mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
- 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:
parent
12ed24d066
commit
84458ddb9f
6 changed files with 174 additions and 175 deletions
|
@ -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
|
||||||
|
|
|
@ -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;
|
||||||
|
}
|
|
@ -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;
|
|
||||||
}
|
|
|
@ -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"
|
||||||
|
|
|
@ -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
|
||||||
|
|
8
wadsrc/static/zscript/engine/ppshader.zs
Normal file
8
wadsrc/static/zscript/engine/ppshader.zs
Normal file
|
@ -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);
|
||||||
|
}
|
Loading…
Reference in a new issue