Beispiel #1
0
bool gkTimer::Init(ISystem *pSystem)
{
	m_pSystem=pSystem;

	REGISTER_CVARFLOAT_DESC( sys_max_fps,
		_T("固定更新频率\n")
		_T("Usage: sys_max_fps [0.0 - 999.0]\n")
		_T("默认为60.0"), 0.1f, 999.0f, 999.0f);

	// MartinM: renamed cvars for consistency
	// if game code was accessing them by name there was something wrong anyway

// 	REGISTER_CVAR2("t_Smoothing",&m_TimeSmoothing,DEFAULT_FRAME_SMOOTHING,0,
// 		"time smoothing\n"
// 		"0=off, 1=on");
// 
// 	REGISTER_CVAR2("t_FixedStep",&m_fixed_time_step,0,0,
// 		"Game updated with this fixed frame time\n"
// 		"0=off, number specifies the frame time in seconds\n"
// 		"e.g. 0.033333(30 fps), 0.1(10 fps), 0.01(100 fps)" );
// 
// 	REGISTER_CVAR2("t_MaxStep",&m_max_time_step,0.25f,0,
// 		"Game systems clamped to this frame time" );
// 
// 	// todo: reconsider exposing that as cvar (negative time, same value is used by Trackview, better would be another value multipled with the internal one)
//   REGISTER_CVAR2("t_Scale",&m_time_scale,1.0f,0,
// 		"Game time scaled by this - for variable slow motion" );
// 
// 	REGISTER_CVAR2("t_Debug",&m_TimeDebug,0,0, "Timer debug" );
// 
// 	// -----------------
// 
// 	REGISTER_CVAR2("profile_smooth",&m_profile_smooth_time, fDEFAULT_PROFILE_SMOOTHING, 0,
// 		"Profiler exponential smoothing interval (seconds)" );
// 
// 	REGISTER_CVAR2("profile_weighting",&m_profile_weighting,0,0,
// 		"Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold" );

	return true;
}
Beispiel #2
0
gkRendererCVars::gkRendererCVars()
{
	REGISTER_CVARINT_DESC(r_aux, 
		_T("Toggles Aux Helper Rendering.\n")
		_T("Usage: r_aux [0/1]\n")
		_T("Default is 1 (on). Set to 0 to diable aux rendering."), 1);

	REGISTER_CVARINT_DESC(r_disinfo, 
		_T("Toggles Display Info Rendering.\n")
		_T("Usage: r_disinfo [0/1]\n")
		_T("Default is 1 (on). Set to 0 to diable aux rendering."), 1);

	REGISTER_CVARINT_DESC(r_defaultmat, 
		_T("Toggles Display Info Rendering.\n")
		_T("Usage: r_disinfo [0/1]\n")
		_T("Default is 1 (on). Set to 0 to diable aux rendering."), 0);


	REGISTER_CVARINT_DESC(r_MTRendering, 
		_T("Toggles MultiThread Rendering.\n")
		_T("Usage: r_MTRendering [0/1]\n")
		_T("Default is 0 (on). Set to 1 to enable."), 0);


	

	REGISTER_CVARFLOAT_DESC( r_SSAOScale,
		_T("SSAO对比度.\n")
		_T("Usage: r_SSAOConstract [0.0 - 2.0]\n")
		_T("默认为1.0"), 0.1f, 10.0f, 1.0f);

	REGISTER_CVARFLOAT_DESC( r_SSAOBias,
		_T("SSAO对比度.\n")
		_T("Usage: r_SSAOConstract [0.0 - 2.0]\n")
		_T("默认为1.0"), 0.0f, 0.5f, 0.02f);

	REGISTER_CVARFLOAT_DESC( r_SSAOAmount,
		_T("SSAO对比度.\n")
		_T("Usage: r_SSAOConstract [0.0 - 2.0]\n")
		_T("默认为1.0"), 0.1f, 20.0f, 1.0f);

	REGISTER_CVARFLOAT_DESC(r_SSAORadius, 
		_T("SSAO采样半径\n")
		_T("Usage: r_SSAORadius [0.0 - 5.0]\n")
		_T("默认为1.5 (米)."), 0.01f, 10.0f, 1.5f);	

