2019-12-18 05:37:38 +00:00
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// Modern effects for a modern Streamer
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// Copyright (C) 2019 Michael Fabian Dirks
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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#include "gfx-shader-param.hpp"
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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#include <algorithm>
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2019-12-24 07:38:01 +00:00
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#include <sstream>
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2019-12-18 05:37:38 +00:00
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#include "gfx-shader-param-basic.hpp"
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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#define ANNO_ORDER "order"
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#define ANNO_VISIBILITY "visible"
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2019-12-25 09:14:04 +00:00
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#define ANNO_AUTOMATIC "automatic"
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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#define ANNO_NAME "name"
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#define ANNO_DESCRIPTION "description"
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#define ANNO_TYPE "type"
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#define ANNO_SIZE "size"
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typedef gs::effect_parameter::type eptype;
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gfx::shader::parameter_type gfx::shader::get_type_from_effect_type(gs::effect_parameter::type type)
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{
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switch (type) {
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case eptype::Boolean:
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return parameter_type::Boolean;
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case eptype::Integer:
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case eptype::Integer2:
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case eptype::Integer3:
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case eptype::Integer4:
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return parameter_type::Integer;
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case eptype::Float:
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case eptype::Float2:
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case eptype::Float3:
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case eptype::Float4:
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case eptype::Matrix:
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return parameter_type::Float;
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case eptype::String:
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return parameter_type::String;
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case eptype::Texture:
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return parameter_type::Texture;
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default:
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return parameter_type::Unknown;
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}
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}
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size_t gfx::shader::get_length_from_effect_type(gs::effect_parameter::type type)
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{
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switch (type) {
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2019-12-25 09:09:56 +00:00
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default:
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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case eptype::Unknown:
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case eptype::Invalid:
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case eptype::String:
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return 0;
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case eptype::Boolean:
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case eptype::Float:
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case eptype::Integer:
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case eptype::Texture:
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return 1;
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case eptype::Float2:
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case eptype::Integer2:
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return 2;
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case eptype::Float3:
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case eptype::Integer3:
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return 3;
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case eptype::Float4:
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case eptype::Integer4:
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return 4;
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case eptype::Matrix:
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return 16;
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}
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}
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gfx::shader::parameter_type gfx::shader::get_type_from_string(std::string v)
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{
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if ((v == "bool") || (v == "boolean")) {
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return parameter_type::Boolean;
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}
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if ((v == "float") || (v == "single")) {
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return parameter_type::Float;
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}
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if ((v == "int") || (v == "integer")) {
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return parameter_type::Integer;
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}
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if ((v == "text") || (v == "string")) {
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return parameter_type::String;
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}
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if ((v == "tex") || (v == "texture")) {
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return parameter_type::Texture;
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}
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if ((v == "sampler")) {
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return parameter_type::Sampler;
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}
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/* To decide on in the future:
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* - Double support?
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* - Half Support?
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* - Texture Arrays? (Likely not supported in libobs)
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*/
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throw std::invalid_argument("Invalid parameter type string.");
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}
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2019-12-24 07:38:01 +00:00
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gfx::shader::parameter::parameter(gs::effect_parameter param, std::string key_prefix)
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2020-01-01 01:59:02 +00:00
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: _param(param), _order(0), _key(_param.get_name()), _visible(true), _automatic(false), _name(_key), _description()
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2019-12-24 07:38:01 +00:00
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{
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{
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std::stringstream ss;
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ss << key_prefix << "." << param.get_name();
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_name = (_key);
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}
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2019-12-25 09:14:04 +00:00
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// Read Order
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if (auto anno = _param.get_annotation(ANNO_VISIBILITY); anno) {
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_visible = anno.get_default_bool();
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}
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if (auto anno = _param.get_annotation(ANNO_AUTOMATIC); anno) {
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_automatic = anno.get_default_bool();
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}
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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// Read Order
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if (auto anno = _param.get_annotation(ANNO_ORDER); anno) {
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2019-12-24 07:38:01 +00:00
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_order = anno.get_default_int();
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}
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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// Read Name
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if (auto anno = _param.get_annotation(ANNO_NAME); anno) {
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if (std::string v = anno.get_default_string(); v.length() > 0) {
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2019-12-24 07:38:01 +00:00
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_name = v;
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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} else {
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throw std::out_of_range("'" ANNO_NAME "' annotation has zero length.");
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}
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2019-12-24 07:38:01 +00:00
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}
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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// Read Description
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if (auto anno = _param.get_annotation(ANNO_DESCRIPTION); anno) {
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if (std::string v = anno.get_default_string(); v.length() > 0) {
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2019-12-24 07:38:01 +00:00
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_description = v;
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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} else {
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throw std::out_of_range("'" ANNO_DESCRIPTION "' annotation has zero length.");
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}
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2019-12-24 07:38:01 +00:00
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}
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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// Read Type override.
