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Implement a global shader parameter passing system and useful shaders

This commit is contained in:
Perttu Ahola 2012-12-01 03:02:16 +02:00
parent 22e6fb7056
commit 27373919f4
15 changed files with 241 additions and 90 deletions

View file

@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
#include "strfnd.h" // trim()
/*
A cache from shader name to shader path
@ -171,10 +172,24 @@ private:
ShaderCallback: Sets constants that can be used in shaders
*/
class ShaderCallback : public video::IShaderConstantSetCallBack
class IShaderConstantSetterRegistry
{
public:
ShaderCallback(IrrlichtDevice *device): m_device(device) {}
virtual ~IShaderConstantSetterRegistry(){};
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel, const std::string &name) = 0;
};
class ShaderCallback : public video::IShaderConstantSetCallBack
{
IShaderConstantSetterRegistry *m_scsr;
std::string m_name;
public:
ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
m_scsr(scsr),
m_name(name)
{}
~ShaderCallback() {}
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
@ -184,6 +199,28 @@ public:
bool is_highlevel = userData;
m_scsr->onSetConstants(services, is_highlevel, m_name);
}
};
/*
MainShaderConstantSetter: Set basic constants required for almost everything
*/
class MainShaderConstantSetter : public IShaderConstantSetter
{
public:
MainShaderConstantSetter(IrrlichtDevice *device):
m_device(device)
{}
~MainShaderConstantSetter() {}
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel)
{
video::IVideoDriver *driver = services->getVideoDriver();
assert(driver);
// set inverted world matrix
core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
invWorld.makeInverse();
@ -219,7 +256,7 @@ private:
ShaderSource
*/
class ShaderSource : public IWritableShaderSource
class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
{
public:
ShaderSource(IrrlichtDevice *device);
@ -272,6 +309,14 @@ public:
// Shall be called from the main thread.
void rebuildShaders();
void addGlobalConstantSetter(IShaderConstantSetter *setter)
{
m_global_setters.push_back(setter);
}
void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel, const std::string &name);
private:
// The id of the thread that is allowed to use irrlicht directly
@ -295,6 +340,10 @@ private:
// Queued shader fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
// Global constant setters
// TODO: Delete these in the destructor
core::array<IShaderConstantSetter*> m_global_setters;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
@ -322,7 +371,7 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
{
assert(m_device);
m_shader_callback = new ShaderCallback(device);
m_shader_callback = new ShaderCallback(this, "default");
m_shaderinfo_cache_mutex.Init();
@ -331,6 +380,9 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.push_back(ShaderInfo());
m_name_to_id[""] = 0;
// Add main global constant setter
addGlobalConstantSetter(new MainShaderConstantSetter(device));
}
ShaderSource::~ShaderSource()
@ -531,6 +583,15 @@ void ShaderSource::rebuildShaders()
m_shader_callback, &m_sourcecache);
}
}
void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel, const std::string &name)
{
for(u32 i=0; i<m_global_setters.size(); i++){
IShaderConstantSetter *setter = m_global_setters[i];
setter->onSetConstants(services, is_highlevel);
}
}
ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
video::IShaderConstantSetCallBack *callback,
@ -546,7 +607,8 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
/*
Get the base material
*/
std::string base_material_name = sourcecache->getOrLoad(name, "base.txt");
std::string base_material_name =
trim(sourcecache->getOrLoad(name, "base.txt"));
for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
shaderinfo.material = (video::E_MATERIAL_TYPE) i;