- redid postprocessing shader interface to be free of the player dependency.

This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
This commit is contained in:
Christoph Oelckers 2022-01-17 00:07:43 +01:00
parent 12ed24d066
commit 84458ddb9f
6 changed files with 174 additions and 175 deletions

View file

@ -937,7 +937,6 @@ set (PCH_SOURCES
rendering/hwrenderer/hw_vertexbuilder.cpp rendering/hwrenderer/hw_vertexbuilder.cpp
rendering/hwrenderer/doom_aabbtree.cpp rendering/hwrenderer/doom_aabbtree.cpp
rendering/hwrenderer/hw_models.cpp rendering/hwrenderer/hw_models.cpp
rendering/hwrenderer/hw_postprocessshader.cpp
rendering/hwrenderer/hw_precache.cpp rendering/hwrenderer/hw_precache.cpp
rendering/hwrenderer/scene/hw_lighting.cpp rendering/hwrenderer/scene/hw_lighting.cpp
rendering/hwrenderer/scene/hw_drawlistadd.cpp rendering/hwrenderer/scene/hw_drawlistadd.cpp
@ -1152,6 +1151,7 @@ set (PCH_SOURCES
common/rendering/hwrenderer/data/hw_aabbtree.cpp common/rendering/hwrenderer/data/hw_aabbtree.cpp
common/rendering/hwrenderer/data/hw_shadowmap.cpp common/rendering/hwrenderer/data/hw_shadowmap.cpp
common/rendering/hwrenderer/data/hw_shaderpatcher.cpp common/rendering/hwrenderer/data/hw_shaderpatcher.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocessshader.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
common/rendering/gl_load/gl_interface.cpp common/rendering/gl_load/gl_interface.cpp

View file

@ -0,0 +1,139 @@
/*
** Postprocessing framework
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#include "vm.h"
#include "hwrenderer/postprocessing/hw_postprocessshader.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
static void ShaderSetEnabled(const FString &shaderName, bool value)
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
shader.Enabled = value;
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_PPShader, SetEnabled, ShaderSetEnabled)
{
PARAM_PROLOGUE;
PARAM_STRING(shaderName);
PARAM_BOOL(value);
ShaderSetEnabled(shaderName, value);
return 0;
}
static void ShaderSetUniform1f(const FString &shaderName, const FString &uniformName, double value)
{
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;
}
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_PPShader, SetUniform1f, ShaderSetUniform1f)
{
PARAM_PROLOGUE;
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT(value);
ShaderSetUniform1f(shaderName, uniformName, value);
return 0;
}
DEFINE_ACTION_FUNCTION(_PPShader, SetUniform2f)
{
PARAM_PROLOGUE;
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
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(_PPShader, SetUniform3f)
{
PARAM_PROLOGUE;
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
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(_PPShader, SetUniform1i)
{
PARAM_PROLOGUE;
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_INT(value);
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;
}

View file

@ -1,169 +0,0 @@
/*
** Postprocessing framework
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#include "vm.h"
#include "d_player.h"
#include "hwrenderer/postprocessing/hw_postprocessshader.h"
#include "g_levellocals.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
static bool IsConsolePlayer(player_t *player)
{
AActor *activator = player ? player->mo : nullptr;
if (activator == nullptr || activator->player == nullptr)
return false;
return activator->player == activator->Level->GetConsolePlayer();
}
static void ShaderSetEnabled(player_t *player, const FString &shaderName, bool value)
{
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
shader.Enabled = value;
}
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Shader, SetEnabled, ShaderSetEnabled)
{
PARAM_PROLOGUE;
PARAM_POINTER(player, player_t);
PARAM_STRING(shaderName);
PARAM_BOOL(value);
ShaderSetEnabled(player, shaderName, value);
return 0;
}
static void ShaderSetUniform1f(player_t *player, const FString &shaderName, const FString &uniformName, double 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;
}
}
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Shader, SetUniform1f, ShaderSetUniform1f)
{
PARAM_PROLOGUE;
PARAM_POINTER(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT(value);
ShaderSetUniform1f(player, shaderName, uniformName, value);
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform2f)
{
PARAM_PROLOGUE;
PARAM_POINTER(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT(x);
PARAM_FLOAT(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(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(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(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_INT(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;
}

View file

@ -6,6 +6,7 @@ version "4.6"
#include "zscript/engine/dictionary.zs" #include "zscript/engine/dictionary.zs"
#include "zscript/engine/inputevents.zs" #include "zscript/engine/inputevents.zs"
#include "zscript/engine/service.zs" #include "zscript/engine/service.zs"
#include "zscript/engine/ppshader.zs"
#include "zscript/engine/ui/menu/colorpickermenu.zs" #include "zscript/engine/ui/menu/colorpickermenu.zs"
#include "zscript/engine/ui/menu/joystickmenu.zs" #include "zscript/engine/ui/menu/joystickmenu.zs"

View file

@ -701,11 +701,31 @@ class Lighting : SectorEffect native
struct Shader native struct Shader native
{ {
native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable); // This interface was deprecated for the pointless player dependency
native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value); private static bool IsConsolePlayer(PlayerInfo player)
native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value); {
native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value); return player && !player.mo && player == players[consoleplayer];
native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value); }
deprecated("4.8", "Use PPShader.SetEnabled() instead") clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable)
{
if (IsConsolePlayer(player)) PPShader.SetEnabled(shaderName, enable);
}
deprecated("4.8", "Use PPShader.SetUniform1f() instead") clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value)
{
if (IsConsolePlayer(player)) PPShader.SetUniform1f(shaderName, uniformName, value);
}
deprecated("4.8", "Use PPShader.SetUniform2f() instead") clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value)
{
if (IsConsolePlayer(player)) PPShader.SetUniform2f(shaderName, uniformName, value);
}
deprecated("4.8", "Use PPShader.SetUniform3f() instead") clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value)
{
if (IsConsolePlayer(player)) PPShader.SetUniform3f(shaderName, uniformName, value);
}
deprecated("4.8", "Use PPShader.SetUniform1i() instead") clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value)
{
if (IsConsolePlayer(player)) PPShader.SetUniform1i(shaderName, uniformName, value);
}
} }
struct FRailParams struct FRailParams

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@ -0,0 +1,8 @@
struct PPShader native
{
native clearscope static void SetEnabled(string shaderName, bool enable);
native clearscope static void SetUniform1f(string shaderName, string uniformName, float value);
native clearscope static void SetUniform2f(string shaderName, string uniformName, vector2 value);
native clearscope static void SetUniform3f(string shaderName, string uniformName, vector3 value);
native clearscope static void SetUniform1i(string shaderName, string uniformName, int value);
}