mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
- Move custom postprocess shader to its own file
This commit is contained in:
parent
1cfaae78d9
commit
8a0e801cb5
7 changed files with 237 additions and 156 deletions
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@ -979,6 +979,7 @@ set (PCH_SOURCES
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gl/shaders/gl_shader.cpp
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gl/shaders/gl_texshader.cpp
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gl/shaders/gl_shaderprogram.cpp
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gl/shaders/gl_postprocessshader.cpp
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gl/shaders/gl_shadowmapshader.cpp
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gl/shaders/gl_presentshader.cpp
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gl/shaders/gl_present3dRowshader.cpp
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@ -42,7 +42,6 @@
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#include "r_utility.h"
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#include "p_local.h"
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#include "colormatcher.h"
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#include "w_wad.h"
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#include "gl/gl_functions.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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@ -63,6 +62,7 @@
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_fxaashader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_postprocessshader.h"
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#include "gl/renderer/gl_2ddrawer.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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@ -147,20 +147,9 @@ CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITC
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}
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CVAR(Bool, gl_custompost, true, 0)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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class PostProcessShaderInstance
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{
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public:
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FShaderProgram Program;
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FBufferedUniformSampler InputTexture;
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FBufferedUniformSampler CustomTexture;
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FHardwareTexture *HWTexture = nullptr;
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};
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void FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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@ -172,136 +161,15 @@ void FGLRenderer::PostProcessScene(int fixedcm)
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{
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mBuffers->BlitSceneToTexture();
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UpdateCameraExposure();
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mCustomPostProcessShaders->Run("beforebloom");
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BloomScene(fixedcm);
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TonemapScene();
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ColormapScene(fixedcm);
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LensDistortScene();
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ApplyFXAA();
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RunCustomPostProcessShaders("scene");
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mCustomPostProcessShaders->Run("scene");
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}
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#include "vm.h"
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform1f)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT_DEF(value);
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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shader.Uniform1f[uniformName] = value;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform1i)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_INT_DEF(value);
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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shader.Uniform1i[uniformName] = value;
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}
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return 0;
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}
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void FGLRenderer::RunCustomPostProcessShaders(FString target)
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{
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if (!gl_custompost)
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return;
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Target != target)
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continue;
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if (!shader.Instance)
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{
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const char *lumpName = shader.ShaderLumpName.GetChars();
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int lump = Wads.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = Wads.ReadLump(lump).GetString().GetChars();
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shader.Instance = std::make_shared<PostProcessShaderInstance>();
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shader.Instance->Program.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); // Hmm, should this use shader.shaderversion?
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shader.Instance->Program.Compile(FShaderProgram::Fragment, lumpName, code, "", shader.ShaderVersion);
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shader.Instance->Program.SetFragDataLocation(0, "FragColor");
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shader.Instance->Program.Link(shader.ShaderLumpName.GetChars());
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shader.Instance->Program.SetAttribLocation(0, "PositionInProjection");
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shader.Instance->InputTexture.Init(shader.Instance->Program, "InputTexture");
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shader.Instance->CustomTexture.Init(shader.Instance->Program, "CustomTexture");
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if (shader.Texture)
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{
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shader.Instance->HWTexture = new FHardwareTexture(shader.Texture->GetWidth(), shader.Texture->GetHeight(), false);
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shader.Instance->HWTexture->CreateTexture((unsigned char*)shader.Texture->GetPixelsBgra(), shader.Texture->GetWidth(), shader.Texture->GetHeight(), 0, false, 0, "CustomTexture");
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}
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}
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FGLDebug::PushGroup(shader.ShaderLumpName.GetChars());
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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shader.Instance->Program.Bind();
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TMap<FString, float>::Iterator it1f(shader.Uniform1f);
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TMap<FString, float>::Pair *pair1f;
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while (it1f.NextPair(pair1f))
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{
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int location = glGetUniformLocation(shader.Instance->Program, pair1f->Key.GetChars());
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if (location != -1)
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glUniform1f(location, pair1f->Value);
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}
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TMap<FString, int>::Iterator it1i(shader.Uniform1i);
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TMap<FString, int>::Pair *pair1i;
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while (it1i.NextPair(pair1i))
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{
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int location = glGetUniformLocation(shader.Instance->Program, pair1i->Key.GetChars());
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if (location != -1)
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glUniform1i(location, pair1i->Value);
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}
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shader.Instance->InputTexture.Set(0);
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if (shader.Instance->HWTexture)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, shader.Instance->HWTexture->GetTextureHandle(0));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0);
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shader.Instance->CustomTexture.Set(1);
