mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-11 13:21:39 +00:00
140 lines
3.5 KiB
C++
140 lines
3.5 KiB
C++
|
/*
|
||
|
** Postprocessing framework
|
||
|
** Copyright (c) 2016-2020 Magnus Norddahl
|
||
|
**
|
||
|
** This software is provided 'as-is', without any express or implied
|
||
|
** warranty. In no event will the authors be held liable for any damages
|
||
|
** arising from the use of this software.
|
||
|
**
|
||
|
** Permission is granted to anyone to use this software for any purpose,
|
||
|
** including commercial applications, and to alter it and redistribute it
|
||
|
** freely, subject to the following restrictions:
|
||
|
**
|
||
|
** 1. The origin of this software must not be misrepresented; you must not
|
||
|
** claim that you wrote the original software. If you use this software
|
||
|
** in a product, an acknowledgment in the product documentation would be
|
||
|
** appreciated but is not required.
|
||
|
** 2. Altered source versions must be plainly marked as such, and must not be
|
||
|
** misrepresented as being the original software.
|
||
|
** 3. This notice may not be removed or altered from any source distribution.
|
||
|
*/
|
||
|
|
||
|
#include "vm.h"
|
||
|
#include "hwrenderer/postprocessing/hw_postprocessshader.h"
|
||
|
#include "hwrenderer/postprocessing/hw_postprocess.h"
|
||
|
|
||
|
static void ShaderSetEnabled(const FString &shaderName, bool value)
|
||
|
{
|
||
|
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||
|
{
|
||
|
PostProcessShader &shader = PostProcessShaders[i];
|
||
|
if (shader.Name == shaderName)
|
||
|
shader.Enabled = value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DEFINE_ACTION_FUNCTION_NATIVE(_PPShader, SetEnabled, ShaderSetEnabled)
|
||
|
{
|
||
|
PARAM_PROLOGUE;
|
||
|
PARAM_STRING(shaderName);
|
||
|
PARAM_BOOL(value);
|
||
|
ShaderSetEnabled(shaderName, value);
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
static void ShaderSetUniform1f(const FString &shaderName, const FString &uniformName, double value)
|
||
|
{
|
||
|
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||
|
{
|
||
|
PostProcessShader &shader = PostProcessShaders[i];
|
||
|
if (shader.Name == shaderName)
|
||
|
{
|
||
|
double *vec4 = shader.Uniforms[uniformName].Values;
|
||
|
vec4[0] = value;
|
||
|
vec4[1] = 0.0;
|
||
|
vec4[2] = 0.0;
|
||
|
vec4[3] = 1.0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DEFINE_ACTION_FUNCTION_NATIVE(_PPShader, SetUniform1f, ShaderSetUniform1f)
|
||
|
{
|
||
|
PARAM_PROLOGUE;
|
||
|
PARAM_STRING(shaderName);
|
||
|
PARAM_STRING(uniformName);
|
||
|
PARAM_FLOAT(value);
|
||
|
ShaderSetUniform1f(shaderName, uniformName, value);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
DEFINE_ACTION_FUNCTION(_PPShader, SetUniform2f)
|
||
|
{
|
||
|
PARAM_PROLOGUE;
|
||
|
PARAM_STRING(shaderName);
|
||
|
PARAM_STRING(uniformName);
|
||
|
PARAM_FLOAT(x);
|
||
|
PARAM_FLOAT(y);
|
||
|
|
||
|
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||
|
{
|
||
|
PostProcessShader &shader = PostProcessShaders[i];
|
||
|
if (shader.Name == shaderName)
|
||
|
{
|
||
|
double *vec4 = shader.Uniforms[uniformName].Values;
|
||
|
vec4[0] = x;
|
||
|
vec4[1] = y;
|
||
|
vec4[2] = 0.0;
|
||
|
vec4[3] = 1.0;
|
||
|
}
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
DEFINE_ACTION_FUNCTION(_PPShader, SetUniform3f)
|
||
|
{
|
||
|
PARAM_PROLOGUE;
|
||
|
PARAM_STRING(shaderName);
|
||
|
PARAM_STRING(uniformName);
|
||
|
PARAM_FLOAT(x);
|
||
|
PARAM_FLOAT(y);
|
||
|
PARAM_FLOAT(z);
|
||
|
|
||
|
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||
|
{
|
||
|
PostProcessShader &shader = PostProcessShaders[i];
|
||
|
if (shader.Name == shaderName)
|
||
|
{
|
||
|
double *vec4 = shader.Uniforms[uniformName].Values;
|
||
|
vec4[0] = x;
|
||
|
vec4[1] = y;
|
||
|
vec4[2] = z;
|
||
|
vec4[3] = 1.0;
|
||
|
}
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
DEFINE_ACTION_FUNCTION(_PPShader, SetUniform1i)
|
||
|
{
|
||
|
PARAM_PROLOGUE;
|
||
|
PARAM_STRING(shaderName);
|
||
|
PARAM_STRING(uniformName);
|
||
|
PARAM_INT(value);
|
||
|
|
||
|
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||
|
{
|
||
|
PostProcessShader &shader = PostProcessShaders[i];
|
||
|
if (shader.Name == shaderName)
|
||
|
{
|
||
|
double *vec4 = shader.Uniforms[uniformName].Values;
|
||
|
vec4[0] = (double)value;
|
||
|
vec4[1] = 0.0;
|
||
|
vec4[2] = 0.0;
|
||
|
vec4[3] = 1.0;
|
||
|
}
|
||
|
}
|
||
|
return 0;
|
||
|
}
|