mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 12:11:25 +00:00
- moved the hardware independent part of custom postprocessing shaders from gl to hwrenderer.
This commit is contained in:
parent
da1cdf65c3
commit
ea98fe3c4d
6 changed files with 165 additions and 140 deletions
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@ -1056,6 +1056,7 @@ set (PCH_SOURCES
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hwrenderer/dynlights/hw_aabbtree.cpp
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hwrenderer/dynlights/hw_shadowmap.cpp
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hwrenderer/scene/hw_skydome.cpp
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hwrenderer/shaders/hw_postprocessshader.cpp
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hwrenderer/textures/hw_material.cpp
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hwrenderer/textures/hw_precache.cpp
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hwrenderer/utility/hw_clock.cpp
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@ -28,14 +28,12 @@
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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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#include "hwrenderer/shaders/hw_postprocessshader.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "textures/bitmap.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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@ -32,8 +32,6 @@
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#include "w_wad.h"
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#include "doomerrors.h"
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#include "cmdlib.h"
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#include "vm.h"
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#include "d_player.h"
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#include "gl_load/gl_interface.h"
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#include "gl/system/gl_debug.h"
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@ -41,7 +39,6 @@
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_postprocessshader.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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static bool IsGlslWhitespace(char c)
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@ -866,136 +863,3 @@ void gl_DestroyUserShaders()
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// todo
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}
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static bool IsConsolePlayer(player_t *player)
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{
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AActor *activator = player ? player->mo : nullptr;
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if (activator == nullptr || activator->player == nullptr)
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return false;
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return int(activator->player - players) == consoleplayer;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetEnabled)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_BOOL_DEF(value);
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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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shader.Enabled = value;
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform1f)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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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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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = value;
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vec4[1] = 0.0;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform2f)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT_DEF(x);
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PARAM_FLOAT_DEF(y);
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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = x;
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vec4[1] = y;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform3f)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT_DEF(x);
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PARAM_FLOAT_DEF(y);
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PARAM_FLOAT_DEF(z);
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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = x;
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vec4[1] = y;
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vec4[2] = z;
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vec4[3] = 1.0;
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}
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}
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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_POINTER_DEF(player, player_t);
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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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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = (double)value;
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vec4[1] = 0.0;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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162
src/hwrenderer/shaders/hw_postprocessshader.cpp
Normal file
162
src/hwrenderer/shaders/hw_postprocessshader.cpp
Normal file
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@ -0,0 +1,162 @@
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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 "vm.h"
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#include "d_player.h"
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#include "hwrenderer/shaders/hw_postprocessshader.h"
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TArray<PostProcessShader> PostProcessShaders;
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static bool IsConsolePlayer(player_t *player)
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{
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AActor *activator = player ? player->mo : nullptr;
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if (activator == nullptr || activator->player == nullptr)
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return false;
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return int(activator->player - players) == consoleplayer;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetEnabled)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_BOOL_DEF(value);
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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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shader.Enabled = value;
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform1f)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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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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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = value;
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vec4[1] = 0.0;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform2f)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT_DEF(x);
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PARAM_FLOAT_DEF(y);
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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = x;
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vec4[1] = y;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform3f)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT_DEF(x);
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PARAM_FLOAT_DEF(y);
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PARAM_FLOAT_DEF(z);
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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = x;
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vec4[1] = y;
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vec4[2] = z;
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vec4[3] = 1.0;
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}
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}
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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_POINTER_DEF(player, player_t);
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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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if (IsConsolePlayer(player))
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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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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = (double)value;
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vec4[1] = 0.0;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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@ -44,7 +44,7 @@
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "textures/skyboxtexture.h"
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#include "gl/shaders/gl_postprocessshader.h"
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#include "hwrenderer/shaders/hw_postprocessshader.h"
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void AddLightDefaults(FLightDefaults *defaults, double attnFactor);
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void AddLightAssociation(const char *actor, const char *frame, const char *light);
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