lerpmodels = ConsoleVariables.Get("r_lerpmodels", "1", 0); GlConfig.r_speeds = ConsoleVariables.Get("r_speeds", "0", 0); GlConfig.r_lightlevel = ConsoleVariables.Get("r_lightlevel", "1", 0); GlConfig.gl_nosubimage = ConsoleVariables.Get("gl_nosubimage", "0", 0); GlConfig.gl_allow_software = ConsoleVariables.Get("gl_allow_software", "0", 0); GlConfig.gl_particle_min_size = ConsoleVariables.Get("gl_particle_min_size", "2", CVAR_ARCHIVE); GlConfig.gl_particle_max_size = ConsoleVariables.Get("gl_particle_max_size", "40", CVAR_ARCHIVE); GlConfig.gl_particle_size = ConsoleVariables.Get("gl_particle_size", "40", CVAR_ARCHIVE); GlConfig.gl_particle_att_a = ConsoleVariables.Get("gl_particle_att_a", "0.01", CVAR_ARCHIVE); GlConfig.gl_particle_att_b = ConsoleVariables.Get("gl_particle_att_b", "0.0", CVAR_ARCHIVE); GlConfig.gl_particle_att_c = ConsoleVariables.Get("gl_particle_att_c", "0.01", CVAR_ARCHIVE); GlConfig.gl_modulate = ConsoleVariables.Get("gl_modulate", "1.5", CVAR_ARCHIVE); GlConfig.gl_log = ConsoleVariables.Get("gl_log", "0", 0); GlConfig.gl_bitdepth = ConsoleVariables.Get("gl_bitdepth", "0", 0); GlConfig.gl_mode = ConsoleVariables.Get("gl_mode", "3", CVAR_ARCHIVE); // 640x480 GlConfig.gl_lightmap = ConsoleVariables.Get("gl_lightmap", "0", 0); GlConfig.gl_shadows = ConsoleVariables.Get("gl_shadows", "0", CVAR_ARCHIVE); GlConfig.gl_dynamic = ConsoleVariables.Get("gl_dynamic", "1", 0); GlConfig.gl_nobind = ConsoleVariables.Get("gl_nobind", "0", 0); GlConfig.gl_round_down = ConsoleVariables.Get("gl_round_down", "1", 0); GlConfig.gl_picmip = ConsoleVariables.Get("gl_picmip", "0", 0); GlConfig.gl_skymip = ConsoleVariables.Get("gl_skymip", "0", 0); GlConfig.gl_showtris = ConsoleVariables.Get("gl_showtris", "0", 0); GlConfig.gl_ztrick = ConsoleVariables.Get("gl_ztrick", "0", 0); GlConfig.gl_finish = ConsoleVariables.Get("gl_finish", "0", CVAR_ARCHIVE); GlConfig.gl_clear = ConsoleVariables.Get("gl_clear", "0", 0); GlConfig.gl_cull = ConsoleVariables.Get("gl_cull", "1", 0); GlConfig.gl_polyblend = ConsoleVariables.Get("gl_polyblend", "1", 0); GlConfig.gl_flashblend = ConsoleVariables.Get("gl_flashblend", "0", 0); GlConfig.gl_playermip = ConsoleVariables.Get("gl_playermip", "0", 0); GlConfig.gl_monolightmap = ConsoleVariables.Get("gl_monolightmap", "0", 0); GlConfig.gl_driver = ConsoleVariables.Get("gl_driver", "opengl32", CVAR_ARCHIVE); GlConfig.gl_texturemode = ConsoleVariables.Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE); GlConfig.gl_texturealphamode = ConsoleVariables.Get("gl_texturealphamode", "default", CVAR_ARCHIVE); GlConfig.gl_texturesolidmode = ConsoleVariables.Get("gl_texturesolidmode", "default", CVAR_ARCHIVE); GlConfig.gl_lockpvs = ConsoleVariables.Get("gl_lockpvs", "0", 0); GlConfig.gl_vertex_arrays = ConsoleVariables.Get("gl_vertex_arrays", "1", CVAR_ARCHIVE); GlConfig.gl_ext_swapinterval = ConsoleVariables.Get("gl_ext_swapinterval", "1", CVAR_ARCHIVE); GlConfig.gl_ext_palettedtexture = ConsoleVariables.Get("gl_ext_palettedtexture", "0", CVAR_ARCHIVE); GlConfig.gl_ext_multitexture = ConsoleVariables.Get("gl_ext_multitexture", "1", CVAR_ARCHIVE); GlConfig.gl_ext_pointparameters = ConsoleVariables.Get("gl_ext_pointparameters", "1", CVAR_ARCHIVE); GlConfig.gl_ext_compiled_vertex_array = ConsoleVariables.Get("gl_ext_compiled_vertex_array", "1", CVAR_ARCHIVE); GlConfig.gl_drawbuffer = ConsoleVariables.Get("gl_drawbuffer", "GL_BACK", 0); GlConfig.gl_swapinterval = ConsoleVariables.Get("gl_swapinterval", "0", CVAR_ARCHIVE); GlConfig.gl_saturatelighting = ConsoleVariables.Get("gl_saturatelighting", "0", 0); GlConfig.gl_3dlabs_broken = ConsoleVariables.Get("gl_3dlabs_broken", "1", CVAR_ARCHIVE); GlConfig.vid_fullscreen = ConsoleVariables.Get("vid_fullscreen", "0", CVAR_ARCHIVE); GlConfig.vid_gamma = ConsoleVariables.Get("vid_gamma", "1.0", CVAR_ARCHIVE); GlConfig.vid_ref = ConsoleVariables.Get("vid_ref", "lwjgl", CVAR_ARCHIVE); } static protected ConsoleVariable vid_fullscreen; }