From f8dcb09ff04a27ce949ff7ec4888cb681d384fd0 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 26 Apr 2020 21:22:57 +0200 Subject: [PATCH] - moved postprocessing shaders to their own folder. --- .../postprocessing/hw_postprocess.h | 40 +++++++++---------- src/rendering/gl/renderer/gl_renderer.h | 2 +- src/rendering/gl/shaders/gl_shaderprogram.cpp | 15 +++---- .../shaders/{glsl => pp}/bloomcombine.fp | 0 .../shaders/{glsl => pp}/bloomextract.fp | 0 wadsrc/static/shaders/{glsl => pp}/blur.fp | 0 .../static/shaders/{glsl => pp}/colormap.fp | 0 .../static/shaders/{glsl => pp}/depthblur.fp | 0 .../shaders/{glsl => pp}/exposureaverage.fp | 0 .../shaders/{glsl => pp}/exposurecombine.fp | 0 .../shaders/{glsl => pp}/exposureextract.fp | 0 wadsrc/static/shaders/{glsl => pp}/fxaa.fp | 0 .../shaders/{glsl => pp}/lensdistortion.fp | 0 .../shaders/{glsl => pp}/lineardepth.fp | 0 wadsrc/static/shaders/{glsl => pp}/present.fp | 0 .../shaders/{glsl => pp}/present_checker3d.fp | 0 .../shaders/{glsl => pp}/present_column3d.fp | 0 .../shaders/{glsl => pp}/present_row3d.fp | 0 .../static/shaders/{glsl => pp}/screenquad.vp | 0 .../static/shaders/{glsl => pp}/shadowmap.fp | 0 wadsrc/static/shaders/{glsl => pp}/ssao.fp | 0 .../shaders/{glsl => pp}/ssaocombine.fp | 0 wadsrc/static/shaders/{glsl => pp}/tonemap.fp | 0 23 files changed, 29 insertions(+), 28 deletions(-) rename wadsrc/static/shaders/{glsl => pp}/bloomcombine.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/bloomextract.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/blur.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/colormap.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/depthblur.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/exposureaverage.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/exposurecombine.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/exposureextract.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/fxaa.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/lensdistortion.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/lineardepth.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/present.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/present_checker3d.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/present_column3d.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/present_row3d.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/screenquad.vp (100%) rename wadsrc/static/shaders/{glsl => pp}/shadowmap.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/ssao.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/ssaocombine.fp (100%) rename wadsrc/static/shaders/{glsl => pp}/tonemap.fp (100%) diff --git a/src/common/rendering/hwrenderer/postprocessing/hw_postprocess.h b/src/common/rendering/hwrenderer/postprocessing/hw_postprocess.h index 7b715c5b2..09c0d2553 100644 --- a/src/common/rendering/hwrenderer/postprocessing/hw_postprocess.h +++ b/src/common/rendering/hwrenderer/postprocessing/hw_postprocess.h @@ -304,7 +304,7 @@ public: void ResetBackend() override { Backend.reset(); } - FString VertexShader = "shaders/glsl/screenquad.vp"; + FString VertexShader = "shaders/pp/screenquad.vp"; FString FragmentShader; FString Defines; std::vector Uniforms; @@ -377,10 +377,10 @@ private: int lastWidth = 0; int lastHeight = 0; - PPShader BloomCombine = { "shaders/glsl/bloomcombine.fp", "", {} }; - PPShader BloomExtract = { "shaders/glsl/bloomextract.fp", "", ExtractUniforms::Desc() }; - PPShader BlurVertical = { "shaders/glsl/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() }; - PPShader BlurHorizontal = { "shaders/glsl/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() }; + PPShader BloomCombine = { "shaders/pp/bloomcombine.fp", "", {} }; + PPShader BloomExtract = { "shaders/pp/bloomextract.fp", "", ExtractUniforms::Desc() }; + PPShader BlurVertical = { "shaders/pp/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() }; + PPShader BlurHorizontal = { "shaders/pp/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() }; }; ///////////////////////////////////////////////////////////////////////////// @@ -413,7 +413,7 @@ public: void Render(PPRenderState *renderstate); private: - PPShader Lens = { "shaders/glsl/lensdistortion.fp", "", LensUniforms::Desc() }; + PPShader Lens = { "shaders/pp/lensdistortion.fp", "", LensUniforms::Desc() }; }; ///////////////////////////////////////////////////////////////////////////// @@ -505,9 +505,9 @@ private: std::vector ExposureLevels; bool FirstExposureFrame = true; - PPShader ExposureExtract = { "shaders/glsl/exposureextract.fp", "", ExposureExtractUniforms::Desc() }; - PPShader ExposureAverage = { "shaders/glsl/exposureaverage.fp", "", {}, 400 }; - PPShader ExposureCombine = { "shaders/glsl/exposurecombine.fp", "", ExposureCombineUniforms::Desc() }; + PPShader ExposureExtract = { "shaders/pp/exposureextract.fp", "", ExposureExtractUniforms::Desc() }; + PPShader ExposureAverage = { "shaders/pp/exposureaverage.fp", "", {}, 400 }; + PPShader ExposureCombine = { "shaders/pp/exposurecombine.fp", "", ExposureCombineUniforms::Desc() }; }; ///////////////////////////////////////////////////////////////////////////// @@ -533,7 +533,7 @@ public: void Render(PPRenderState *renderstate, int fixedcm); private: - PPShader Colormap = { "shaders/glsl/colormap.fp", "", ColormapUniforms::Desc() }; + PPShader Colormap = { "shaders/pp/colormap.fp", "", ColormapUniforms::Desc() }; }; ///////////////////////////////////////////////////////////////////////////// @@ -549,11 +549,11 @@ private: PPTexture PaletteTexture; - PPShader LinearShader = { "shaders/glsl/tonemap.fp", "#define LINEAR\n", {} }; - PPShader ReinhardShader = { "shaders/glsl/tonemap.fp", "#define REINHARD\n", {} }; - PPShader HejlDawsonShader = { "shaders/glsl/tonemap.fp", "#define HEJLDAWSON\n", {} }; - PPShader Uncharted2Shader = { "shaders/glsl/tonemap.fp", "#define UNCHARTED2\n", {} }; - PPShader PaletteShader = { "shaders/glsl/tonemap.fp", "#define PALETTE\n", {} }; + PPShader LinearShader = { "shaders/pp/tonemap.fp", "#define LINEAR\n", {} }; + PPShader ReinhardShader = { "shaders/pp/tonemap.fp", "#define REINHARD\n", {} }; + PPShader HejlDawsonShader = { "shaders/pp/tonemap.fp", "#define HEJLDAWSON\n", {} }; + PPShader Uncharted2Shader = { "shaders/pp/tonemap.fp", "#define UNCHARTED2\n", {} }; + PPShader PaletteShader = { "shaders/pp/tonemap.fp", "#define PALETTE\n", {} }; enum TonemapMode { @@ -754,10 +754,10 @@ public: PPTexture Dither; - PPShader Present = { "shaders/glsl/present.fp", "", PresentUniforms::Desc() }; - PPShader Checker3D = { "shaders/glsl/present_checker3d.fp", "", PresentUniforms::Desc() }; - PPShader Column3D = { "shaders/glsl/present_column3d.fp", "", PresentUniforms::Desc() }; - PPShader Row3D = { "shaders/glsl/present_row3d.fp", "", PresentUniforms::Desc() }; + PPShader Present = { "shaders/pp/present.fp", "", PresentUniforms::Desc() }; + PPShader Checker3D = { "shaders/pp/present_checker3d.fp", "", PresentUniforms::Desc() }; + PPShader Column3D = { "shaders/pp/present_column3d.fp", "", PresentUniforms::Desc() }; + PPShader Row3D = { "shaders/pp/present_row3d.fp", "", PresentUniforms::Desc() }; }; struct ShadowMapUniforms @@ -817,7 +817,7 @@ public: void