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_type = get_type_from_effect_type(_param.get_type());
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if (auto anno = _param.get_annotation(ANNO_TYPE); anno) {
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// We have a type override.
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_type = get_type_from_string(anno.get_default_string());
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}
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// Read Size override.
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_size = get_length_from_effect_type(_param.get_type());
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if (auto anno = _param.get_annotation(ANNO_SIZE); anno) {
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2019-12-25 09:09:56 +00:00
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size_t ov = static_cast<size_t>(anno.get_default_int());
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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if (ov > 0)
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_size = ov;
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}
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_size = std::clamp(_size, 1ull, 32ull);
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2019-12-24 07:38:01 +00:00
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}
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2019-12-22 05:07:37 +00:00
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void gfx::shader::parameter::defaults(obs_data_t* settings) {}
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2019-12-18 05:37:38 +00:00
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void gfx::shader::parameter::properties(obs_properties_t* props, obs_data_t* settings) {}
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void gfx::shader::parameter::update(obs_data_t* settings) {}
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void gfx::shader::parameter::assign() {}
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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gs::effect_parameter gfx::shader::parameter::get_parameter()
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{
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2019-12-25 18:09:30 +00:00
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return _param;
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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}
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gfx::shader::parameter_type gfx::shader::parameter::get_type()
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{
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return _type;
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}
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size_t gfx::shader::parameter::get_size()
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{
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return _size;
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}
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2019-12-24 07:38:01 +00:00
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int32_t gfx::shader::parameter::get_order()
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{
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return _order;
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}
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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const std::string& gfx::shader::parameter::get_key()
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{
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return _key;
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}
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2019-12-25 09:09:56 +00:00
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bool gfx::shader::parameter::is_visible()
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{
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2019-12-25 19:10:09 +00:00
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return _visible && !is_automatic();
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2019-12-25 09:09:56 +00:00
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}
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2019-12-25 09:14:04 +00:00
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bool gfx::shader::parameter::is_automatic()
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{
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return _automatic;
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}
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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bool gfx::shader::parameter::has_name()
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{
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return _name.length() > 0;
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}
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2019-12-24 07:38:01 +00:00
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const std::string& gfx::shader::parameter::get_name()
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{
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return _name;
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}
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bool gfx::shader::parameter::has_description()
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{
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return _description.length() > 0;
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}
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const std::string& gfx::shader::parameter::get_description()
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{
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return _description;
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}
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2019-12-18 05:37:38 +00:00
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std::shared_ptr<gfx::shader::parameter> gfx::shader::parameter::make_parameter(gs::effect_parameter param,
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std::string prefix)
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{
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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if (!param) {
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throw std::runtime_error("Bad call to make_parameter. This is a bug in the plugin.");
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2019-12-18 06:49:43 +00:00
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}
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gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
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parameter_type real_type = get_type_from_effect_type(param.get_type());
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if (auto anno = param.get_annotation(ANNO_TYPE); anno) {
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// We have a type override.
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2019-12-25 09:09:56 +00:00
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real_type = get_type_from_string(param.get_default_string());
|
2019-12-18 05:37:38 +00:00
|
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}
|
gfx-shader-param: Vastly improve parameter functionality
Allow for overriding type and size of an element, opening the path for `int#[]`, `float#[]`, `int#x#`, `float#x#`, `bool#x#`, `vector<type, #>` and `matrix<type, #, #>`. Also allows for specifying the exact type of texture instead of hoping the user gets it right, as well as samplers.
Parameters are also now created if they are invisible, which means that the properties() function must not be called, but they must still be used like any other. This is due to a problem with default values not being applied all the time, and sometimes just vanishing.
The code also now throws exceptions with reasonable text, which should be caught by the gfx::shader implementation and refuse a load of the effect. No other state should be modified at that point, so care must be taken that up until the moment the complete initialization is done no other state is modified.
2019-12-24 21:02:37 +00:00
|
|
|
|
|
|
|
switch (real_type) {
|
|
|
|
case parameter_type::Boolean:
|
|
|
|
return std::make_shared<gfx::shader::bool_parameter>(param, prefix);
|
|
|
|
case parameter_type::Integer:
|
|
|
|
return std::make_shared<gfx::shader::int_parameter>(param, prefix);
|
|
|
|
case parameter_type::Float:
|
|
|
|
return std::make_shared<gfx::shader::float_parameter>(param, prefix);
|
2019-12-18 05:37:38 +00:00
|
|
|
default:
|
2019-12-21 16:04:38 +00:00
|
|
|
return nullptr;
|
2019-12-18 05:37:38 +00:00
|
|
|
}
|
|
|
|
}
|