lua - add ability to query the currently active shaders

This commit is contained in:
Cody Glassman 2025-01-08 14:12:00 -08:00
parent 50f8bc721d
commit 450f587844
5 changed files with 54 additions and 2 deletions

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@ -82,7 +82,7 @@ message(STATUS "Configuring OpenMW...")
set(OPENMW_VERSION_MAJOR 0)
set(OPENMW_VERSION_MINOR 50)
set(OPENMW_VERSION_RELEASE 0)
set(OPENMW_LUA_API_REVISION 76)
set(OPENMW_LUA_API_REVISION 77)
set(OPENMW_POSTPROCESSING_API_REVISION 2)
set(OPENMW_VERSION_COMMITHASH "")

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@ -1,5 +1,7 @@
#include "postprocessingbindings.hpp"
#include "MyGUI_LanguageManager.h"
#include <components/lua/util.hpp>
#include "../mwbase/environment.hpp"
@ -8,6 +10,14 @@
#include "luamanagerimp.hpp"
namespace
{
std::string getLocalizedMyGUIString(std::string_view unlocalized)
{
return MyGUI::LanguageManager::getInstance().replaceTags(std::string(unlocalized)).asUTF8();
}
}
namespace MWLua
{
struct Shader;
@ -37,7 +47,7 @@ namespace MWLua
if (!mShader)
return "Shader(nil)";
return Misc::StringUtils::format("Shader(%s, %s)", mShader->getName(), mShader->getFileName());
return Misc::StringUtils::format("Shader(%s, %s)", mShader->getName(), mShader->getFileName().value());
}
enum
@ -139,6 +149,15 @@ namespace MWLua
return MWBase::Environment::get().getWorld()->getPostProcessor()->isTechniqueEnabled(shader.mShader);
};
shader["name"] = sol::readonly_property(
[](const Shader& shader) { return getLocalizedMyGUIString(shader.mShader->getName()); });
shader["author"] = sol::readonly_property(
[](const Shader& shader) { return getLocalizedMyGUIString(shader.mShader->getAuthor()); });
shader["description"] = sol::readonly_property(
[](const Shader& shader) { return getLocalizedMyGUIString(shader.mShader->getDescription()); });
shader["version"] = sol::readonly_property(
[](const Shader& shader) { return getLocalizedMyGUIString(shader.mShader->getVersion()); });
shader["setBool"] = getSetter<bool>(context);
shader["setFloat"] = getSetter<float>(context);
shader["setInt"] = getSetter<int>(context);
@ -164,6 +183,20 @@ namespace MWLua
return shader;
};
api["getChain"] = []() {
std::vector<Shader> chain;
for (const auto& shader : MWBase::Environment::get().getWorld()->getPostProcessor()->getChain())
{
// Don't expose internal shaders to the API, they should be invisible to the user
if (shader->getInternal())
continue;
chain.emplace_back(shader);
}
return chain;
};
return LuaUtil::makeReadOnly(api);
}

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@ -786,6 +786,11 @@ namespace MWRender
return mTemplates.back();
}
PostProcessor::TechniqueList PostProcessor::getChain()
{
return mTechniques;
}
void PostProcessor::loadChain()
{
mTechniques.clear();

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@ -178,6 +178,8 @@ namespace MWRender
std::shared_ptr<fx::Technique> loadTechnique(const std::string& name, bool loadNextFrame = false);
TechniqueList getChain();
bool isEnabled() const { return mUsePostProcessing; }
void disable();

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@ -4,6 +4,12 @@
-- @module postprocessing
-- @usage local postprocessing = require('openmw.postprocessing')
---
-- @type Shader
-- @field #string name Name of the shader
-- @field #string description Description of the shader
-- @field #string author Author of the shader
-- @field #string version Version of the shader
---
-- Load a shader and return its handle.
@ -15,6 +21,12 @@
-- -- It must be enabled to see its effect.
-- local vignetteShader = postprocessing.load('vignette')
---
-- Returns the ordered list of active shaders.
-- Active shaders may change between frames.
-- @function [parent=#postprocessing] getChain
-- @return #list<#Shader> list The currently active shaders, in order
---
-- Enable the shader. Has no effect if the shader is already enabled or does
-- not exist. Will not apply until the next frame.