- Add initial postprocess shader support to GLDEFS file
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205350e726
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3 changed files with 156 additions and 39 deletions
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@ -149,6 +149,14 @@ CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITC
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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class PostProcessShaderInstance
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{
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public:
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FShaderProgram Program;
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FBufferedUniformSampler InputTexture;
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FBufferedUniformSampler CustomTexture;
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FHardwareTexture *HWTexture = nullptr;
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};
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void FGLRenderer::RenderScreenQuad()
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{
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@ -166,6 +174,67 @@ void FGLRenderer::PostProcessScene(int fixedcm)
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ColormapScene(fixedcm);
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LensDistortScene();
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ApplyFXAA();
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RunCustomPostProcessShaders("screen");
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}
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void FGLRenderer::RunCustomPostProcessShaders(FString target)
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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.Target != target)
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continue;
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if (!shader.Instance)
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{
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shader.Instance = std::make_shared<PostProcessShaderInstance>();
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shader.Instance->Program.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); // Hmm, should this use shader.shaderversion?
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shader.Instance->Program.Compile(FShaderProgram::Fragment, shader.ShaderLumpName.GetChars(), "", shader.ShaderVersion);
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shader.Instance->Program.SetFragDataLocation(0, "FragColor");
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shader.Instance->Program.Link(shader.ShaderLumpName.GetChars());
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shader.Instance->Program.SetAttribLocation(0, "PositionInProjection");
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shader.Instance->InputTexture.Init(shader.Instance->Program, "InputTexture");
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shader.Instance->CustomTexture.Init(shader.Instance->Program, "CustomTexture");
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if (shader.Texture)
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shader.Instance->HWTexture = new FHardwareTexture(shader.Texture->GetWidth(), shader.Texture->GetHeight(), false);
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}
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FGLDebug::PushGroup(shader.ShaderLumpName.GetChars());
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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shader.Instance->Program.Bind();
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shader.Instance->InputTexture.Set(0);
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if (shader.Instance->HWTexture)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, shader.Instance->HWTexture->GetTextureHandle(0));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0);
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shader.Instance->CustomTexture.Set(1);
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}
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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}
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}
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//-----------------------------------------------------------------------------
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