mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
This commit is contained in:
parent
664f5ce960
commit
ccbf8029ea
11 changed files with 157 additions and 377 deletions
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <iterator>
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#include "shader.h"
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#include "irrlichttypes_extrabloated.h"
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#include "irr_ptr.h"
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#include "debug.h"
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#include "filesys.h"
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#include "util/container.h"
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@ -189,19 +190,14 @@ private:
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class ShaderCallback : public video::IShaderConstantSetCallBack
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{
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std::vector<IShaderConstantSetter*> m_setters;
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std::vector<std::unique_ptr<IShaderConstantSetter>> m_setters;
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public:
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ShaderCallback(const std::vector<IShaderConstantSetterFactory *> &factories)
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template <typename Factories>
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ShaderCallback(const Factories &factories)
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{
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for (IShaderConstantSetterFactory *factory : factories)
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m_setters.push_back(factory->create());
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}
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~ShaderCallback()
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{
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for (IShaderConstantSetter *setter : m_setters)
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delete setter;
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for (auto &&factory : factories)
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m_setters.push_back(std::unique_ptr<IShaderConstantSetter>(factory->create()));
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}
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
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@ -209,15 +205,13 @@ public:
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video::IVideoDriver *driver = services->getVideoDriver();
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sanity_check(driver != NULL);
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bool is_highlevel = userData;
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for (IShaderConstantSetter *setter : m_setters)
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setter->onSetConstants(services, is_highlevel);
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for (auto &&setter : m_setters)
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setter->onSetConstants(services);
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}
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virtual void OnSetMaterial(const video::SMaterial& material) override
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{
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for (IShaderConstantSetter *setter : m_setters)
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for (auto &&setter : m_setters)
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setter->onSetMaterial(material);
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}
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};
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@ -252,47 +246,39 @@ public:
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{}
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~MainShaderConstantSetter() = default;
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel)
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virtual void onSetConstants(video::IMaterialRendererServices *services) override
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{
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video::IVideoDriver *driver = services->getVideoDriver();
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sanity_check(driver);
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// Set world matrix
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core::matrix4 world = driver->getTransform(video::ETS_WORLD);
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if (is_highlevel)
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m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
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else
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services->setVertexShaderConstant(world.pointer(), 4, 4);
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m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
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// Set clip matrix
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core::matrix4 worldView;
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worldView = driver->getTransform(video::ETS_VIEW);
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worldView *= world;
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core::matrix4 worldViewProj;
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worldViewProj = driver->getTransform(video::ETS_PROJECTION);
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worldViewProj *= worldView;
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if (is_highlevel)
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m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
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else
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services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
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m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
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#if ENABLE_GLES
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if (is_highlevel) {
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core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
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m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
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m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
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core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
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m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
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m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
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core::matrix4 normal;
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worldView.getTransposed(normal);
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sanity_check(normal.makeInverse());
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float m[9] = {
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normal[0], normal[1], normal[2],
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normal[4], normal[5], normal[6],
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normal[8], normal[9], normal[10],
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};
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m_normal.set(m, services);
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}
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core::matrix4 normal;
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worldView.getTransposed(normal);
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sanity_check(normal.makeInverse());
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float m[9] = {
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normal[0], normal[1], normal[2],
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normal[4], normal[5], normal[6],
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normal[8], normal[9], normal[10],
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};
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m_normal.set(m, services);
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#endif
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}
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};
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@ -314,7 +300,6 @@ class ShaderSource : public IWritableShaderSource
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{
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public:
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ShaderSource();
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~ShaderSource();
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/*
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- If shader material specified by name is found from cache,
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@ -324,7 +309,7 @@ public:
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The id 0 points to a null shader. Its material is EMT_SOLID.
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*/
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u32 getShaderIdDirect(const std::string &name,
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const u8 material_type, const u8 drawtype);
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MaterialType material_type, NodeDrawType drawtype) override;
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/*
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If shader specified by the name pointed by the id doesn't
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@ -336,26 +321,26 @@ public:
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*/
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u32 getShader(const std::string &name,
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const u8 material_type, const u8 drawtype);
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MaterialType material_type, NodeDrawType drawtype) override;
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ShaderInfo getShaderInfo(u32 id);
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ShaderInfo getShaderInfo(u32 id) override;
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// Processes queued shader requests from other threads.
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// Shall be called from the main thread.
