add post-effect-slot resource & add gfx.posteffects library
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c3bc084e76
commit
64039f0e43
@ -189,6 +189,8 @@ constexpr const char* to_string(ResourceType type) {
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switch (type) {
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case ResourceType::CAMERA:
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return "camera";
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case ResourceType::POST_EFFECT_SLOT:
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return "post-effect-slot";
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default:
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return "unknown";
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}
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@ -197,6 +199,8 @@ constexpr const char* to_string(ResourceType type) {
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inline std::optional<ResourceType> ResourceType_from(std::string_view str) {
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if (str == "camera") {
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return ResourceType::CAMERA;
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} else if (str == "post-effect-slot") {
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return ResourceType::POST_EFFECT_SLOT;
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}
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return std::nullopt;
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}
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@ -7,7 +7,11 @@ class ContentPackRuntime;
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enum class ContentType { NONE, BLOCK, ITEM, ENTITY, GENERATOR };
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enum class ResourceType : size_t { CAMERA, LAST = CAMERA };
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enum class ResourceType : size_t {
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CAMERA,
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POST_EFFECT_SLOT,
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LAST = POST_EFFECT_SLOT
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};
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inline constexpr auto RESOURCE_TYPES_COUNT =
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static_cast<size_t>(ResourceType::LAST) + 1;
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@ -42,7 +42,9 @@ LevelScreen::LevelScreen(
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)
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: Screen(engine),
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world(*levelPtr->getWorld()),
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postProcessing(std::make_unique<PostProcessing>()),
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postProcessing(std::make_unique<PostProcessing>(
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levelPtr->content.getIndices(ResourceType::POST_EFFECT_SLOT).size()
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)),
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gui(engine.getGUI()),
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input(engine.getInput()) {
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Level* level = levelPtr.get();
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@ -115,7 +117,9 @@ void LevelScreen::initializeContent() {
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for (auto& entry : content.getPacks()) {
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initializePack(entry.second.get());
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}
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scripting::on_frontend_init(hud.get(), renderer.get());
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scripting::on_frontend_init(
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hud.get(), renderer.get(), postProcessing.get()
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);
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}
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void LevelScreen::initializePack(ContentPackRuntime* pack) {
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@ -1,15 +1,16 @@
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#include "PostEffect.hpp"
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#include "Shader.hpp"
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#include "data/dv_util.hpp"
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PostEffect::Param::Param() : type(Type::FLOAT) {}
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PostEffect::Param::Param(Type type, Value defValue)
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: type(type), defValue(std::move(defValue)) {
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: type(type), defValue(defValue), value(defValue) {
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}
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PostEffect::PostEffect(
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std::unique_ptr<Shader> shader,
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std::shared_ptr<Shader> shader,
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std::unordered_map<std::string, Param> params
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)
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: shader(std::move(shader)), params(std::move(params)) {
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@ -18,9 +19,65 @@ PostEffect::PostEffect(
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Shader& PostEffect::use() {
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shader->use();
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shader->uniform1f("u_intensity", intensity);
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for (auto& [name, param] : params) {
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if (!param.dirty) {
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continue;
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}
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switch (param.type) {
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case Param::Type::FLOAT:
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shader->uniform1f(name, std::get<float>(param.value));
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break;
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case Param::Type::VEC2:
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shader->uniform2f(name, std::get<glm::vec2>(param.value));
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break;
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case Param::Type::VEC3:
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shader->uniform3f(name, std::get<glm::vec3>(param.value));
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break;
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case Param::Type::VEC4:
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shader->uniform4f(name, std::get<glm::vec4>(param.value));
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break;
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default:
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assert(false);
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}
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param.dirty = false;
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}
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return *shader;
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}
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float PostEffect::getIntensity() const {
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return intensity;
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}
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void PostEffect::setIntensity(float value) {
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intensity = value;
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}
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template<int n>
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static void set_value(PostEffect::Param::Value& dst, const dv::value& value) {
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glm::vec<n, float> vec;
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dv::get_vec(value, vec);
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dst = vec;
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}
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void PostEffect::setParam(const std::string& name, const dv::value& value) {
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const auto& found = params.find(name);
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if (found == params.end()) {
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return;
