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Implement a global shader parameter passing system and useful shaders
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parent
22e6fb7056
commit
27373919f4
15 changed files with 241 additions and 90 deletions
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@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "EShaderTypes.h"
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#include "log.h"
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#include "gamedef.h"
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#include "strfnd.h" // trim()
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/*
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A cache from shader name to shader path
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@ -171,10 +172,24 @@ private:
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ShaderCallback: Sets constants that can be used in shaders
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*/
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class ShaderCallback : public video::IShaderConstantSetCallBack
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class IShaderConstantSetterRegistry
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{
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public:
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ShaderCallback(IrrlichtDevice *device): m_device(device) {}
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virtual ~IShaderConstantSetterRegistry(){};
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name) = 0;
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};
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class ShaderCallback : public video::IShaderConstantSetCallBack
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{
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IShaderConstantSetterRegistry *m_scsr;
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std::string m_name;
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public:
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ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
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m_scsr(scsr),
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m_name(name)
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{}
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~ShaderCallback() {}
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
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@ -184,6 +199,28 @@ public:
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bool is_highlevel = userData;
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m_scsr->onSetConstants(services, is_highlevel, m_name);
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}
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};
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/*
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MainShaderConstantSetter: Set basic constants required for almost everything
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*/
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class MainShaderConstantSetter : public IShaderConstantSetter
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{
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public:
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MainShaderConstantSetter(IrrlichtDevice *device):
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m_device(device)
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{}
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~MainShaderConstantSetter() {}
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel)
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{
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video::IVideoDriver *driver = services->getVideoDriver();
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assert(driver);
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// set inverted world matrix
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core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
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invWorld.makeInverse();
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@ -219,7 +256,7 @@ private:
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ShaderSource
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*/
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class ShaderSource : public IWritableShaderSource
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class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
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{
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public:
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ShaderSource(IrrlichtDevice *device);
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@ -272,6 +309,14 @@ public:
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// Shall be called from the main thread.
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void rebuildShaders();
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void addGlobalConstantSetter(IShaderConstantSetter *setter)
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{
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m_global_setters.push_back(setter);
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}
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void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name);
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private:
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// The id of the thread that is allowed to use irrlicht directly
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@ -295,6 +340,10 @@ private:
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// Queued shader fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
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// Global constant setters
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// TODO: Delete these in the destructor
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core::array<IShaderConstantSetter*> m_global_setters;
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};
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IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
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@ -322,7 +371,7 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
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{
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assert(m_device);
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m_shader_callback = new ShaderCallback(device);
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m_shader_callback = new ShaderCallback(this, "default");
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m_shaderinfo_cache_mutex.Init();
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@ -331,6 +380,9 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
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// Add a dummy ShaderInfo as the first index, named ""
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m_shaderinfo_cache.push_back(ShaderInfo());
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m_name_to_id[""] = 0;
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// Add main global constant setter
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addGlobalConstantSetter(new MainShaderConstantSetter(device));
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}
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ShaderSource::~ShaderSource()
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@ -531,6 +583,15 @@ void ShaderSource::rebuildShaders()
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m_shader_callback, &m_sourcecache);
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}
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}
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void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name)
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{
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for(u32 i=0; i<m_global_setters.size(); i++){
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IShaderConstantSetter *setter = m_global_setters[i];
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setter->onSetConstants(services, is_highlevel);
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}
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}
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ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
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video::IShaderConstantSetCallBack *callback,
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@ -546,7 +607,8 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
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/*
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Get the base material
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*/
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std::string base_material_name = sourcecache->getOrLoad(name, "base.txt");
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std::string base_material_name =
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trim(sourcecache->getOrLoad(name, "base.txt"));
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for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
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if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
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shaderinfo.material = (video::E_MATERIAL_TYPE) i;
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