- moved the hardware independent part of custom postprocessing shaders from gl to hwrenderer.
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da1cdf65c3
commit
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6 changed files with 165 additions and 140 deletions
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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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