mirror of
https://github.com/ZDoom/qzdoom.git
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162 lines
3.7 KiB
C++
162 lines
3.7 KiB
C++
//
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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 "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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