- moved the hardware independent part of custom postprocessing shaders from gl to hwrenderer.

This commit is contained in:
Christoph Oelckers 2018-05-17 20:23:01 +02:00
commit ea98fe3c4d
6 changed files with 165 additions and 140 deletions

View file

@ -32,8 +32,6 @@
#include "w_wad.h"
#include "doomerrors.h"
#include "cmdlib.h"
#include "vm.h"
#include "d_player.h"
#include "gl_load/gl_interface.h"
#include "gl/system/gl_debug.h"
@ -41,7 +39,6 @@
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_postprocessshader.h"
#include "gl/dynlights/gl_lightbuffer.h"
static bool IsGlslWhitespace(char c)
@ -866,136 +863,3 @@ void gl_DestroyUserShaders()
// todo
}
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;
}