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void processQueue();
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void processQueue() override;
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// Insert a shader program into the cache without touching the
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// filesystem. Shall be called from the main thread.
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void insertSourceShader(const std::string &name_of_shader,
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const std::string &filename, const std::string &program);
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const std::string &filename, const std::string &program) override;
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// Rebuild shaders from the current set of source shaders
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// Shall be called from the main thread.
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void rebuildShaders();
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void rebuildShaders() override;
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void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
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void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) override
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{
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m_setter_factories.push_back(setter);
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m_setter_factories.push_back(std::unique_ptr<IShaderConstantSetterFactory>(setter));
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}
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private:
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@ -377,10 +362,11 @@ private:
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RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
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// Global constant setter factories
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std::vector<IShaderConstantSetterFactory *> m_setter_factories;
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std::vector<std::unique_ptr<IShaderConstantSetterFactory>> m_setter_factories;
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// Shader callbacks
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std::vector<ShaderCallback *> m_callbacks;
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// Generate shader given the shader name.
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ShaderInfo generateShader(const std::string &name,
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MaterialType material_type, NodeDrawType drawtype);
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};
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IWritableShaderSource *createShaderSource()
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@ -388,22 +374,6 @@ IWritableShaderSource *createShaderSource()
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return new ShaderSource();
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}
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/*
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Generate shader given the shader name.
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*/
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ShaderInfo generate_shader(const std::string &name,
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u8 material_type, u8 drawtype, std::vector<ShaderCallback *> &callbacks,
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const std::vector<IShaderConstantSetterFactory *> &setter_factories,
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SourceShaderCache *sourcecache);
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/*
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Load shader programs
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*/
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void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
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video::E_DRIVER_TYPE drivertype, bool enable_shaders,
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std::string &vertex_program, std::string &pixel_program,
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std::string &geometry_program, bool &is_highlevel);
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ShaderSource::ShaderSource()
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{
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m_main_thread = std::this_thread::get_id();
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@ -415,18 +385,8 @@ ShaderSource::ShaderSource()
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addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
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}
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ShaderSource::~ShaderSource()
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{
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for (ShaderCallback *callback : m_callbacks) {
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delete callback;
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}
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for (IShaderConstantSetterFactory *setter_factorie : m_setter_factories) {
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delete setter_factorie;
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}
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}
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u32 ShaderSource::getShader(const std::string &name,
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const u8 material_type, const u8 drawtype)
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MaterialType material_type, NodeDrawType drawtype)
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{
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/*
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Get shader
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@ -468,7 +428,7 @@ u32 ShaderSource::getShader(const std::string &name,
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This method generates all the shaders
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*/
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u32 ShaderSource::getShaderIdDirect(const std::string &name,
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const u8 material_type, const u8 drawtype)
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MaterialType material_type, NodeDrawType drawtype)
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{
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//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
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@ -495,8 +455,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
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return 0;
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}
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ShaderInfo info = generate_shader(name, material_type, drawtype,
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m_callbacks, m_setter_factories, &m_sourcecache);
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ShaderInfo info = generateShader(name, material_type, drawtype);
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/*
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Add shader to caches (add dummy shaders too)
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@ -560,18 +519,14 @@ void ShaderSource::rebuildShaders()
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for (ShaderInfo &i : m_shaderinfo_cache) {
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ShaderInfo *info = &i;
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if (!info->name.empty()) {
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*info = generate_shader(info->name, info->material_type,
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info->drawtype, m_callbacks,
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m_setter_factories, &m_sourcecache);
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*info = generateShader(info->name, info->material_type, info->drawtype);
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}
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}
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}
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ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtype,
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std::vector<ShaderCallback *> &callbacks,
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const std::vector<IShaderConstantSetterFactory *> &setter_factories,
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SourceShaderCache *sourcecache)
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ShaderInfo ShaderSource::generateShader(const std::string &name,
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MaterialType material_type, NodeDrawType drawtype)
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{
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ShaderInfo shaderinfo;
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shaderinfo.name = name;
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@ -604,64 +559,27 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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return shaderinfo;
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video::IVideoDriver *driver = RenderingEngine::get_video_driver();
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if (!driver->queryFeature(video::EVDF_ARB_GLSL)) {
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errorstream << "Shaders are enabled but GLSL is not supported by the driver\n";
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return shaderinfo;
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}
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video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
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if(!gpu){
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errorstream<<"generate_shader(): "
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"failed to generate \""<<name<<"\", "
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"GPU programming not supported."
