raze/source/common/rendering/hwrenderer/postprocessing/hw_postprocessshader.cpp

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2022-01-17 12:21:00 +00:00
/*
** 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;
}