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}
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auto& param = found->second;
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switch (param.type) {
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case Param::Type::FLOAT:
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param.value = static_cast<float>(value.asNumber());
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break;
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case Param::Type::VEC2:
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set_value<2>(param.value, value);
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break;
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case Param::Type::VEC3:
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set_value<3>(param.value, value);
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break;
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case Param::Type::VEC4:
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set_value<4>(param.value, value);
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break;
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}
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param.dirty = true;
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}
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@ -6,6 +6,8 @@
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include "data/dv_fwd.hpp"
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class Shader;
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class PostEffect {
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@ -16,25 +18,32 @@ public:
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Type type;
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Value defValue;
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Value value;
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bool dirty = true;
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Param();
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Param(Type type, Value defValue);
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};
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PostEffect(
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std::unique_ptr<Shader> shader,
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std::shared_ptr<Shader> shader,
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std::unordered_map<std::string, Param> params
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);
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explicit PostEffect(const PostEffect&) = default;
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Shader& use();
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float getIntensity() const;
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void setIntensity(float value);
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void setParam(const std::string& name, const dv::value& value);
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bool isActive() {
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return intensity > 1e-4f;
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}
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private:
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std::unique_ptr<Shader> shader;
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std::shared_ptr<Shader> shader;
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std::unordered_map<std::string, Param> params;
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float intensity = 0.0f;
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};
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@ -9,7 +9,8 @@
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#include <stdexcept>
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PostProcessing::PostProcessing() {
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PostProcessing::PostProcessing(size_t effectSlotsCount)
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: effectSlots(effectSlotsCount) {
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// Fullscreen quad mesh bulding
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float vertices[] {
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-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
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@ -77,6 +78,14 @@ void PostProcessing::render(
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}
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}
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void PostProcessing::setEffect(size_t slot, std::shared_ptr<PostEffect> effect) {
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effectSlots.at(slot) = std::move(effect);
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}
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PostEffect* PostProcessing::getEffect(size_t slot) {
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return effectSlots.at(slot).get();
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}
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std::unique_ptr<ImageData> PostProcessing::toImage() {
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return fbo->getTexture()->readData();
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}
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@ -21,7 +21,7 @@ class PostProcessing {
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std::unique_ptr<Mesh> quadMesh;
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std::vector<std::shared_ptr<PostEffect>> effectSlots;
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public:
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PostProcessing();
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PostProcessing(size_t effectSlotsCount);
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~PostProcessing();
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/// @brief Prepare and bind framebuffer
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@ -34,6 +34,10 @@ public:
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/// @throws std::runtime_error if use(...) wasn't called before
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void render(const DrawContext& context, const Assets& assets, float timer);
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void setEffect(size_t slot, std::shared_ptr<PostEffect> effect);
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PostEffect* getEffect(size_t slot);
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/// @brief Make an image from the last rendered frame
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std::unique_ptr<ImageData> toImage();
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@ -38,6 +38,7 @@ extern const luaL_Reg networklib[];
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extern const luaL_Reg packlib[];
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extern const luaL_Reg particleslib[]; // gfx.particles
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extern const luaL_Reg playerlib[];
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extern const luaL_Reg posteffectslib[]; // gfx.posteffects
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extern const luaL_Reg quatlib[];
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extern const luaL_Reg text3dlib[]; // gfx.text3d
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extern const luaL_Reg timelib[];
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@ -46,7 +47,7 @@ extern const luaL_Reg utf8lib[];
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extern const luaL_Reg vec2lib[]; // vecn.cpp
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extern const luaL_Reg vec3lib[]; // vecn.cpp
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extern const luaL_Reg vec4lib[]; // vecn.cpp
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extern const luaL_Reg weatherlib[];
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extern const luaL_Reg weatherlib[]; // gfx.weather
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extern const luaL_Reg worldlib[];
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extern const luaL_Reg yamllib[];
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68
src/logic/scripting/lua/libs/libposteffects.cpp
Normal file
68
src/logic/scripting/lua/libs/libposteffects.cpp
Normal file
@ -0,0 +1,68 @@
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#include "libhud.hpp"
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#include "assets/Assets.hpp"
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#include "content/Content.hpp"
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#include "graphics/core/PostEffect.hpp"
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#include "graphics/core/PostProcessing.hpp"
