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luanti/src/client/shader.h

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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
// Copyright (C) 2013 Kahrl <kahrl@gmx.net>
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#pragma once
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#include "irrlichttypes_bloated.h"
#include <IMaterialRendererServices.h>
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#include <string>
#include "nodedef.h"
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class IGameDef;
/*
shader.{h,cpp}: Shader handling stuff.
*/
/*
Gets the path to a shader by first checking if the file
name_of_shader/filename
exists in shader_path and if not, using the data path.
If not found, returns "".
Utilizes a thread-safe cache.
*/
std::string getShaderPath(const std::string &name_of_shader,
const std::string &filename);
struct ShaderInfo {
std::string name = "";
video::E_MATERIAL_TYPE base_material = video::EMT_SOLID;
video::E_MATERIAL_TYPE material = video::EMT_SOLID;
NodeDrawType drawtype = NDT_NORMAL;
MaterialType material_type = TILE_MATERIAL_BASIC;
ShaderInfo() = default;
virtual ~ShaderInfo() = default;
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};
/*
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Abstraction for updating uniforms used by shaders
*/
namespace irr::video {
class IMaterialRendererServices;
}
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class IShaderUniformSetter {
public:
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virtual ~IShaderUniformSetter() = default;
virtual void onSetUniforms(video::IMaterialRendererServices *services) = 0;
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virtual void onSetMaterial(const video::SMaterial& material)
{ }
};
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class IShaderUniformSetterFactory {
public:
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virtual ~IShaderUniformSetterFactory() = default;
virtual IShaderUniformSetter* create() = 0;
};
template <typename T, std::size_t count, bool cache>
class CachedShaderSetting {
const char *m_name;
T m_sent[count];
bool has_been_set = false;
bool is_pixel;
protected:
CachedShaderSetting(const char *name, bool is_pixel) :
m_name(name), is_pixel(is_pixel)
{}
public:
void set(const T value[count], video::IMaterialRendererServices *services)
{
if (cache && has_been_set && std::equal(m_sent, m_sent + count, value))
return;
if (is_pixel)
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services->setPixelShaderConstant(services->getPixelShaderConstantID(m_name), value, count);
else
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services->setVertexShaderConstant(services->getVertexShaderConstantID(m_name), value, count);
if (cache) {
std::copy(value, value + count, m_sent);
has_been_set = true;
}
}
/* Type specializations */
/*
* T2 looks redundant here but it is necessary so the compiler won't
* resolve the templates at class instantiation and then fail because
* some of these methods don't have valid types (= are not usable).
* ref: <https://stackoverflow.com/a/6972771>
*
* Note: a `bool dummy` template parameter would have been easier but MSVC
* does not like that. Also make sure not to define different specializations
* with the same parameters, MSVC doesn't like that either.
* I extend my thanks to Microsoft®
*/
#define SPECIALIZE(_type, _count_expr) \
template<typename T2 = T> \
std::enable_if_t<std::is_same_v<T, T2> && std::is_same_v<T2, _type> && (_count_expr)>
SPECIALIZE(float, count == 2)
set(const v2f value, video::IMaterialRendererServices *services)
{
float array[2] = { value.X, value.Y };
set(array, services);
}
SPECIALIZE(float, count == 3)
set(const v3f value, video::IMaterialRendererServices *services)
{
float array[3] = { value.X, value.Y, value.Z };
set(array, services);
}
SPECIALIZE(float, count == 3 || count == 4)
set(const video::SColorf value, video::IMaterialRendererServices *services)
{
if constexpr (count == 3) {
float array[3] = { value.r, value.g, value.b };
set(array, services);
} else {
float array[4] = { value.r, value.g, value.b, value.a };
set(array, services);
}
}
SPECIALIZE(float, count == 16)
set(const core::matrix4 &value, video::IMaterialRendererServices *services)
{
set(value.pointer(), services);
}
#undef SPECIALIZE
};
template <typename T, std::size_t count = 1, bool cache=true>
class CachedPixelShaderSetting : public CachedShaderSetting<T, count, cache> {
public:
CachedPixelShaderSetting(const char *name) :
CachedShaderSetting<T, count, cache>(name, true){}
};
template <typename T, std::size_t count = 1, bool cache=true>
class CachedVertexShaderSetting : public CachedShaderSetting<T, count, cache> {
public:
CachedVertexShaderSetting(const char *name) :
CachedShaderSetting<T, count, cache>(name, false){}
};
template <typename T, std::size_t count, bool cache, bool is_pixel>
class CachedStructShaderSetting {
const char *m_name;
T m_sent[count];
bool has_been_set = false;
std::array<const char*, count> m_fields;
public:
CachedStructShaderSetting(const char *name, std::array<const char*, count> &&fields) :
m_name(name), m_fields(std::move(fields))
{}
void set(const T value[count], video::IMaterialRendererServices *services)
{
if (cache && has_been_set && std::equal(m_sent, m_sent + count, value))
return;
for (std::size_t i = 0; i < count; i++) {
std::string uniform_name = std::string(m_name) + "." + m_fields[i];
if (is_pixel)
services->setPixelShaderConstant(services->getPixelShaderConstantID(uniform_name.c_str()), value + i, 1);
else
services->setVertexShaderConstant(services->getVertexShaderConstantID(uniform_name.c_str()), value + i, 1);
}
if (cache) {
std::copy(value, value + count, m_sent);
has_been_set = true;
}
}
};
template<typename T, std::size_t count, bool cache = true>
using CachedStructVertexShaderSetting = CachedStructShaderSetting<T, count, cache, false>;
template<typename T, std::size_t count, bool cache = true>
using CachedStructPixelShaderSetting = CachedStructShaderSetting<T, count, cache, true>;
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/*
ShaderSource creates and caches shaders.
A "shader" could more precisely be called a "shader material" and comprises
a vertex, fragment and optional geometry shader.
*/
class IShaderSource {
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public:
IShaderSource() = default;
virtual ~IShaderSource() = default;
/**
* @brief returns information about an existing shader
*
* Use this to get the material ID to plug into `video::SMaterial`.
*/
virtual ShaderInfo getShaderInfo(u32 id) = 0;
/// @brief Generates or gets a shader suitable for nodes and entities
virtual u32 getShader(const std::string &name,
MaterialType material_type, NodeDrawType drawtype = NDT_NORMAL) = 0;
/**
* Generates or gets a shader for general use.
* @param name name of the shader (directory on disk)
* @param blendAlpha enable alpha blending for this material?
* @return shader ID
*/
virtual u32 getShaderRaw(const std::string &name, bool blendAlpha = false) = 0;
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};
class IWritableShaderSource : public IShaderSource {
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public:
IWritableShaderSource() = default;
virtual ~IWritableShaderSource() = default;
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virtual void processQueue()=0;
virtual void insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program)=0;
virtual void rebuildShaders()=0;
/// @note Takes ownership of @p setter.
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virtual void addShaderUniformSetterFactory(IShaderUniformSetterFactory *setter) = 0;
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};
IWritableShaderSource *createShaderSource();
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void dumpShaderProgram(std::ostream &output_stream,
const std::string &program_type, std::string_view program);