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Removes RenderPath
We can render the game only with shaders so we don't need to support fixed function pipeline as a separate render path. We only need to know when to warn a user. Fixes #6244
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@@ -60,33 +60,6 @@ private:
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std::vector<CConfigDBHook> hooks;
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};
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RenderPath RenderPathEnum::FromString(const CStr8& name)
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{
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if (name == "default")
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return DEFAULT;
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if (name == "fixed")
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return FIXED;
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if (name == "shader")
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return SHADER;
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LOGWARNING("Unknown render path %s", name.c_str());
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return DEFAULT;
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}
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CStr8 RenderPathEnum::ToString(RenderPath path)
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{
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switch (path)
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{
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case RenderPath::DEFAULT:
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return "default";
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case RenderPath::FIXED:
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return "fixed";
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case RenderPath::SHADER:
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return "shader";
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}
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return "default"; // Silence warning about reaching end of non-void function.
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}
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RenderDebugMode RenderDebugModeEnum::FromString(const CStr8& name)
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{
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if (name == str_RENDER_DEBUG_MODE_NONE.c_str())
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@@ -120,7 +93,6 @@ CStrIntern RenderDebugModeEnum::ToString(RenderDebugMode mode)
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CRenderingOptions::CRenderingOptions() : m_ConfigHooks(new ConfigHooks())
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{
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m_RenderPath = RenderPath::DEFAULT;
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m_Shadows = false;
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m_WaterEffects = false;
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m_WaterFancyEffects = false;
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@@ -148,10 +120,6 @@ CRenderingOptions::~CRenderingOptions()
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void CRenderingOptions::ReadConfigAndSetupHooks()
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{
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m_ConfigHooks->Setup("renderpath", [this]() {
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SetRenderPath(RenderPathEnum::FromString(g_ConfigDB.Get("renderpath", std::string{})));
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});
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m_ConfigHooks->Setup("shadowquality", []() {
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if (CRenderer::IsInitialised())
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g_Renderer.GetSceneRenderer().GetShadowMap().RecreateTexture();
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@@ -301,13 +269,6 @@ void CRenderingOptions::SetFog(bool value)
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g_Renderer.MakeShadersDirty();
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}
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void CRenderingOptions::SetRenderPath(RenderPath value)
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{
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m_RenderPath = value;
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if (CRenderer::IsInitialised())
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g_Renderer.SetRenderPath(m_RenderPath);
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}
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void CRenderingOptions::SetRenderDebugMode(RenderDebugMode value)
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{
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m_RenderDebugMode = value;
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