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<<std::endl;
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return shaderinfo;
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}
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// Choose shader language depending on driver type and settings
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// Then load shaders
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std::string vertex_program;
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std::string pixel_program;
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std::string geometry_program;
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bool is_highlevel;
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load_shaders(name, sourcecache, driver->getDriverType(),
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enable_shaders, vertex_program, pixel_program,
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geometry_program, is_highlevel);
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// Check hardware/driver support
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if (!vertex_program.empty() &&
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!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
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!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
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infostream<<"generate_shader(): vertex shaders disabled "
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"because of missing driver/hardware support."
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<<std::endl;
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vertex_program = "";
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}
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if (!pixel_program.empty() &&
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!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
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!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
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infostream<<"generate_shader(): pixel shaders disabled "
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"because of missing driver/hardware support."
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<<std::endl;
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pixel_program = "";
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}
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if (!geometry_program.empty() &&
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!driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
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infostream<<"generate_shader(): geometry shaders disabled "
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"because of missing driver/hardware support."
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<<std::endl;
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geometry_program = "";
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}
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// If no shaders are used, don't make a separate material type
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if (vertex_program.empty() && pixel_program.empty() && geometry_program.empty())
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return shaderinfo;
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// Create shaders header
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bool use_gles = false;
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#if ENABLE_GLES
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use_gles = driver->getDriverType() == video::EDT_OGLES2;
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#endif
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std::string shaders_header, vertex_header, pixel_header; // geometry shaders aren’t supported in GLES<3
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std::stringstream shaders_header;
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shaders_header
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<< std::noboolalpha
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<< std::showpoint // for GLSL ES
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;
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std::string vertex_header, fragment_header, geometry_header;
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if (use_gles) {
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shaders_header =
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"#version 100\n"
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;
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shaders_header << R"(
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#version 100
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)";
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vertex_header = R"(
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uniform highp mat4 mWorldView;
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uniform highp mat4 mWorldViewProj;
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@ -675,11 +593,11 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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attribute mediump vec4 inVertexTangent;
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attribute mediump vec4 inVertexBinormal;
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)";
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pixel_header = R"(
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fragment_header = R"(
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precision mediump float;
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)";
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} else {
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shaders_header = R"(
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shaders_header << R"(
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#version 120
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#define lowp
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#define mediump
