vkdoom_m/src/hwrenderer/postprocessing/hw_postprocessshader.cpp

171 lines
4.1 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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;
}
static void ShaderSetEnabled(player_t *player, const FString &shaderName, bool value)
{
if (IsConsolePlayer(player))
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
PostProcessShader &shader = PostProcessShaders[i];
if (shader.Name == shaderName)
shader.Enabled = value;
}
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Shader, SetEnabled, ShaderSetEnabled)
{
PARAM_PROLOGUE;
PARAM_POINTER(player, player_t);
PARAM_STRING(shaderName);
PARAM_BOOL(value);
ShaderSetEnabled(player, shaderName, value);
return 0;
}
static void ShaderSetUniform1f(player_t *player, const FString &shaderName, const FString &uniformName, double 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;
}
}
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Shader, SetUniform1f, ShaderSetUniform1f)
{
PARAM_PROLOGUE;
PARAM_POINTER(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT(value);
ShaderSetUniform1f(player, shaderName, uniformName, value);
return 0;
}
DEFINE_ACTION_FUNCTION(_Shader, SetUniform2f)
{
PARAM_PROLOGUE;
PARAM_POINTER(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT(x);
PARAM_FLOAT(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(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(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(player, player_t);
PARAM_STRING(shaderName);
PARAM_STRING(uniformName);
PARAM_INT(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;
}