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Clean up Irrlicht shader API
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parent
40afc84597
commit
1ea8763259
12 changed files with 79 additions and 458 deletions
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@ -19,7 +19,6 @@
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#include <IMaterialRendererServices.h>
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#include <IShaderConstantSetCallBack.h>
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#include "client/renderingengine.h"
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#include <EShaderTypes.h>
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#include "gettext.h"
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#include "log.h"
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#include "gamedef.h"
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@ -615,10 +614,16 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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#define textureFlags texture2
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)";
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/// Unique name of this shader, for debug/logging
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std::string log_name = name;
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/* Define constants for node and object shaders */
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const bool node_shader = drawtype != NodeDrawType_END;
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if (node_shader) {
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log_name.append(" mat=").append(itos(material_type))
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.append(" draw=").append(itos(drawtype));
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bool use_discard = fully_programmable;
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if (!use_discard) {
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// workaround for a certain OpenGL implementation lacking GL_ALPHA_TEST
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@ -762,18 +767,15 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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geometry_shader_ptr = geometry_shader.c_str();
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}
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irr_ptr<ShaderCallback> cb{new ShaderCallback(m_setter_factories)};
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infostream<<"Compiling high level shaders for "<<name<<std::endl;
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auto cb = make_irr<ShaderCallback>(m_setter_factories);
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infostream << "Compiling high level shaders for " << log_name << std::endl;
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s32 shadermat = gpu->addHighLevelShaderMaterial(
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vertex_shader.c_str(), nullptr, video::EVST_VS_1_1,
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fragment_shader.c_str(), nullptr, video::EPST_PS_1_1,
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geometry_shader_ptr, nullptr, video::EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLES, 0,
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cb.get(), shaderinfo.base_material, 1);
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vertex_shader.c_str(), fragment_shader.c_str(), geometry_shader_ptr,
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log_name.c_str(), scene::EPT_TRIANGLES, scene::EPT_TRIANGLES, 0,
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cb.get(), shaderinfo.base_material);
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if (shadermat == -1) {
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errorstream<<"generate_shader(): "
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"failed to generate \""<<name<<"\", "
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"addHighLevelShaderMaterial failed."
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<<std::endl;
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errorstream << "generateShader(): failed to generate shaders for "
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<< log_name << ", addHighLevelShaderMaterial failed." << std::endl;
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dumpShaderProgram(warningstream, "Vertex", vertex_shader);
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dumpShaderProgram(warningstream, "Fragment", fragment_shader);
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dumpShaderProgram(warningstream, "Geometry", geometry_shader);
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