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@ -708,224 +626,97 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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use_discard = true;
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#endif
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if (use_discard && shaderinfo.base_material != video::EMT_SOLID)
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shaders_header += "#define USE_DISCARD\n";
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shaders_header << "#define USE_DISCARD 1\n";
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static const char* drawTypes[] = {
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"NDT_NORMAL",
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"NDT_AIRLIKE",
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"NDT_LIQUID",
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"NDT_FLOWINGLIQUID",
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"NDT_GLASSLIKE",
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"NDT_ALLFACES",
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"NDT_ALLFACES_OPTIONAL",
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"NDT_TORCHLIKE",
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"NDT_SIGNLIKE",
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"NDT_PLANTLIKE",
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"NDT_FENCELIKE",
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"NDT_RAILLIKE",
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"NDT_NODEBOX",
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"NDT_GLASSLIKE_FRAMED",
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"NDT_FIRELIKE",
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"NDT_GLASSLIKE_FRAMED_OPTIONAL",
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"NDT_PLANTLIKE_ROOTED",
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};
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#define PROVIDE(constant) shaders_header << "#define " #constant " " << (int)constant << "\n"
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for (int i = 0; i < 14; i++){
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shaders_header += "#define ";
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shaders_header += drawTypes[i];
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shaders_header += " ";
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shaders_header += itos(i);
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shaders_header += "\n";
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PROVIDE(NDT_NORMAL);
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PROVIDE(NDT_AIRLIKE);
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PROVIDE(NDT_LIQUID);
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PROVIDE(NDT_FLOWINGLIQUID);
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PROVIDE(NDT_GLASSLIKE);
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PROVIDE(NDT_ALLFACES);
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PROVIDE(NDT_ALLFACES_OPTIONAL);
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PROVIDE(NDT_TORCHLIKE);
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PROVIDE(NDT_SIGNLIKE);
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PROVIDE(NDT_PLANTLIKE);
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PROVIDE(NDT_FENCELIKE);
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PROVIDE(NDT_RAILLIKE);
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PROVIDE(NDT_NODEBOX);
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PROVIDE(NDT_GLASSLIKE_FRAMED);
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PROVIDE(NDT_FIRELIKE);
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PROVIDE(NDT_GLASSLIKE_FRAMED_OPTIONAL);
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PROVIDE(NDT_PLANTLIKE_ROOTED);
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PROVIDE(TILE_MATERIAL_BASIC);
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PROVIDE(TILE_MATERIAL_ALPHA);
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PROVIDE(TILE_MATERIAL_LIQUID_TRANSPARENT);
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PROVIDE(TILE_MATERIAL_LIQUID_OPAQUE);
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PROVIDE(TILE_MATERIAL_WAVING_LEAVES);
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PROVIDE(TILE_MATERIAL_WAVING_PLANTS);
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PROVIDE(TILE_MATERIAL_OPAQUE);
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PROVIDE(TILE_MATERIAL_WAVING_LIQUID_BASIC);
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PROVIDE(TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
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PROVIDE(TILE_MATERIAL_WAVING_LIQUID_OPAQUE);
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PROVIDE(TILE_MATERIAL_PLAIN);
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PROVIDE(TILE_MATERIAL_PLAIN_ALPHA);
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#undef PROVIDE
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shaders_header << "#define MATERIAL_TYPE " << (int)material_type << "\n";
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shaders_header << "#define DRAW_TYPE " << (int)drawtype << "\n";
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bool enable_waving_water = g_settings->getBool("enable_waving_water");
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shaders_header << "#define ENABLE_WAVING_WATER " << enable_waving_water << "\n";
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if (enable_waving_water) {
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shaders_header << "#define WATER_WAVE_HEIGHT " << g_settings->getFloat("water_wave_height") << "\n";
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shaders_header << "#define WATER_WAVE_LENGTH " << g_settings->getFloat("water_wave_length") << "\n";
|
||||
shaders_header << "#define WATER_WAVE_SPEED " << g_settings->getFloat("water_wave_speed") << "\n";
|
||||
}
|
||||
|
||||
static const char* materialTypes[] = {
|
||||
"TILE_MATERIAL_BASIC",
|
