feat: post-processing effects
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@@ -60,13 +60,7 @@ assetload::postfunc assetload::texture(
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}
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}
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assetload::postfunc assetload::shader(
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AssetsLoader*,
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const ResPaths& paths,
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const std::string& filename,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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static auto process_program(const ResPaths& paths, const std::string& filename) {
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io::path vertexFile = paths.find(filename + ".glslv");
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io::path fragmentFile = paths.find(filename + ".glslf");
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@@ -75,8 +69,25 @@ assetload::postfunc assetload::shader(
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auto& preprocessor = *Shader::preprocessor;
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vertexSource = preprocessor.process(vertexFile, vertexSource).code;
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fragmentSource = preprocessor.process(fragmentFile, fragmentSource).code;
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auto vertex = preprocessor.process(vertexFile, vertexSource);
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auto fragment = preprocessor.process(fragmentFile, fragmentSource);
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return std::make_pair(vertex, fragment);
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}
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assetload::postfunc assetload::shader(
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AssetsLoader*,
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const ResPaths& paths,
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const std::string& filename,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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auto [vertex, fragment] = process_program(paths, filename);
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io::path vertexFile = paths.find(filename + ".glslv");
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io::path fragmentFile = paths.find(filename + ".glslf");
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std::string vertexSource = std::move(vertex.code);
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std::string fragmentSource = std::move(fragment.code);
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return [=](auto assets) {
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assets->store(
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@@ -91,6 +102,40 @@ assetload::postfunc assetload::shader(
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};
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}
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assetload::postfunc assetload::posteffect(
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AssetsLoader*,
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const ResPaths& paths,
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const std::string& file,
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const std::string& name,
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const std::shared_ptr<AssetCfg>& settings
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) {
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io::path effectFile = paths.find(file + ".glsl");
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std::string effectSource = io::read_string(effectFile);
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auto& preprocessor = *Shader::preprocessor;
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preprocessor.addHeader(
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"__effect__", preprocessor.process(effectFile, effectSource, true)
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);
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auto [vertex, fragment] = process_program(paths, SHADERS_FOLDER + "/effect");
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auto params = std::move(fragment.params);
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std::string vertexSource = std::move(vertex.code);
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std::string fragmentSource = std::move(fragment.code);
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return [=](auto assets) {
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auto program = Shader::create(
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effectFile.string(),
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effectFile.string(),
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vertexSource,
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fragmentSource
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);
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assets->store(
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std::make_shared<PostEffect>(std::move(program), params), name
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);
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};
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}
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static bool append_atlas(AtlasBuilder& atlas, const io::path& file) {
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std::string name = file.stem();
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// skip duplicates
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