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}
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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}
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}
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//-----------------------------------------------------------------------------
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//
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@ -869,7 +737,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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m2DDrawer->Draw(); // draw all pending 2D stuff before copying the buffer
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m2DDrawer->Clear();
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RunCustomPostProcessShaders("screen");
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mCustomPostProcessShaders->Run("screen");
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FGLDebug::PushGroup("CopyToBackbuffer");
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if (FGLRenderBuffers::IsEnabled())
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@ -62,6 +62,7 @@
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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#include "gl/shaders/gl_shadowmapshader.h"
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#include "gl/shaders/gl_postprocessshader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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@ -128,6 +129,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mFXAAShader = nullptr;
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mFXAALumaShader = nullptr;
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mShadowMapShader = nullptr;
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mCustomPostProcessShaders = nullptr;
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}
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void gl_LoadModels();
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@ -157,6 +159,7 @@ void FGLRenderer::Initialize(int width, int height)
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mPresent3dColumnShader = new FPresent3DColumnShader();
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mPresent3dRowShader = new FPresent3DRowShader();
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mShadowMapShader = new FShadowMapShader();
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mCustomPostProcessShaders = new FCustomPostProcessShaders();
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m2DDrawer = new F2DDrawer;
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// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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@ -232,6 +235,7 @@ FGLRenderer::~FGLRenderer()
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if (mColormapShader) delete mColormapShader;
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if (mLensShader) delete mLensShader;
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if (mShadowMapShader) delete mShadowMapShader;
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delete mCustomPostProcessShaders;
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delete mFXAAShader;
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delete mFXAALumaShader;
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}
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@ -42,7 +42,7 @@ class FPresent3DRowShader;
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class F2DDrawer;
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class FHardwareTexture;
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class FShadowMapShader;
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class PostProcessShaderInstance;
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class FCustomPostProcessShaders;
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inline float DEG2RAD(float deg)
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{
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@ -86,22 +86,6 @@ enum
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DM_SKYPORTAL
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};
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struct PostProcessShader
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{
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FString Target;
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FString ShaderLumpName;
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int ShaderVersion = 0;
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FTexture *Texture = nullptr;
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FString Name;
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TMap<FString, int> Uniform1i;
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TMap<FString, float> Uniform1f;
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std::shared_ptr<PostProcessShaderInstance> Instance;
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};
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extern TArray<PostProcessShader> PostProcessShaders;
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class FGLRenderer
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{
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public:
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@ -143,6 +127,7 @@ public:
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FPresent3DColumnShader *mPresent3dColumnShader;
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FPresent3DRowShader *mPresent3dRowShader;
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FShadowMapShader *mShadowMapShader;
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FCustomPostProcessShaders *mCustomPostProcessShaders;
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FShadowMap mShadowMap;
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@ -188,7 +173,6 @@ public:
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void RenderScreenQuad();
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void PostProcessScene(int fixedcm);
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void RunCustomPostProcessShaders(FString target);
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void AmbientOccludeScene();
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void UpdateCameraExposure();
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void BloomScene(int fixedcm);
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145
src/gl/shaders/gl_postprocessshader.cpp
Normal file
145
src/gl/shaders/gl_postprocessshader.cpp
Normal file
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2017 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "w_wad.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_debug.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/shaders/gl_postprocessshader.h"
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CVAR(Bool, gl_custompost, true, 0)
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TArray<PostProcessShader> PostProcessShaders;
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FCustomPostProcessShaders::FCustomPostProcessShaders()
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{
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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mShaders.push_back(std::unique_ptr<PostProcessShaderInstance>(new PostProcessShaderInstance(&PostProcessShaders[i])));
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}
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}
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FCustomPostProcessShaders::~FCustomPostProcessShaders()
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{
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}
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void FCustomPostProcessShaders::Run(FString target)
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{
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if (!gl_custompost)
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return;
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for (auto &shader : mShaders)
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{
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if (shader->Desc->Target == target)
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{
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shader->Run();
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void PostProcessShaderInstance::Run()
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{
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if (!Program)
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{
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const char *lumpName = Desc->ShaderLumpName.GetChars();
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int lump = Wads.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = Wads.ReadLump(lump).GetString().GetChars();
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Program.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); // Hmm, should this use shader.shaderversion?