||||
"TILE_MATERIAL_ALPHA",
|
||||
"TILE_MATERIAL_LIQUID_TRANSPARENT",
|
||||
"TILE_MATERIAL_LIQUID_OPAQUE",
|
||||
"TILE_MATERIAL_WAVING_LEAVES",
|
||||
"TILE_MATERIAL_WAVING_PLANTS",
|
||||
"TILE_MATERIAL_OPAQUE",
|
||||
"TILE_MATERIAL_WAVING_LIQUID_BASIC",
|
||||
"TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT",
|
||||
"TILE_MATERIAL_WAVING_LIQUID_OPAQUE",
|
||||
"TILE_MATERIAL_PLAIN",
|
||||
"TILE_MATERIAL_PLAIN_ALPHA",
|
||||
};
|
||||
shaders_header << "#define ENABLE_WAVING_LEAVES " << g_settings->getBool("enable_waving_leaves") << "\n";
|
||||
shaders_header << "#define ENABLE_WAVING_PLANTS " << g_settings->getBool("enable_waving_plants") << "\n";
|
||||
shaders_header << "#define ENABLE_TONE_MAPPING " << g_settings->getBool("tone_mapping") << "\n";
|
||||
|
||||
for (int i = 0; i < 12; i++){
|
||||
shaders_header += "#define ";
|
||||
shaders_header += materialTypes[i];
|
||||
shaders_header += " ";
|
||||
shaders_header += itos(i);
|
||||
shaders_header += "\n";
|
||||
shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n";
|
||||
|
||||
std::string common_header = shaders_header.str();
|
||||
|
||||
std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl");
|
||||
std::string fragment_shader = m_sourcecache.getOrLoad(name, "opengl_fragment.glsl");
|
||||
std::string geometry_shader = m_sourcecache.getOrLoad(name, "opengl_geometry.glsl");
|
||||
|
||||
vertex_shader = common_header + vertex_header + vertex_shader;
|
||||
fragment_shader = common_header + fragment_header + fragment_shader;
|
||||
const char *geometry_shader_ptr = nullptr; // optional
|
||||
if (!geometry_shader.empty()) {
|
||||
geometry_shader = common_header + geometry_header + geometry_shader;
|
||||
geometry_shader_ptr = geometry_shader.c_str();
|
||||
}
|
||||
|
||||
shaders_header += "#define MATERIAL_TYPE ";
|
||||
shaders_header += itos(material_type);
|
||||
shaders_header += "\n";
|
||||
shaders_header += "#define DRAW_TYPE ";
|
||||
shaders_header += itos(drawtype);
|
||||
shaders_header += "\n";
|
||||
|
||||
if (g_settings->getBool("enable_waving_water")){
|
||||
shaders_header += "#define ENABLE_WAVING_WATER 1\n";
|
||||
shaders_header += "#define WATER_WAVE_HEIGHT ";
|
||||
shaders_header += std::to_string(g_settings->getFloat("water_wave_height"));
|
||||
shaders_header += "\n";
|
||||
shaders_header += "#define WATER_WAVE_LENGTH ";
|
||||
shaders_header += std::to_string(g_settings->getFloat("water_wave_length"));
|
||||
shaders_header += "\n";
|
||||
shaders_header += "#define WATER_WAVE_SPEED ";
|
||||
shaders_header += std::to_string(g_settings->getFloat("water_wave_speed"));
|
||||
shaders_header += "\n";
|
||||
} else{
|
||||
shaders_header += "#define ENABLE_WAVING_WATER 0\n";
|
||||
irr_ptr<ShaderCallback> cb{new ShaderCallback(m_setter_factories)};
|
||||
infostream<<"Compiling high level shaders for "<<name<<std::endl;
|
||||
s32 shadermat = gpu->addHighLevelShaderMaterial(
|
||||
vertex_shader.c_str(), nullptr, video::EVST_VS_1_1,
|
||||
fragment_shader.c_str(), nullptr, video::EPST_PS_1_1,
|
||||
geometry_shader_ptr, nullptr, video::EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLES, 0,
|
||||
cb.get(), shaderinfo.base_material, 1);
|
||||
if (shadermat == -1) {
|
||||
errorstream<<"generate_shader(): "
|
||||
"failed to generate \""<<name<<"\", "
|
||||
"addHighLevelShaderMaterial failed."
|
||||
<<std::endl;
|
||||
dumpShaderProgram(warningstream, "Vertex", vertex_shader);
|
||||
dumpShaderProgram(warningstream, "Fragment", fragment_shader);
|
||||
dumpShaderProgram(warningstream, "Geometry", geometry_shader);
|
||||
return shaderinfo;
|
||||
}
|
||||
|
||||
shaders_header += "#define ENABLE_WAVING_LEAVES ";
|
||||
if (g_settings->getBool("enable_waving_leaves"))
|
||||
shaders_header += "1\n";
|
||||
else
|
||||
shaders_header += "0\n";
|
||||
|
||||
shaders_header += "#define ENABLE_WAVING_PLANTS ";
|
||||
if (g_settings->getBool("enable_waving_plants"))
|
||||
shaders_header += "1\n";
|
||||
else
|
||||
shaders_header += "0\n";
|
||||
|
||||
if (g_settings->getBool("tone_mapping"))
|
||||
shaders_header += "#define ENABLE_TONE_MAPPING\n";
|
||||
|
||||
shaders_header += "#define FOG_START ";
|
||||
shaders_header += std::to_string(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
|
||||
shaders_header += "\n";
|
||||
|
||||
// Call addHighLevelShaderMaterial() or addShaderMaterial()
|
||||
const c8* vertex_program_ptr = 0;
|
||||
const c8* pixel_program_ptr = 0;
|
||||
const c8* geometry_program_ptr = 0;
|
||||
if (!vertex_program.empty()) {
|
||||
vertex_program = shaders_header + vertex_header + vertex_program;
|
||||
vertex_program_ptr = vertex_program.c_str();
|
||||
}
|
||||
if (!pixel_program.empty()) {
|
||||
pixel_program = shaders_header + pixel_header + pixel_program;
|
||||
pixel_program_ptr = pixel_program.c_str();
|
||||
}
|
||||
if (!geometry_program.empty()) {
|
||||
geometry_program = shaders_header + geometry_program;
|
||||
geometry_program_ptr = geometry_program.c_str();
|
||||
}
|
||||
ShaderCallback *cb = new ShaderCallback(setter_factories);
|
||||
s32 shadermat = -1;
|
||||
if(is_highlevel){
|
||||
infostream<<"Compiling high level shaders for "<<name<<std::endl;
|
||||
shadermat = gpu->addHighLevelShaderMaterial(
|
||||
vertex_program_ptr, // Vertex shader program
|
||||
"vertexMain", // Vertex shader entry point
|
||||
video::EVST_VS_1_1, // Vertex shader version
|
||||
pixel_program_ptr, // Pixel shader program
|
||||
"pixelMain", // Pixel shader entry point
|
||||
video::EPST_PS_1_2, // Pixel shader version
|
||||
geometry_program_ptr, // Geometry shader program
|
||||
"geometryMain", // Geometry shader entry point
|
||||
video::EGST_GS_4_0, // Geometry shader version
|
||||
scene::EPT_TRIANGLES, // Geometry shader input
|
||||
scene::EPT_TRIANGLE_STRIP, // Geometry shader output
|
||||
0, // Support maximum number of vertices
|
||||
cb, // Set-constant callback
|
||||
shaderinfo.base_material, // Base material
|
||||
1 // Userdata passed to callback
|
||||
);
|
||||
if(shadermat == -1){
|
||||
errorstream<<"generate_shader(): "
|
||||
"failed to generate \""<<name<<"\", "
|
||||
"addHighLevelShaderMaterial failed."
