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			49 lines
		
	
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_COMPONENTS_SETTINGS_CATEGORIES_SHADOWS_H
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#define OPENMW_COMPONENTS_SETTINGS_CATEGORIES_SHADOWS_H
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#include "components/settings/sanitizerimpl.hpp"
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#include "components/settings/settingvalue.hpp"
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#include <osg/Math>
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#include <osg/Vec2f>
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#include <osg/Vec3f>
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#include <cstdint>
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#include <string>
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#include <string_view>
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namespace Settings
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{
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    struct ShadowsCategory : WithIndex
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    {
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        using WithIndex::WithIndex;
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        SettingValue<bool> mEnableShadows{ mIndex, "Shadows", "enable shadows" };
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        SettingValue<int> mNumberOfShadowMaps{ mIndex, "Shadows", "number of shadow maps",
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            makeClampSanitizerInt(1, 8) };
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        SettingValue<float> mMaximumShadowMapDistance{ mIndex, "Shadows", "maximum shadow map distance" };
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        SettingValue<float> mShadowFadeStart{ mIndex, "Shadows", "shadow fade start", makeClampSanitizerFloat(0, 1) };
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        SettingValue<bool> mAllowShadowMapOverlap{ mIndex, "Shadows", "allow shadow map overlap" };
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        SettingValue<float> mSplitPointUniformLogarithmicRatio{ mIndex, "Shadows",
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            "split point uniform logarithmic ratio", makeClampSanitizerFloat(0, 1) };
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        SettingValue<float> mSplitPointBias{ mIndex, "Shadows", "split point bias" };
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        SettingValue<bool> mEnableDebugHud{ mIndex, "Shadows", "enable debug hud" };
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        SettingValue<bool> mEnableDebugOverlay{ mIndex, "Shadows", "enable debug overlay" };
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        SettingValue<std::string> mComputeSceneBounds{ mIndex, "Shadows", "compute scene bounds",
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            makeEnumSanitizerString({ "primitives", "bounds", "none" }) };
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        SettingValue<int> mShadowMapResolution{ mIndex, "Shadows", "shadow map resolution" };
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        SettingValue<float> mMinimumLispsmNearFarRatio{ mIndex, "Shadows", "minimum lispsm near far ratio",
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            makeMaxStrictSanitizerFloat(0) };
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        SettingValue<float> mPolygonOffsetFactor{ mIndex, "Shadows", "polygon offset factor" };
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        SettingValue<float> mPolygonOffsetUnits{ mIndex, "Shadows", "polygon offset units" };
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        SettingValue<float> mNormalOffsetDistance{ mIndex, "Shadows", "normal offset distance" };
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        SettingValue<bool> mUseFrontFaceCulling{ mIndex, "Shadows", "use front face culling" };
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        SettingValue<bool> mActorShadows{ mIndex, "Shadows", "actor shadows" };
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        SettingValue<bool> mPlayerShadows{ mIndex, "Shadows", "player shadows" };
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        SettingValue<bool> mTerrainShadows{ mIndex, "Shadows", "terrain shadows" };
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        SettingValue<bool> mObjectShadows{ mIndex, "Shadows", "object shadows" };
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        SettingValue<bool> mEnableIndoorShadows{ mIndex, "Shadows", "enable indoor shadows" };
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    };
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}
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#endif
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