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Program.Compile(FShaderProgram::Fragment, lumpName, code, "", Desc->ShaderVersion);
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Program.SetFragDataLocation(0, "FragColor");
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Program.Link(Desc->ShaderLumpName.GetChars());
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Program.SetAttribLocation(0, "PositionInProjection");
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InputTexture.Init(Program, "InputTexture");
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CustomTexture.Init(Program, "CustomTexture");
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if (Desc->Texture)
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{
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HWTexture = new FHardwareTexture(Desc->Texture->GetWidth(), Desc->Texture->GetHeight(), false);
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HWTexture->CreateTexture((unsigned char*)Desc->Texture->GetPixelsBgra(), Desc->Texture->GetWidth(), Desc->Texture->GetHeight(), 0, false, 0, "CustomTexture");
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}
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}
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FGLDebug::PushGroup(Desc->ShaderLumpName.GetChars());
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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GLRenderer->mBuffers->BindNextFB();
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GLRenderer->mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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Program.Bind();
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TMap<FString, float>::Iterator it1f(Desc->Uniform1f);
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TMap<FString, float>::Pair *pair1f;
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while (it1f.NextPair(pair1f))
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{
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int location = glGetUniformLocation(Program, pair1f->Key.GetChars());
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if (location != -1)
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glUniform1f(location, pair1f->Value);
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}
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TMap<FString, int>::Iterator it1i(Desc->Uniform1i);
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TMap<FString, int>::Pair *pair1i;
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while (it1i.NextPair(pair1i))
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{
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int location = glGetUniformLocation(Program, pair1i->Key.GetChars());
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if (location != -1)
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glUniform1i(location, pair1i->Value);
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}
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InputTexture.Set(0);
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if (HWTexture)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, HWTexture->GetTextureHandle(0));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0);
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CustomTexture.Set(1);
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}
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GLRenderer->RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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GLRenderer->mBuffers->NextTexture();
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FGLDebug::PopGroup();
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}
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48
src/gl/shaders/gl_postprocessshader.h
Normal file
48
src/gl/shaders/gl_postprocessshader.h
Normal file
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@ -0,0 +1,48 @@
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#pragma once
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#include "gl_shaderprogram.h"
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class PostProcessShaderInstance;
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struct PostProcessShader
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{
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FString Target;
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FString ShaderLumpName;
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int ShaderVersion = 0;
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FTexture *Texture = nullptr;
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FString Name;
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TMap<FString, int> Uniform1i;
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TMap<FString, float> Uniform1f;
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};
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extern TArray<PostProcessShader> PostProcessShaders;
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class PostProcessShaderInstance
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{
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public:
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PostProcessShaderInstance(PostProcessShader *desc) : Desc(desc) { }
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void Run();
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||||
|
||||
PostProcessShader *Desc;
|
||||
FShaderProgram Program;
|
||||
FBufferedUniformSampler InputTexture;
|
||||
FBufferedUniformSampler CustomTexture;
|
||||
FHardwareTexture *HWTexture = nullptr;
|
||||
};
|
||||
|
||||
class FCustomPostProcessShaders
|
||||
{
|
||||
public:
|
||||
FCustomPostProcessShaders();
|
||||
~FCustomPostProcessShaders();
|
||||
|
||||
void Run(FString target);
|
||||
|
||||
private:
|
||||
std::vector<std::unique_ptr<PostProcessShaderInstance>> mShaders;
|
||||
|
||||
FCustomPostProcessShaders(const FCustomPostProcessShaders &) = delete;
|
||||
FCustomPostProcessShaders &operator=(const FCustomPostProcessShaders &) = delete;
|
||||
};
|
|
@ -36,6 +36,7 @@
|
|||
#include "v_palette.h"
|
||||
#include "sc_man.h"
|
||||
#include "cmdlib.h"
|
||||
#include "vm.h"
|
||||
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_debug.h"
|
||||
|
@ -46,6 +47,7 @@
|
|||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/shaders/gl_shaderprogram.h"
|
||||
#include "gl/shaders/gl_postprocessshader.h"
|
||||
#include "gl/textures/gl_material.h"
|
||||
#include "gl/dynlights/gl_lightbuffer.h"
|
||||
|
||||
|
@ -669,8 +671,6 @@ void gl_DestroyUserShaders()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
TArray<PostProcessShader> PostProcessShaders;
|
||||
|
||||
void gl_ParseHardwareShader(FScanner &sc, int deflump)
|
||||
{
|
||||
sc.MustGetString();
|
||||
|
@ -769,3 +769,34 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
|
|||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue