mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 23:26:41 +00:00 
			
		
		
		
	Using docs/source/reference/modding/settings/*.rst and files/settings-default.cfg files content.
		
			
				
	
	
		
			46 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			46 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_COMPONENTS_SETTINGS_CATEGORIES_SHADOWS_H
 | |
| #define OPENMW_COMPONENTS_SETTINGS_CATEGORIES_SHADOWS_H
 | |
| 
 | |
| #include "components/settings/sanitizerimpl.hpp"
 | |
| #include "components/settings/settingvalue.hpp"
 | |
| 
 | |
| #include <osg/Math>
 | |
| #include <osg/Vec2f>
 | |
| #include <osg/Vec3f>
 | |
| 
 | |
| #include <cstdint>
 | |
| #include <string>
 | |
| #include <string_view>
 | |
| 
 | |
| namespace Settings
 | |
| {
 | |
|     struct ShadowsCategory
 | |
|     {
 | |
|         SettingValue<bool> mEnableShadows{ "Shadows", "enable shadows" };
 | |
|         SettingValue<int> mNumberOfShadowMaps{ "Shadows", "number of shadow maps", makeClampSanitizerInt(1, 8) };
 | |
|         SettingValue<float> mMaximumShadowMapDistance{ "Shadows", "maximum shadow map distance" };
 | |
|         SettingValue<float> mShadowFadeStart{ "Shadows", "shadow fade start", makeClampSanitizerFloat(0, 1) };
 | |
|         SettingValue<bool> mAllowShadowMapOverlap{ "Shadows", "allow shadow map overlap" };
 | |
|         SettingValue<float> mSplitPointUniformLogarithmicRatio{ "Shadows", "split point uniform logarithmic ratio",
 | |
|             makeClampSanitizerFloat(0, 1) };
 | |
|         SettingValue<float> mSplitPointBias{ "Shadows", "split point bias" };
 | |
|         SettingValue<bool> mEnableDebugHud{ "Shadows", "enable debug hud" };
 | |
|         SettingValue<bool> mEnableDebugOverlay{ "Shadows", "enable debug overlay" };
 | |
|         SettingValue<std::string> mComputeSceneBounds{ "Shadows", "compute scene bounds",
 | |
|             makeEnumSanitizerString({ "primitives", "bounds", "none" }) };
 | |
|         SettingValue<int> mShadowMapResolution{ "Shadows", "shadow map resolution" };
 | |
|         SettingValue<float> mMinimumLispsmNearFarRatio{ "Shadows", "minimum lispsm near far ratio",
 | |
|             makeMaxStrictSanitizerFloat(0) };
 | |
|         SettingValue<float> mPolygonOffsetFactor{ "Shadows", "polygon offset factor" };
 | |
|         SettingValue<float> mPolygonOffsetUnits{ "Shadows", "polygon offset units" };
 | |
|         SettingValue<float> mNormalOffsetDistance{ "Shadows", "normal offset distance" };
 | |
|         SettingValue<bool> mUseFrontFaceCulling{ "Shadows", "use front face culling" };
 | |
|         SettingValue<bool> mActorShadows{ "Shadows", "actor shadows" };
 | |
|         SettingValue<bool> mPlayerShadows{ "Shadows", "player shadows" };
 | |
|         SettingValue<bool> mTerrainShadows{ "Shadows", "terrain shadows" };
 | |
|         SettingValue<bool> mObjectShadows{ "Shadows", "object shadows" };
 | |
|         SettingValue<bool> mEnableIndoorShadows{ "Shadows", "enable indoor shadows" };
 | |
|     };
 | |
| }
 | |
| 
 | |
| #endif
 |