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using namespace scripting;
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static int l_index(lua::State* L) {
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auto name = lua::require_string(L, 1);
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auto& indices = content->getIndices(ResourceType::POST_EFFECT_SLOT);
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return lua::pushinteger(L, indices.indexOf(name));
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}
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static int l_set_effect(lua::State* L) {
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size_t index = static_cast<size_t>(lua::tointeger(L, 1));
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auto name = lua::require_string(L, 2);
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auto& assets = *engine->getAssets();
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auto effect = std::make_shared<PostEffect>(assets.require<PostEffect>(name));
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post_processing->setEffect(index, std::move(effect));
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return 0;
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}
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static int l_get_intensity(lua::State* L) {
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size_t index = static_cast<size_t>(lua::tointeger(L, 1));
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auto effect = post_processing->getEffect(index);
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return lua::pushnumber(L, effect ? effect->getIntensity() : 0.0f);
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}
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static int l_set_intensity(lua::State* L) {
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size_t index = static_cast<size_t>(lua::tointeger(L, 1));
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float value = lua::tonumber(L, 2);
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post_processing->getEffect(index)->setIntensity(value);
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return 0;
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}
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static int l_is_active(lua::State* L) {
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size_t index = static_cast<size_t>(lua::tointeger(L, 1));
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auto effect = post_processing->getEffect(index);
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return lua::pushboolean(L, effect ? effect->isActive() : false);
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}
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static int l_set_params(lua::State* L) {
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size_t index = static_cast<size_t>(lua::tointeger(L, 1));
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auto table = lua::tovalue(L, 2);
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if (!table.isObject()) {
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throw std::runtime_error("params table expected");
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}
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auto effect = post_processing->getEffect(index);
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if (effect == nullptr) {
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return 0;
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}
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for (const auto& [key, value] : table.asObject()) {
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effect->setParam(key, value);
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}
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return 0;
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}
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const luaL_Reg posteffectslib[] = {
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{"index", lua::wrap<l_index>},
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{"set_effect", lua::wrap<l_set_effect>},
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{"get_intensity", lua::wrap<l_get_intensity>},
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{"set_intensity", lua::wrap<l_set_intensity>},
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{"is_active", lua::wrap<l_is_active>},
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{"set_params", lua::wrap<l_set_params>},
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{NULL, NULL}
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};
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@ -19,6 +19,7 @@ static debug::Logger logger("scripting-hud");
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Hud* scripting::hud = nullptr;
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WorldRenderer* scripting::renderer = nullptr;
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PostProcessing* scripting::post_processing = nullptr;
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static void load_script(const std::string& name) {
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auto file = io::path("res:scripts") / name;
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@ -28,9 +29,12 @@ static void load_script(const std::string& name) {
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lua::execute(lua::get_main_state(), 0, src, file.string());
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}
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void scripting::on_frontend_init(Hud* hud, WorldRenderer* renderer) {
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void scripting::on_frontend_init(
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Hud* hud, WorldRenderer* renderer, PostProcessing* postProcessing
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) {
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scripting::hud = hud;
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scripting::renderer = renderer;
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scripting::post_processing = postProcessing;
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auto L = lua::get_main_state();
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@ -39,6 +43,7 @@ void scripting::on_frontend_init(Hud* hud, WorldRenderer* renderer) {
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lua::openlib(L, "gfx", "particles", particleslib);
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lua::openlib(L, "gfx", "weather", weatherlib);
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lua::openlib(L, "gfx", "text3d", text3dlib);
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lua::openlib(L, "gfx", "posteffects", posteffectslib);
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load_script("hud_classes.lua");
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@ -85,6 +90,7 @@ void scripting::on_frontend_close() {
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scripting::renderer = nullptr;
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scripting::hud = nullptr;
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scripting::post_processing = nullptr;
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}
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void scripting::load_hud_script(
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@ -9,6 +9,7 @@
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class Hud;
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class WorldRenderer;
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class PostProcessing;
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namespace gui {
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class UINode;
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@ -18,8 +19,11 @@ namespace gui {
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namespace scripting {
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extern Hud *hud;
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extern WorldRenderer* renderer;
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extern PostProcessing* post_processing;
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void on_frontend_init(Hud* hud, WorldRenderer* renderer);
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void on_frontend_init(
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Hud* hud, WorldRenderer* renderer, PostProcessing* postProcessing
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);
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void on_frontend_render();
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void on_frontend_close();
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