- redid postprocessing shader interface to be free of the player dependency.
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use. The Shader class has been redone as a thin wrapper and been deprecated.
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/*
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** Postprocessing framework
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** Copyright (c) 2016-2020 Magnus Norddahl
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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 "vm.h"
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#include "hwrenderer/postprocessing/hw_postprocessshader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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static void ShaderSetEnabled(const FString &shaderName, bool value)
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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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if (shader.Name == shaderName)
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shader.Enabled = value;
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_PPShader, SetEnabled, ShaderSetEnabled)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(shaderName);
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PARAM_BOOL(value);
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ShaderSetEnabled(shaderName, value);
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return 0;
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}
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static void ShaderSetUniform1f(const FString &shaderName, const FString &uniformName, double value)
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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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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = value;
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vec4[1] = 0.0;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_PPShader, SetUniform1f, ShaderSetUniform1f)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT(value);
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ShaderSetUniform1f(shaderName, uniformName, value);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_PPShader, SetUniform2f)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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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 (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = x;
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vec4[1] = y;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_PPShader, SetUniform3f)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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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 (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = x;
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vec4[1] = y;
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vec4[2] = z;
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vec4[3] = 1.0;
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_PPShader, SetUniform1i)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_INT(value);
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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 (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = (double)value;
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vec4[1] = 0.0;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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return 0;
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}
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