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; }
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); }