- add debug ccmds to manipulate custom postprocess shaders and their uniforms from the console

This commit is contained in:
Rachael Alexanderson 2022-01-20 22:38:46 -05:00
parent 64f4332b43
commit 4c4fafc2c0
2 changed files with 137 additions and 0 deletions

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@ -1154,6 +1154,7 @@ set (PCH_SOURCES
common/rendering/hwrenderer/postprocessing/hw_postprocessshader.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocessshader_ccmds.cpp
common/rendering/gl_load/gl_interface.cpp
common/rendering/gl/gl_renderer.cpp
common/rendering/gl/gl_stereo3d.cpp

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@ -0,0 +1,136 @@
/*
** Debug ccmds for post-process shaders
** Copyright (c) 2022 Rachael Alexanderson
**
** 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 "hwrenderer/postprocessing/hw_postprocessshader.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "printf.h"
#include "c_dispatch.h"
CCMD (shaderenable)
{
if (argv.argc() < 3)
{
Printf("Usage: shaderenable [name] [1/0/-1]\nState '-1' toggles the active shader state\n");
return;
}
auto shaderName = argv[1];
int value = atoi(argv[2]);
bool found = 0;
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (strcmp(shader.Name, shaderName) == 0)
{
if (value != -1)
shader.Enabled = value;
else
shader.Enabled = !shader.Enabled; //toggle
found = 1;
}
}
if (found && value != -1)
Printf("Changed active state of all instances of %s to %s\n", shaderName, value?"On":"Off");
else if (found)
Printf("Toggled active state of all instances of %s\n", shaderName);
else
Printf("No shader named '%s' found\n", shaderName);
}
CCMD (shaderuniform)
{
if (argv.argc() < 3)
{
Printf("Usage: shaderuniform [shader name] [uniform name] [[value1 ..]]\n");
return;
}
auto shaderName = argv[1];
auto uniformName = argv[2];
bool found = 0;
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (strcmp(shader.Name, shaderName) == 0)
{
if (argv.argc() > 3)
{
double *vec4 = shader.Uniforms[uniformName].Values;
vec4[0] = argv.argc()>=4 ? atof(argv[3]) : 0.0;
vec4[1] = argv.argc()>=5 ? atof(argv[4]) : 0.0;
vec4[2] = argv.argc()>=6 ? atof(argv[5]) : 0.0;
vec4[3] = 1.0;
}
else
{
double *vec4 = shader.Uniforms[uniformName].Values;
Printf("Shader '%s' uniform '%s': %f %f %f\n", shaderName, uniformName, vec4[0], vec4[1], vec4[2]);
}
found = 1;
}
}
if (found && argv.argc() > 3)
Printf("Changed uniforms of %s named %s\n", shaderName, uniformName);
else if (!found)
Printf("No shader named '%s' found\n", shaderName);
}
CCMD(listshaders)
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
Printf("Shader (%i): %s\n", i, shader.Name.GetChars());
}
}
CCMD(listuniforms)
{
if (argv.argc() < 2)
{
Printf("Usage: listuniforms [name]\n");
return;
}
auto shaderName = argv[1];
bool found = 0;
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (strcmp(shader.Name, shaderName) == 0)
{
Printf("Shader '%s' uniforms:\n", shaderName);
decltype(shader.Uniforms)::Iterator it(shader.Uniforms);
decltype(shader.Uniforms)::Pair* pair;
while (it.NextPair(pair))
{
double *vec4 = shader.Uniforms[pair->Key].Values;
Printf(" %s : %f %f %f\n", pair->Key.GetChars(), vec4[0], vec4[1], vec4[2]);
}
found = 1;
}
}
if (!found)
Printf("No shader named '%s' found\n", shaderName);
}