- Move custom postprocess shader to its own file

This commit is contained in:
Magnus Norddahl 2017-07-06 05:36:01 +02:00
commit 8a0e801cb5
7 changed files with 237 additions and 156 deletions

View file

@ -42,7 +42,6 @@
#include "r_utility.h"
#include "p_local.h"
#include "colormatcher.h"
#include "w_wad.h"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
@ -63,6 +62,7 @@
#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_fxaashader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/shaders/gl_postprocessshader.h"
#include "gl/renderer/gl_2ddrawer.h"
#include "gl/stereo3d/gl_stereo3d.h"
@ -147,20 +147,9 @@ CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITC
}
CVAR(Bool, gl_custompost, true, 0)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
class PostProcessShaderInstance
{
public:
FShaderProgram Program;
FBufferedUniformSampler InputTexture;
FBufferedUniformSampler CustomTexture;
FHardwareTexture *HWTexture = nullptr;
};
void FGLRenderer::RenderScreenQuad()
{
mVBO->BindVBO();
@ -172,136 +161,15 @@ void FGLRenderer::PostProcessScene(int fixedcm)
{
mBuffers->BlitSceneToTexture();
UpdateCameraExposure();
mCustomPostProcessShaders->Run("beforebloom");
BloomScene(fixedcm);
TonemapScene();
ColormapScene(fixedcm);
LensDistortScene();
ApplyFXAA();
RunCustomPostProcessShaders("scene");
mCustomPostProcessShaders->Run("scene");
}
#include "vm.h"
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;
}
void FGLRenderer::RunCustomPostProcessShaders(FString target)
{
if (!gl_custompost)
return;
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Target != target)
continue;
if (!shader.Instance)
{
const char *lumpName = shader.ShaderLumpName.GetChars();
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
shader.Instance = std::make_shared<PostProcessShaderInstance>();
shader.Instance->Program.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); // Hmm, should this use shader.shaderversion?
shader.Instance->Program.Compile(FShaderProgram::Fragment, lumpName, code, "", shader.ShaderVersion);
shader.Instance->Program.SetFragDataLocation(0, "FragColor");
shader.Instance->Program.Link(shader.ShaderLumpName.GetChars());
shader.Instance->Program.SetAttribLocation(0, "PositionInProjection");
shader.Instance->InputTexture.Init(shader.Instance->Program, "InputTexture");
shader.Instance->CustomTexture.Init(shader.Instance->Program, "CustomTexture");
if (shader.Texture)
{
shader.Instance->HWTexture = new FHardwareTexture(shader.Texture->GetWidth(), shader.Texture->GetHeight(), false);
shader.Instance->HWTexture->CreateTexture((unsigned char*)shader.Texture->GetPixelsBgra(), shader.Texture->GetWidth(), shader.Texture->GetHeight(), 0, false, 0, "CustomTexture");
}
}
FGLDebug::PushGroup(shader.ShaderLumpName.GetChars());
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
shader.Instance->Program.Bind();
TMap<FString, float>::Iterator it1f(shader.Uniform1f);
TMap<FString, float>::Pair *pair1f;
while (it1f.NextPair(pair1f))
{
int location = glGetUniformLocation(shader.Instance->Program, pair1f->Key.GetChars());
if (location != -1)
glUniform1f(location, pair1f->Value);
}
TMap<FString, int>::Iterator it1i(shader.Uniform1i);
TMap<FString, int>::Pair *pair1i;
while (it1i.NextPair(pair1i))
{
int location = glGetUniformLocation(shader.Instance->Program, pair1i->Key.GetChars());
if (location != -1)
glUniform1i(location, pair1i->Value);
}
shader.Instance->InputTexture.Set(0);
if (shader.Instance->HWTexture)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shader.Instance->HWTexture->GetTextureHandle(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
shader.Instance->CustomTexture.Set(1);
}
RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
}
//-----------------------------------------------------------------------------
//
@ -869,7 +737,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
m2DDrawer->Draw(); // draw all pending 2D stuff before copying the buffer
m2DDrawer->Clear();
RunCustomPostProcessShaders("screen");
mCustomPostProcessShaders->Run("screen");
FGLDebug::PushGroup("CopyToBackbuffer");
if (FGLRenderBuffers::IsEnabled())