voxelcore/src/graphics/core/PostEffect.cpp
2025-07-08 23:56:22 +03:00

163 lines
4.5 KiB
C++

#include "PostEffect.hpp"
#include "Shader.hpp"
#include "data/dv_util.hpp"
#include "debug/Logger.hpp"
static debug::Logger logger("post-effect");
PostEffect::Param::Param() : type(Type::FLOAT) {}
PostEffect::Param::Param(Type type, Value defValue, bool array)
: type(type), defValue(defValue), value(defValue), array(array) {
}
PostEffect::PostEffect(
bool advanced,
std::shared_ptr<Shader> shader,
std::unordered_map<std::string, Param> params
)
: advanced(advanced), shader(std::move(shader)), params(std::move(params)) {
}
static void apply_uniform_value(
const PostEffect::Param& param,
Shader& shader,
const std::string& name
) {
using Type = PostEffect::Param::Type;
switch (param.type) {
case Type::INT:
shader.uniform1i(name, std::get<int>(param.value));
break;
case Type::FLOAT:
shader.uniform1f(name, std::get<float>(param.value));
break;
case Type::VEC2:
shader.uniform2f(name, std::get<glm::vec2>(param.value));
break;
case Type::VEC3:
shader.uniform3f(name, std::get<glm::vec3>(param.value));
break;
case Type::VEC4:
shader.uniform4f(name, std::get<glm::vec4>(param.value));
break;
default:
assert(false);
}
}
static void apply_uniform_array(
const PostEffect::Param& param,
Shader& shader,
const std::string& name,
const std::vector<ubyte>& values
) {
size_t size = values.size();
auto ibuffer = reinterpret_cast<const int*>(values.data());
auto fbuffer = reinterpret_cast<const float*>(values.data());
using Type = PostEffect::Param::Type;
switch (param.type) {
case Type::INT:
shader.uniform1v(name, size / sizeof(int), ibuffer);
break;
case Type::FLOAT:
shader.uniform1v(name, size / sizeof(float), fbuffer);
break;
case Type::VEC2:
shader.uniform2v(name, size / sizeof(glm::vec2), fbuffer);
break;
case Type::VEC3:
shader.uniform3v(name, size / sizeof(glm::vec3), fbuffer);
break;
case Type::VEC4:
shader.uniform4v(name, size / sizeof(glm::vec4), fbuffer);
break;
default:
assert(false);
}
}
Shader& PostEffect::use() {
shader->use();
shader->uniform1f("u_intensity", intensity);
for (auto& [name, param] : params) {
if (!param.dirty) {
continue;
}
if (param.array) {
const auto& found = arrayValues.find(name);
if (found == arrayValues.end()) {
continue;
}
apply_uniform_array(param, *shader, name, found->second);
} else {
apply_uniform_value(param, *shader, name);
}
param.dirty = false;
}
return *shader;
}
Shader& PostEffect::getShader() {
return *shader;
}
float PostEffect::getIntensity() const {
return intensity;
}
void PostEffect::setIntensity(float value) {
intensity = value;
}
template<int n>
static void set_value(PostEffect::Param::Value& dst, const dv::value& value) {
glm::vec<n, float> vec;
dv::get_vec(value, vec);
dst = vec;
}
void PostEffect::setParam(const std::string& name, const dv::value& value) {
const auto& found = params.find(name);
if (found == params.end()) {
return;
}
auto& param = found->second;
switch (param.type) {
case Param::Type::INT:
param.value = static_cast<int>(value.asInteger());
break;
case Param::Type::FLOAT:
param.value = static_cast<float>(value.asNumber());
break;
case Param::Type::VEC2:
set_value<2>(param.value, value);
break;
case Param::Type::VEC3:
set_value<3>(param.value, value);
break;
case Param::Type::VEC4:
set_value<4>(param.value, value);
break;
}
param.dirty = true;
}
void PostEffect::setArray(const std::string& name, std::vector<ubyte>&& values) {
const auto& found = params.find(name);
if (found == params.end()) {
return;
}
auto& param = found->second;
if (!param.array) {
logger.warning() << "set_array is used on non-array effect parameter";
if (!values.empty()) {
setParam(name, values[0]);
}
return;
}
param.dirty = true;
arrayValues[name] = std::move(values);
}