- moved the hardware independent part of custom postprocessing shaders from gl to hwrenderer.

This commit is contained in:
Christoph Oelckers 2018-05-17 20:23:01 +02:00
parent da1cdf65c3
commit ea98fe3c4d
6 changed files with 165 additions and 140 deletions

View File

@ -1056,6 +1056,7 @@ set (PCH_SOURCES
hwrenderer/dynlights/hw_aabbtree.cpp hwrenderer/dynlights/hw_aabbtree.cpp
hwrenderer/dynlights/hw_shadowmap.cpp hwrenderer/dynlights/hw_shadowmap.cpp
hwrenderer/scene/hw_skydome.cpp hwrenderer/scene/hw_skydome.cpp
hwrenderer/shaders/hw_postprocessshader.cpp
hwrenderer/textures/hw_material.cpp hwrenderer/textures/hw_material.cpp
hwrenderer/textures/hw_precache.cpp hwrenderer/textures/hw_precache.cpp
hwrenderer/utility/hw_clock.cpp hwrenderer/utility/hw_clock.cpp

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@ -28,14 +28,12 @@
#include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h" #include "gl/renderer/gl_postprocessstate.h"
#include "gl/renderer/gl_renderbuffers.h" #include "gl/renderer/gl_renderbuffers.h"
#include "gl/shaders/gl_postprocessshader.h" #include "hwrenderer/shaders/hw_postprocessshader.h"
#include "gl/shaders/gl_postprocessshaderinstance.h" #include "gl/shaders/gl_postprocessshaderinstance.h"
#include "textures/bitmap.h" #include "textures/bitmap.h"
CVAR(Bool, gl_custompost, true, 0) CVAR(Bool, gl_custompost, true, 0)
TArray<PostProcessShader> PostProcessShaders;
FCustomPostProcessShaders::FCustomPostProcessShaders() FCustomPostProcessShaders::FCustomPostProcessShaders()
{ {
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++) for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)

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@ -32,8 +32,6 @@
#include "w_wad.h" #include "w_wad.h"
#include "doomerrors.h" #include "doomerrors.h"
#include "cmdlib.h" #include "cmdlib.h"
#include "vm.h"
#include "d_player.h"
#include "gl_load/gl_interface.h" #include "gl_load/gl_interface.h"
#include "gl/system/gl_debug.h" #include "gl/system/gl_debug.h"
@ -41,7 +39,6 @@
#include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderstate.h"
#include "gl/shaders/gl_shader.h" #include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_postprocessshader.h"
#include "gl/dynlights/gl_lightbuffer.h" #include "gl/dynlights/gl_lightbuffer.h"
static bool IsGlslWhitespace(char c) static bool IsGlslWhitespace(char c)
@ -866,136 +863,3 @@ void gl_DestroyUserShaders()
// todo // todo
} }
static bool IsConsolePlayer(player_t *player)
{
AActor *activator = player ? player->mo : nullptr;
if (activator == nullptr || activator->player == nullptr)
return false;
return int(activator->player - players) == consoleplayer;
}
DEFINE_ACTION_FUNCTION(_Shader, SetEnabled)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_BOOL_DEF(value);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
shader.Enabled = value;
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform1f)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT_DEF(value);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
{
double *vec4 = shader.Uniforms[uniformName].Values;
vec4[0] = value;
vec4[1] = 0.0;
vec4[2] = 0.0;
vec4[3] = 1.0;
}
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform2f)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
{
double *vec4 = shader.Uniforms[uniformName].Values;
vec4[0] = x;
vec4[1] = y;
vec4[2] = 0.0;
vec4[3] = 1.0;
}
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform3f)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
PARAM_FLOAT_DEF(z);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
{
double *vec4 = shader.Uniforms[uniformName].Values;
vec4[0] = x;
vec4[1] = y;
vec4[2] = z;
vec4[3] = 1.0;
}
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform1i)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_INT_DEF(value);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
{
double *vec4 = shader.Uniforms[uniformName].Values;
vec4[0] = (double)value;
vec4[1] = 0.0;
vec4[2] = 0.0;
vec4[3] = 1.0;
}
}
}
return 0;
}

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@ -0,0 +1,162 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2017 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "vm.h"
#include "d_player.h"
#include "hwrenderer/shaders/hw_postprocessshader.h"
TArray<PostProcessShader> PostProcessShaders;
static bool IsConsolePlayer(player_t *player)
{
AActor *activator = player ? player->mo : nullptr;
if (activator == nullptr || activator->player == nullptr)
return false;
return int(activator->player - players) == consoleplayer;
}
DEFINE_ACTION_FUNCTION(_Shader, SetEnabled)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_BOOL_DEF(value);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
shader.Enabled = value;
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform1f)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT_DEF(value);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
{
double *vec4 = shader.Uniforms[uniformName].Values;
vec4[0] = value;
vec4[1] = 0.0;
vec4[2] = 0.0;
vec4[3] = 1.0;
}
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform2f)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
{
double *vec4 = shader.Uniforms[uniformName].Values;
vec4[0] = x;
vec4[1] = y;
vec4[2] = 0.0;
vec4[3] = 1.0;
}
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform3f)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
PARAM_FLOAT_DEF(z);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
{
double *vec4 = shader.Uniforms[uniformName].Values;
vec4[0] = x;
vec4[1] = y;
vec4[2] = z;
vec4[3] = 1.0;
}
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform1i)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_INT_DEF(value);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
{
double *vec4 = shader.Uniforms[uniformName].Values;
vec4[0] = (double)value;
vec4[1] = 0.0;
vec4[2] = 0.0;
vec4[3] = 1.0;
}
}
}
return 0;
}

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@ -44,7 +44,7 @@
#include "g_levellocals.h" #include "g_levellocals.h"
#include "a_dynlight.h" #include "a_dynlight.h"
#include "textures/skyboxtexture.h" #include "textures/skyboxtexture.h"
#include "gl/shaders/gl_postprocessshader.h" #include "hwrenderer/shaders/hw_postprocessshader.h"
void AddLightDefaults(FLightDefaults *defaults, double attnFactor); void AddLightDefaults(FLightDefaults *defaults, double attnFactor);
void AddLightAssociation(const char *actor, const char *frame, const char *light); void AddLightAssociation(const char *actor, const char *frame, const char *light);