Ejemplo n.º 1
0
static void InitRenderer()
{
	TIMER(L"InitRenderer");

	if(g_NoGLS3TC)
		ogl_tex_override(OGL_TEX_S3TC, OGL_TEX_DISABLE);
	if(g_NoGLAutoMipmap)
		ogl_tex_override(OGL_TEX_AUTO_MIPMAP_GEN, OGL_TEX_DISABLE);

	// create renderer
	new CRenderer;

	// set renderer options from command line options - NOVBO must be set before opening the renderer
	g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO, g_NoGLVBO);
	g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, g_Shadows);

	g_Renderer.SetOptionBool(CRenderer::OPT_WATERNORMAL, g_WaterNormal);
	g_Renderer.SetOptionBool(CRenderer::OPT_WATERREALDEPTH, g_WaterRealDepth);
	g_Renderer.SetOptionBool(CRenderer::OPT_WATERFOAM, g_WaterFoam);
	g_Renderer.SetOptionBool(CRenderer::OPT_WATERCOASTALWAVES, g_WaterCoastalWaves);
	g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFLECTION, g_WaterRefraction);
	g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFRACTION, g_WaterReflection);
	g_Renderer.SetOptionBool(CRenderer::OPT_WATERSHADOW, g_WaterShadows);
	
	g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath));
	g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWPCF, g_ShadowPCF);
	g_Renderer.SetOptionBool(CRenderer::OPT_PARTICLES, g_Particles);
	g_Renderer.SetOptionBool(CRenderer::OPT_SILHOUETTES, g_Silhouettes);
	g_Renderer.SetOptionBool(CRenderer::OPT_SHOWSKY, g_ShowSky);

	// create terrain related stuff
	new CTerrainTextureManager;

	g_Renderer.Open(g_xres, g_yres);

	// Setup lighting environment. Since the Renderer accesses the
	// lighting environment through a pointer, this has to be done before
	// the first Frame.
	g_Renderer.SetLightEnv(&g_LightEnv);

	// I haven't seen the camera affecting GUI rendering and such, but the
	// viewport has to be updated according to the video mode
	SViewPort vp;
	vp.m_X = 0;
	vp.m_Y = 0;
	vp.m_Width = g_xres;
	vp.m_Height = g_yres;
	g_Renderer.SetViewport(vp);

	ColorActivateFastImpl();
	ModelRenderer::Init();
}
Ejemplo n.º 2
0
static void InitRenderer()
{
	TIMER(L"InitRenderer");

	if(g_NoGLS3TC)
		ogl_tex_override(OGL_TEX_S3TC, OGL_TEX_DISABLE);
	if(g_NoGLAutoMipmap)
		ogl_tex_override(OGL_TEX_AUTO_MIPMAP_GEN, OGL_TEX_DISABLE);

	// create renderer
	new CRenderer;

	// set renderer options from command line options - NOVBO must be set before opening the renderer
	g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO,g_NoGLVBO);
	g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS,g_Shadows);
	g_Renderer.SetOptionBool(CRenderer::OPT_FANCYWATER,g_FancyWater);
	g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath));
	g_Renderer.SetOptionFloat(CRenderer::OPT_LODBIAS, g_LodBias);
	g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWPCF, g_ShadowPCF);

	// create terrain related stuff
	new CTerrainTextureManager;

	// create the material manager
	new CMaterialManager;

	g_Renderer.Open(g_xres,g_yres);

	// Setup lighting environment. Since the Renderer accesses the
	// lighting environment through a pointer, this has to be done before
	// the first Frame.
	g_Renderer.SetLightEnv(&g_LightEnv);

	// I haven't seen the camera affecting GUI rendering and such, but the
	// viewport has to be updated according to the video mode
	SViewPort vp;
	vp.m_X=0;
	vp.m_Y=0;
	vp.m_Width=g_xres;
	vp.m_Height=g_yres;
	g_Renderer.SetViewport(vp);

	ColorActivateFastImpl();
	ModelRenderer::Init();
}