	
	REGISTER_CVARFLOAT_DESC(r_shadowSlopeBias, 
		_T("阴影坡度偏移\n")
		_T("Usage: r_shadowmapsize [32 - 2048]\n")
		_T("默认为1024."), 0.0, 90.0, 0.05);	

	REGISTER_CVARFLOAT_DESC(r_shadowmapsize, 
		_T("阴影贴图大小\n")
		_T("Usage: r_shadowmapsize [32 - 2048]\n")
		_T("默认为1024."), 32, 2048, 1024);	
	
	REGISTER_CVARFLOAT_DESC(r_ssaodownscale,
		_T("SSAO降采样次数\n")
		_T("Usage: r_ssaodownscale [0 - 2]\n")
		_T("默认为0"), 0, 2, 0);	

	REGISTER_CVARFLOAT_DESC(r_shadowmaskdownscale,
		_T("SHADOWMAP降采样次数\n")
		_T("Usage: r_shadowmapdownscale [0 - 2]\n")
		_T("默认为0"), 0, 2, 0);	


	REGISTER_CVARINT_DESC(sw_HDRMode, 
		_T("Toggles Aux Helper Rendering.\n")
		_T("Usage: r_aux [0/1]\n")
		_T("Default is 1 (on). Set to 0 to diable aux rendering."), 1);
	

	REGISTER_CVARFLOAT(r_HDRLevel);
	REGISTER_CVARFLOAT(r_HDRBrightThreshold);
	REGISTER_CVARFLOAT(r_HDROffset);
	REGISTER_CVARFLOAT_DESC(r_HDRGrain, _T("HDR噪点,提高亮度"), 1.0, 5.0, 2.0);

	REGISTER_CVARINT_DESC(r_PostMsaa, _T("后处理超采样抗锯齿,0:关, 1:开"), 1);
	REGISTER_CVARINT_DESC(r_HDRRendering, _T("HDR渲染,0:关, 1:开"), 1);
	REGISTER_CVARINT_DESC(r_SSAO, _T("屏幕空间遮蔽,0:关, 1:开"), 1);
	REGISTER_CVARINT_DESC(r_Shadow, _T("全局阳光阴影,0:关, 1:开"), 1);
    REGISTER_CVARINT_DESC(r_Fog, _T("雾效,0:关, 1:开"), 1);
    
	REGISTER_CVARFLOAT_DESC(r_GSMShadowConstbia, _T("阳光阴影偏移"), 0.0005, 0.1, 0.001);
	REGISTER_CVARFLOAT_DESC(r_GSMShadowPenumbraStart, _T("阳光半影开始距离"), 0.00001, 0.5, 0.001);
	REGISTER_CVARFLOAT_DESC(r_GSMShadowPenumbraLengh, _T("阳光半影距离"), 0.0, 50.0, 10.0);

	REGISTER_CVARINT_DESC(r_DebugDynTex, _T("调试动态纹理,0:关, 1:开"), 0);
	REGISTER_CVARINT_DESC(r_DebugDynTexType, _T("调试动态纹理类别,0:全, 1:HDR, 2:阴影, 3:延迟光照, 4:后处理"), 0);

	REGISTER_CVARINT_DESC(r_ProfileGpu, _T("监控GPU时间,0:关, 1:各模块统计显示"), 0);

	REGISTER_CVARINT_DESC(r_dof, _T("DOF开关,0:关, 1:开"), 1);

	REGISTER_CVARINT_DESC(r_ssrl, _T("屏幕空间反射开关,0:关, 1:开"), 1);
	

	REGISTER_CVARINT_DESC(r_ShadingMode, _T("着色方式,0:延迟光照,1:延迟着色 2:前向渲染"), 0);
	
	REGISTER_CVARINT_DESC(r_sharpenpass, _T("附加锐化,0:关,1:开 2:自动(降像素渲染时开启)"), 2);
	
	REGISTER_CVARFLOAT_DESC(r_pixelscale,
		_T("像素缩放比\n")
		_T("Usage: r_pixelscale [0.5]\n")
		_T("默认为1.0 (原始比例)."), 0.25, 1.0, 1.0);

	REGISTER_CVARFLOAT_DESC(r_ldrfakebrightness,
		_T("像素缩放比\n")
		_T("Usage: r_ldrfakebrightness [4.0]\n")
		_T("默认为4.0 (原始比例)."), 0.1, 20.0, 4.0);
	
	
}