|
||||
<<std::endl;
|
||||
dumpShaderProgram(warningstream, "Vertex", vertex_program);
|
||||
dumpShaderProgram(warningstream, "Pixel", pixel_program);
|
||||
dumpShaderProgram(warningstream, "Geometry", geometry_program);
|
||||
delete cb;
|
||||
return shaderinfo;
|
||||
}
|
||||
}
|
||||
else{
|
||||
infostream<<"Compiling assembly shaders for "<<name<<std::endl;
|
||||
shadermat = gpu->addShaderMaterial(
|
||||
vertex_program_ptr, // Vertex shader program
|
||||
pixel_program_ptr, // Pixel shader program
|
||||
cb, // Set-constant callback
|
||||
shaderinfo.base_material, // Base material
|
||||
0 // Userdata passed to callback
|
||||
);
|
||||
|
||||
if(shadermat == -1){
|
||||
errorstream<<"generate_shader(): "
|
||||
"failed to generate \""<<name<<"\", "
|
||||
"addShaderMaterial failed."
|
||||
<<std::endl;
|
||||
dumpShaderProgram(warningstream, "Vertex", vertex_program);
|
||||
dumpShaderProgram(warningstream,"Pixel", pixel_program);
|
||||
delete cb;
|
||||
return shaderinfo;
|
||||
}
|
||||
}
|
||||
callbacks.push_back(cb);
|
||||
|
||||
// HACK, TODO: investigate this better
|
||||
// Grab the material renderer once more so minetest doesn't crash on exit
|
||||
driver->getMaterialRenderer(shadermat)->grab();
|
||||
|
||||
// Apply the newly created material type
|
||||
shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
|
||||
return shaderinfo;
|
||||
}
|
||||
|
||||
void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
|
||||
video::E_DRIVER_TYPE drivertype, bool enable_shaders,
|
||||
std::string &vertex_program, std::string &pixel_program,
|
||||
std::string &geometry_program, bool &is_highlevel)
|
||||
{
|
||||
vertex_program = "";
|
||||
pixel_program = "";
|
||||
geometry_program = "";
|
||||
is_highlevel = false;
|
||||
|
||||
if (!enable_shaders)
|
||||
return;
|
||||
|
||||
// Look for high level shaders
|
||||
switch (drivertype) {
|
||||
case video::EDT_DIRECT3D9:
|
||||
// Direct3D 9: HLSL
|
||||
// (All shaders in one file)
|
||||
vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
|
||||
pixel_program = vertex_program;
|
||||
geometry_program = vertex_program;
|
||||
break;
|
||||
|
||||
case video::EDT_OPENGL:
|
||||
#if ENABLE_GLES
|
||||
case video::EDT_OGLES2:
|
||||
#endif
|
||||
// OpenGL: GLSL
|
||||
vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
|
||||
pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
|
||||
geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
|
||||
break;
|
||||
|
||||
default:
|
||||
// e.g. OpenGL ES 1 (with no shader support)
|
||||
break;
|
||||
}
|
||||
if (!vertex_program.empty() || !pixel_program.empty() || !geometry_program.empty()){
|
||||
is_highlevel = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void dumpShaderProgram(std::ostream &output_stream,
|
||||
const std::string &program_type, const std::string &program)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue