- moved the postprocessing CVARs to hwrenderer.

This commit is contained in:
Christoph Oelckers 2018-05-17 20:51:42 +02:00
commit 46a57fdfa1
9 changed files with 171 additions and 102 deletions

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_postprocess.cpp
** Post processing effects in the render pipeline
**
*/
#include "hw_postprocess_cvars.h"
#include "v_video.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE);
CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, CVAR_ARCHIVE)
{
if (self < 0.1f) self = 0.1f;
}
CVAR(Float, gl_exposure_scale, 1.3f, CVAR_ARCHIVE)
CVAR(Float, gl_exposure_min, 0.35f, CVAR_ARCHIVE)
CVAR(Float, gl_exposure_base, 0.35f, CVAR_ARCHIVE)
CVAR(Float, gl_exposure_speed, 0.05f, CVAR_ARCHIVE)
CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE)
{
if (self < 0 || self > 5)
self = 0;
}
CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, CVAR_ARCHIVE)
{
if (self < 3 || self > 15 || self % 2 == 0)
self = 7;
}
CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self >= IFXAAShader::Count)
{
self = 0;
}
}
CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 3)
self = 0;
}
CUSTOM_CVAR(Int, gl_ssao_portals, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0)
self = 0;
}
CVAR(Float, gl_ssao_strength, 0.7f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, gl_ssao_debug, 0, 0)
CVAR(Float, gl_ssao_bias, 0.2f, 0)
CVAR(Float, gl_ssao_radius, 80.0f, 0)
CUSTOM_CVAR(Float, gl_ssao_blur, 16.0f, 0)
{
if (self < 0.1f) self = 0.1f;
}
CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
{
if (self < 0.1f) self = 0.1f;
}
CUSTOM_CVAR(Float, gl_paltonemap_powtable, 2.0f, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
screen->UpdatePalette();
}
CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
screen->UpdatePalette();
}
CVAR(Float, gl_menu_blur, -1.0f, CVAR_ARCHIVE)

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#pragma once
#include "c_cvars.h"
class IFXAAShader
{
public:
enum Quality
{
None,
Low,
Medium,
High,
Extreme,
Count
};
};
//==========================================================================
//
// CVARs
//
//==========================================================================
EXTERN_CVAR(Bool, gl_bloom)
EXTERN_CVAR(Float, gl_bloom_amount)
EXTERN_CVAR(Float, gl_exposure_scale)
EXTERN_CVAR(Float, gl_exposure_min)
EXTERN_CVAR(Float, gl_exposure_base)
EXTERN_CVAR(Float, gl_exposure_speed)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, gl_bloom_kernel_size)
EXTERN_CVAR(Bool, gl_lens)
EXTERN_CVAR(Float, gl_lens_k)
EXTERN_CVAR(Float, gl_lens_kcube)
EXTERN_CVAR(Float, gl_lens_chromatic)
EXTERN_CVAR(Int, gl_fxaa)
EXTERN_CVAR(Int, gl_ssao)
EXTERN_CVAR(Int, gl_ssao_portals)
EXTERN_CVAR(Float, gl_ssao_strength)
EXTERN_CVAR(Int, gl_ssao_debug)
EXTERN_CVAR(Float, gl_ssao_bias)
EXTERN_CVAR(Float, gl_ssao_radius)
EXTERN_CVAR(Float, gl_ssao_blur)
EXTERN_CVAR(Float, gl_ssao_exponent)
EXTERN_CVAR(Float, gl_paltonemap_powtable)
EXTERN_CVAR(Bool, gl_paltonemap_reverselookup)
EXTERN_CVAR(Float, gl_menu_blur)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Float, vid_saturation)
EXTERN_CVAR(Int, gl_satformula)

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2017 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "vm.h"
#include "d_player.h"
#include "hw_postprocessshader.h"
TArray<PostProcessShader> PostProcessShaders;
static bool IsConsolePlayer(player_t *player)
{
AActor *activator = player ? player->mo : nullptr;
if (activator == nullptr || activator->player == nullptr)
return false;
return int(activator->player - players) == consoleplayer;
}
DEFINE_ACTION_FUNCTION(_Shader, SetEnabled)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_BOOL_DEF(value);
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
shader.Enabled = value;
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform1f)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT_DEF(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;
}
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform2f)
{
PARAM_PROLOGUE;
PARAM_POINTER_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(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_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
PARAM_FLOAT_DEF(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_DEF(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_INT_DEF(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;
}

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#pragma once
enum class PostProcessUniformType
{
Undefined,
Int,
Float,
Vec2,
Vec3
};
struct PostProcessUniformValue
{
PostProcessUniformType Type = PostProcessUniformType::Undefined;
double Values[4] = { 0.0, 0.0, 0.0, 0.0 };
};
struct PostProcessShader
{
FString Target;
FString ShaderLumpName;
int ShaderVersion = 0;
FString Name;
bool Enabled = false;
TMap<FString, PostProcessUniformValue> Uniforms;
TMap<FString, FString> Textures;
};
extern TArray<PostProcessShader> PostProcessShaders;