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- add debug ccmds to manipulate custom postprocess shaders and their uniforms from the console
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2 changed files with 137 additions and 0 deletions
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@ -1154,6 +1154,7 @@ set (PCH_SOURCES
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common/rendering/hwrenderer/postprocessing/hw_postprocessshader.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocessshader_ccmds.cpp
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common/rendering/gl_load/gl_interface.cpp
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common/rendering/gl/gl_renderer.cpp
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common/rendering/gl/gl_stereo3d.cpp
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@ -0,0 +1,136 @@
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/*
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** Debug ccmds for post-process shaders
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** Copyright (c) 2022 Rachael Alexanderson
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "hwrenderer/postprocessing/hw_postprocessshader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "printf.h"
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#include "c_dispatch.h"
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CCMD (shaderenable)
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{
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if (argv.argc() < 3)
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{
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Printf("Usage: shaderenable [name] [1/0/-1]\nState '-1' toggles the active shader state\n");
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return;
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}
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auto shaderName = argv[1];
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int value = atoi(argv[2]);
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bool found = 0;
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (strcmp(shader.Name, shaderName) == 0)
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{
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if (value != -1)
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shader.Enabled = value;
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else
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shader.Enabled = !shader.Enabled; //toggle
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found = 1;
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}
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}
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if (found && value != -1)
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Printf("Changed active state of all instances of %s to %s\n", shaderName, value?"On":"Off");
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else if (found)
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Printf("Toggled active state of all instances of %s\n", shaderName);
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else
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Printf("No shader named '%s' found\n", shaderName);
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}
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CCMD (shaderuniform)
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{
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if (argv.argc() < 3)
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{
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Printf("Usage: shaderuniform [shader name] [uniform name] [[value1 ..]]\n");
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return;
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}
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auto shaderName = argv[1];
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auto uniformName = argv[2];
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bool found = 0;
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (strcmp(shader.Name, shaderName) == 0)
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{
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if (argv.argc() > 3)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = argv.argc()>=4 ? atof(argv[3]) : 0.0;
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vec4[1] = argv.argc()>=5 ? atof(argv[4]) : 0.0;
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vec4[2] = argv.argc()>=6 ? atof(argv[5]) : 0.0;
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vec4[3] = 1.0;
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}
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else
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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Printf("Shader '%s' uniform '%s': %f %f %f\n", shaderName, uniformName, vec4[0], vec4[1], vec4[2]);
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}
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found = 1;
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}
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}
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if (found && argv.argc() > 3)
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Printf("Changed uniforms of %s named %s\n", shaderName, uniformName);
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else if (!found)
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Printf("No shader named '%s' found\n", shaderName);
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}
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CCMD(listshaders)
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{
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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Printf("Shader (%i): %s\n", i, shader.Name.GetChars());
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}
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}
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CCMD(listuniforms)
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{
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if (argv.argc() < 2)
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{
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Printf("Usage: listuniforms [name]\n");
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return;
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}
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auto shaderName = argv[1];
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bool found = 0;
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (strcmp(shader.Name, shaderName) == 0)
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{
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Printf("Shader '%s' uniforms:\n", shaderName);
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decltype(shader.Uniforms)::Iterator it(shader.Uniforms);
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decltype(shader.Uniforms)::Pair* pair;
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while (it.NextPair(pair))
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{
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double *vec4 = shader.Uniforms[pair->Key].Values;
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Printf(" %s : %f %f %f\n", pair->Key.GetChars(), vec4[0], vec4[1], vec4[2]);
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}
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found = 1;
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}
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}
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if (!found)
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Printf("No shader named '%s' found\n", shaderName);
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}
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