Update(PPRenderState* renderstate); private: - PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() }; + PPShader ShadowMap = { "shaders/pp/shadowmap.fp", "", ShadowMapUniforms::Desc() }; }; diff --git a/src/rendering/gl/renderer/gl_renderer.h b/src/rendering/gl/renderer/gl_renderer.h index 5831c4866..4eb59d088 100644 --- a/src/rendering/gl/renderer/gl_renderer.h +++ b/src/rendering/gl/renderer/gl_renderer.h @@ -89,7 +89,7 @@ public: bool StartOffscreen(); void EndOffscreen(); - void BindToFrameBuffer(FTexture *mat); + void BindToFrameBuffer(FTexture* tex); private: diff --git a/src/rendering/gl/shaders/gl_shaderprogram.cpp b/src/rendering/gl/shaders/gl_shaderprogram.cpp index 0a9e8a7a9..5bd808dd5 100644 --- a/src/rendering/gl/shaders/gl_shaderprogram.cpp +++ b/src/rendering/gl/shaders/gl_shaderprogram.cpp @@ -27,6 +27,7 @@ #include "gl/shaders/gl_shaderprogram.h" #include "hwrenderer/utility/hw_shaderpatcher.h" #include "filesystem.h" +#include "printf.h" namespace OpenGLRenderer { @@ -296,7 +297,7 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc()); mShader.reset(new FShaderProgram()); - mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", prolog, 330); + mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", prolog, 330); mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330); mShader->Link(program_name); mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); @@ -307,7 +308,7 @@ void FPresentShader::Bind() { if (!mShader) { - Init("shaders/glsl/present.fp", "shaders/glsl/present"); + Init("shaders/pp/present.fp", "shaders/pp/present"); } mShader->Bind(); } @@ -318,7 +319,7 @@ void FPresent3DCheckerShader::Bind() { if (!mShader) { - Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d"); + Init("shaders/pp/present_checker3d.fp", "shaders/pp/presentChecker3d"); } mShader->Bind(); } @@ -327,7 +328,7 @@ void FPresent3DColumnShader::Bind() { if (!mShader) { - Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d"); + Init("shaders/pp/present_column3d.fp", "shaders/pp/presentColumn3d"); } mShader->Bind(); } @@ -336,7 +337,7 @@ void FPresent3DRowShader::Bind() { if (!mShader) { - Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d"); + Init("shaders/pp/present_row3d.fp", "shaders/pp/presentRow3d"); } mShader->Bind(); } @@ -350,8 +351,8 @@ void FShadowMapShader::Bind() FString prolog = Uniforms.CreateDeclaration("Uniforms", ShadowMapUniforms::Desc()); mShader.reset(new FShaderProgram()); - mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430); - mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430); + mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", "", 430); + mShader->Compile(FShaderProgram::Fragment, "shaders/pp/shadowmap.fp", prolog, 430); mShader->Link("shaders/glsl/shadowmap"); mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); Uniforms.Init(); diff --git a/wadsrc/static/shaders/glsl/bloomcombine.fp b/wadsrc/static/shaders/pp/bloomcombine.fp similarity index 100% rename from wadsrc/static/shaders/glsl/bloomcombine.fp rename to wadsrc/static/shaders/pp/bloomcombine.fp diff --git a/wadsrc/static/shaders/glsl/bloomextract.fp b/wadsrc/static/shaders/pp/bloomextract.fp similarity index 100% rename from wadsrc/static/shaders/glsl/bloomextract.fp rename to wadsrc/static/shaders/pp/bloomextract.fp diff --git a/wadsrc/static/shaders/glsl/blur.fp b/wadsrc/static/shaders/pp/blur.fp similarity index 100% rename from wadsrc/static/shaders/glsl/blur.fp rename to wadsrc/static/shaders/pp/blur.fp diff --git a/wadsrc/static/shaders/glsl/colormap.fp b/wadsrc/static/shaders/pp/colormap.fp similarity index 100% rename from wadsrc/static/shaders/glsl/colormap.fp