mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Merge remote-tracking branch 'origin/custom_postprocess'
This commit is contained in:
commit
2bfd7859e4
4 changed files with 67 additions and 0 deletions
|
@ -183,6 +183,40 @@ void FGLRenderer::PostProcessScene(int fixedcm)
|
|||
RunCustomPostProcessShaders("scene");
|
||||
}
|
||||
|
||||
#include "vm.h"
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Shader, SetUniform1f)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_STRING(uniformName);
|
||||
PARAM_FLOAT_DEF(value);
|
||||
|
||||
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
shader.Uniform1f[uniformName] = value;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Shader, SetUniform1i)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_STRING(uniformName);
|
||||
PARAM_INT_DEF(value);
|
||||
|
||||
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
shader.Uniform1i[uniformName] = value;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void FGLRenderer::RunCustomPostProcessShaders(FString target)
|
||||
{
|
||||
if (!gl_custompost)
|
||||
|
@ -230,6 +264,24 @@ void FGLRenderer::RunCustomPostProcessShaders(FString target)
|
|||
|
||||
shader.Instance->Program.Bind();
|
||||
|
||||
TMap<FString, float>::Iterator it1f(shader.Uniform1f);
|
||||
TMap<FString, float>::Pair *pair1f;
|
||||
while (it1f.NextPair(pair1f))
|
||||
{
|
||||
int location = glGetUniformLocation(shader.Instance->Program, pair1f->Key.GetChars());
|
||||
if (location != -1)
|
||||
glUniform1f(location, pair1f->Value);
|
||||
}
|
||||
|
||||
TMap<FString, int>::Iterator it1i(shader.Uniform1i);
|
||||
TMap<FString, int>::Pair *pair1i;
|
||||
while (it1i.NextPair(pair1i))
|
||||
{
|
||||
int location = glGetUniformLocation(shader.Instance->Program, pair1i->Key.GetChars());
|
||||
if (location != -1)
|
||||
glUniform1i(location, pair1i->Value);
|
||||
}
|
||||
|
||||
shader.Instance->InputTexture.Set(0);
|
||||
|
||||
if (shader.Instance->HWTexture)
|
||||
|
|
|
@ -92,6 +92,11 @@ struct PostProcessShader
|
|||
FString ShaderLumpName;
|
||||
int ShaderVersion = 0;
|
||||
FTexture *Texture = nullptr;
|
||||
|
||||
FString Name;
|
||||
TMap<FString, int> Uniform1i;
|
||||
TMap<FString, float> Uniform1f;
|
||||
|
||||
std::shared_ptr<PostProcessShaderInstance> Instance;
|
||||
};
|
||||
|
||||
|
|
|
@ -693,6 +693,11 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
|
|||
sc.MustGetNumber();
|
||||
shaderdesc.ShaderVersion = sc.Number;
|
||||
}
|
||||
else if (sc.Compare("name"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
shaderdesc.Name = sc.String;
|
||||
}
|
||||
else if (sc.Compare("texture"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
|
|
|
@ -775,3 +775,8 @@ class Lighting : SectorEffect native
|
|||
{
|
||||
}
|
||||
|
||||
struct Shader native
|
||||
{
|
||||
native static void SetUniform1f(string shaderName, string uniformName, float value);
|
||||
native static void SetUniform1i(string shaderName, string uniformName, int value);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue