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Reformat all the things. Have fun with merge conflicts.
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@ -15,87 +15,82 @@
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class PostProcessingShaderConfiguration
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{
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public:
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struct ConfigurationOption
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{
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enum OptionType
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{
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OPTION_BOOL = 0,
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OPTION_FLOAT,
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OPTION_INTEGER,
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};
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struct ConfigurationOption
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{
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enum OptionType
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{
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OPTION_BOOL = 0,
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OPTION_FLOAT,
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OPTION_INTEGER,
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};
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bool m_bool_value;
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bool m_bool_value;
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std::vector<float> m_float_values;
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std::vector<s32> m_integer_values;
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std::vector<float> m_float_values;
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std::vector<s32> m_integer_values;
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std::vector<float> m_float_min_values;
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std::vector<s32> m_integer_min_values;
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std::vector<float> m_float_min_values;
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std::vector<s32> m_integer_min_values;
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std::vector<float> m_float_max_values;
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std::vector<s32> m_integer_max_values;
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std::vector<float> m_float_max_values;
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std::vector<s32> m_integer_max_values;
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std::vector<float> m_float_step_values;
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std::vector<s32> m_integer_step_values;
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std::vector<float> m_float_step_values;
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std::vector<s32> m_integer_step_values;
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OptionType m_type;
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OptionType m_type;
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std::string m_gui_name;
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std::string m_option_name;
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std::string m_dependent_option;
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bool m_dirty;
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};
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std::string m_gui_name;
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std::string m_option_name;
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std::string m_dependent_option;
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bool m_dirty;
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};
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typedef std::map<std::string, ConfigurationOption> ConfigMap;
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typedef std::map<std::string, ConfigurationOption> ConfigMap;
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PostProcessingShaderConfiguration() : m_current_shader("") {}
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virtual ~PostProcessingShaderConfiguration() {}
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// Loads the configuration with a shader
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// If the argument is "" the class will load the shader from the g_activeConfig option.
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// Returns the loaded shader source from file
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std::string LoadShader(std::string shader = "");
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void SaveOptionsConfiguration();
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void ReloadShader();
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std::string GetShader() { return m_current_shader; }
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bool IsDirty() { return m_any_options_dirty; }
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void SetDirty(bool dirty) { m_any_options_dirty = dirty; }
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bool HasOptions() { return m_options.size() > 0; }
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ConfigMap& GetOptions() { return m_options; }
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const ConfigurationOption& GetOption(const std::string& option) { return m_options[option]; }
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// For updating option's values
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void SetOptionf(const std::string& option, int index, float value);
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void SetOptioni(const std::string& option, int index, s32 value);
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void SetOptionb(const std::string& option, bool value);
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PostProcessingShaderConfiguration() : m_current_shader("") {}
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virtual ~PostProcessingShaderConfiguration() {}
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// Loads the configuration with a shader
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// If the argument is "" the class will load the shader from the g_activeConfig option.
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// Returns the loaded shader source from file
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std::string LoadShader(std::string shader = "");
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void SaveOptionsConfiguration();
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void ReloadShader();
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std::string GetShader() { return m_current_shader; }
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bool IsDirty() { return m_any_options_dirty; }
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void SetDirty(bool dirty) { m_any_options_dirty = dirty; }
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bool HasOptions() { return m_options.size() > 0; }
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ConfigMap& GetOptions() { return m_options; }
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const ConfigurationOption& GetOption(const std::string& option) { return m_options[option]; }
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// For updating option's values
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void SetOptionf(const std::string& option, int index, float value);
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void SetOptioni(const std::string& option, int index, s32 value);
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void SetOptionb(const std::string& option, bool value);
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private:
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bool m_any_options_dirty;
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std::string m_current_shader;
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ConfigMap m_options;
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bool m_any_options_dirty;
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std::string m_current_shader;
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ConfigMap m_options;
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void LoadOptions(const std::string& code);
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void LoadOptionsConfiguration();
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void LoadOptions(const std::string& code);
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void LoadOptionsConfiguration();
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};
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class PostProcessingShaderImplementation
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{
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public:
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PostProcessingShaderImplementation();
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virtual ~PostProcessingShaderImplementation();
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PostProcessingShaderImplementation();
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virtual ~PostProcessingShaderImplementation();
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PostProcessingShaderConfiguration* GetConfig() { return &m_config; }
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// Should be implemented by the backends for backend specific code
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virtual void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
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int src_texture, int src_width, int src_height, int layer = 0) = 0;
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virtual void ApplyShader() = 0;
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PostProcessingShaderConfiguration* GetConfig() { return &m_config; }
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// Should be implemented by the backends for backend specific code
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virtual void BlitFromTexture(TargetRectangle src, TargetRectangle dst, int src_texture,
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int src_width, int src_height, int layer = 0) = 0;
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virtual void ApplyShader() = 0;
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protected:
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// Timer for determining our time value
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Common::Timer m_timer;
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// Timer for determining our time value
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Common::Timer m_timer;
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PostProcessingShaderConfiguration m_config;
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PostProcessingShaderConfiguration m_config;
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};
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