rename to wadsrc/static/shaders/pp/colormap.fp diff --git a/wadsrc/static/shaders/glsl/depthblur.fp b/wadsrc/static/shaders/pp/depthblur.fp similarity index 100% rename from wadsrc/static/shaders/glsl/depthblur.fp rename to wadsrc/static/shaders/pp/depthblur.fp diff --git a/wadsrc/static/shaders/glsl/exposureaverage.fp b/wadsrc/static/shaders/pp/exposureaverage.fp similarity index 100% rename from wadsrc/static/shaders/glsl/exposureaverage.fp rename to wadsrc/static/shaders/pp/exposureaverage.fp diff --git a/wadsrc/static/shaders/glsl/exposurecombine.fp b/wadsrc/static/shaders/pp/exposurecombine.fp similarity index 100% rename from wadsrc/static/shaders/glsl/exposurecombine.fp rename to wadsrc/static/shaders/pp/exposurecombine.fp diff --git a/wadsrc/static/shaders/glsl/exposureextract.fp b/wadsrc/static/shaders/pp/exposureextract.fp similarity index 100% rename from wadsrc/static/shaders/glsl/exposureextract.fp rename to wadsrc/static/shaders/pp/exposureextract.fp diff --git a/wadsrc/static/shaders/glsl/fxaa.fp b/wadsrc/static/shaders/pp/fxaa.fp similarity index 100% rename from wadsrc/static/shaders/glsl/fxaa.fp rename to wadsrc/static/shaders/pp/fxaa.fp diff --git a/wadsrc/static/shaders/glsl/lensdistortion.fp b/wadsrc/static/shaders/pp/lensdistortion.fp similarity index 100% rename from wadsrc/static/shaders/glsl/lensdistortion.fp rename to wadsrc/static/shaders/pp/lensdistortion.fp diff --git a/wadsrc/static/shaders/glsl/lineardepth.fp b/wadsrc/static/shaders/pp/lineardepth.fp similarity index 100% rename from wadsrc/static/shaders/glsl/lineardepth.fp rename to wadsrc/static/shaders/pp/lineardepth.fp diff --git a/wadsrc/static/shaders/glsl/present.fp b/wadsrc/static/shaders/pp/present.fp similarity index 100% rename from wadsrc/static/shaders/glsl/present.fp rename to wadsrc/static/shaders/pp/present.fp diff --git a/wadsrc/static/shaders/glsl/present_checker3d.fp b/wadsrc/static/shaders/pp/present_checker3d.fp similarity index 100% rename from wadsrc/static/shaders/glsl/present_checker3d.fp rename to wadsrc/static/shaders/pp/present_checker3d.fp diff --git a/wadsrc/static/shaders/glsl/present_column3d.fp b/wadsrc/static/shaders/pp/present_column3d.fp similarity index 100% rename from wadsrc/static/shaders/glsl/present_column3d.fp rename to wadsrc/static/shaders/pp/present_column3d.fp diff --git a/wadsrc/static/shaders/glsl/present_row3d.fp b/wadsrc/static/shaders/pp/present_row3d.fp similarity index 100% rename from wadsrc/static/shaders/glsl/present_row3d.fp rename to wadsrc/static/shaders/pp/present_row3d.fp diff --git a/wadsrc/static/shaders/glsl/screenquad.vp b/wadsrc/static/shaders/pp/screenquad.vp similarity index 100% rename from wadsrc/static/shaders/glsl/screenquad.vp rename to wadsrc/static/shaders/pp/screenquad.vp diff --git a/wadsrc/static/shaders/glsl/shadowmap.fp b/wadsrc/static/shaders/pp/shadowmap.fp similarity index 100% rename from wadsrc/static/shaders/glsl/shadowmap.fp rename to wadsrc/static/shaders/pp/shadowmap.fp diff --git a/wadsrc/static/shaders/glsl/ssao.fp b/wadsrc/static/shaders/pp/ssao.fp similarity index 100% rename from wadsrc/static/shaders/glsl/ssao.fp rename to wadsrc/static/shaders/pp/ssao.fp diff --git a/wadsrc/static/shaders/glsl/ssaocombine.fp b/wadsrc/static/shaders/pp/ssaocombine.fp similarity index 100% rename from wadsrc/static/shaders/glsl/ssaocombine.fp rename to wadsrc/static/shaders/pp/ssaocombine.fp diff --git a/wadsrc/static/shaders/glsl/tonemap.fp b/wadsrc/static/shaders/pp/tonemap.fp similarity index 100% rename from wadsrc/static/shaders/glsl/tonemap.fp rename to wadsrc/static/shaders/pp/tonemap.fp