mirror of
https://github.com/Cesarus85/ringfall-mjolnir-vr.git
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106 lines
3.7 KiB
C
106 lines
3.7 KiB
C
/*
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RASTERIZER_DEBUG_OPTIONS.H
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January rasterizer debug settings. Named members are corroborated by the
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scripting globals and rasterizer use sites. Unknown bytes remain reserved;
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later builds have a different tail and are not the layout authority.
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*/
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#ifndef __RASTERIZER_DEBUG_OPTIONS_H
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#define __RASTERIZER_DEBUG_OPTIONS_H
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#pragma once
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#include "cseries.h"
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struct rasterizer_debug_options_definition
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{
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boolean fps_accumulation; /* 0x00 */
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byte pad01; /* 0x01 */
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short stats; /* 0x02 */
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short mode; /* 0x04 */
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boolean wireframe; /* 0x06 */
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boolean debug_model_vertices; /* 0x07 */
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short debug_model_lod; /* 0x08 */
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boolean debug_transparents; /* 0x0A */
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boolean debug_meter_shader; /* 0x0B */
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boolean models; /* 0x0C */
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boolean model_transparents; /* 0x0D */
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boolean draw_first_person_weapon_first; /* 0x0E */
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boolean stencil_mask; /* 0x0F */
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byte environment; /* 0x10 */
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boolean environment_lightmaps; /* 0x11 */
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boolean environment_shadows; /* 0x12 */
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boolean environment_diffuse_lights; /* 0x13 */
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boolean environment_diffuse_textures; /* 0x14 */
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boolean environment_decals; /* 0x15 */
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boolean environment_specular_lights; /* 0x16 */
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boolean environment_specular_lightmaps; /* 0x17 */
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boolean environment_reflection_lightmap_mask; /* 0x18 */
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boolean environment_reflection_mirrors; /* 0x19 */
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boolean environment_reflections; /* 0x1A */
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boolean environment_transparents; /* 0x1B */
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boolean environment_fog; /* 0x1C */
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boolean environment_fog_screen; /* 0x1D */
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boolean water; /* 0x1E */
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boolean lens_flares; /* 0x1F */
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boolean dynamic_unlit_geometry; /* 0x20 */
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boolean dynamic_lit_geometry; /* 0x21 */
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boolean dynamic_screen_geometry; /* 0x22 */
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boolean hud_motion_sensor; /* 0x23 */
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boolean detail_objects; /* 0x24 */
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boolean debug_geometry; /* 0x25 */
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boolean debug_geometry_multipass; /* 0x26 */
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boolean fog_atmosphere; /* 0x27 */
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boolean fog_plane; /* 0x28 */
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boolean bump_mapping; /* 0x29 */
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byte pad2A[2]; /* 0x2A */
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real lightmap_ambient; /* 0x2C */
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byte reserved30[2]; /* 0x30 */
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short pad3; /* 0x32 */
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boolean lightmaps_incident_radiosity; /* 0x34 */
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boolean lightmaps_filtering; /* 0x35 */
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byte pad36[2]; /* 0x36 */
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real model_lighting_ambient; /* 0x38 */
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boolean environment_alpha_testing; /* 0x3C */
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boolean environment_specular_mask; /* 0x3D */
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boolean shadows_convolution; /* 0x3E */
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boolean shadows_debug; /* 0x3F */
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boolean water_mipmapping; /* 0x40 */
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boolean active_camouflage; /* 0x41 */
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boolean active_camouflage_multipass; /* 0x42 */
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boolean plasma_energy; /* 0x43 */
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boolean lens_flares_occlusion; /* 0x44 */
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boolean lens_flares_occlusion_debug; /* 0x45 */
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boolean ray_of_buddha; /* 0x46 */
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boolean screen_flashes; /* 0x47 */
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boolean screen_effects; /* 0x48 */
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boolean DXTC_noise; /* 0x49 */
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boolean soft_filter; /* 0x4A */
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boolean secondary_render_target_debug; /* 0x4B */
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boolean profile_log; /* 0x4C */
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byte pad4D[3]; /* 0x4D */
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real detail_objects_offset_multiplier; /* 0x50 */
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long zbias; /* 0x54 */
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real zoffset; /* 0x58 */
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boolean force_all_player_views_to_default_player; /* 0x5C */
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boolean safe_frame_bounds; /* 0x5D */
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short freeze_flying_camera; /* 0x5E */
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boolean zsprites; /* 0x60 */
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boolean filthy_decal_fog_hack; /* 0x61 */
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boolean smart; /* 0x62 */
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boolean splitscreen_VB_optimization; /* 0x63 */
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boolean profile_print_locks; /* 0x64 */
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byte pad65[3]; /* 0x65 */
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real profile_objectlock_time; /* 0x68 */
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real pad3_scale; /* 0x6C */
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real f[6]; /* 0x70 */
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boolean transparent_pixel_counter_active; /* 0x88 */
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boolean transparent_pixel_counter; /* 0x89 */
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byte pad8A[2]; /* 0x8A */
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};
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extern struct rasterizer_debug_options_definition rasterizer_debug_options;
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extern boolean debug_render_freeze;
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#endif /* __RASTERIZER_DEBUG_OPTIONS_H */
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