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Optimize shaders code. Add settings at compile time.
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parent
50b0e9f7a4
commit
dae03382bf
13 changed files with 181 additions and 195 deletions
38
src/game.cpp
38
src/game.cpp
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@ -815,44 +815,6 @@ public:
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services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
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services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
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float enable_bumpmapping = 0;
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if (g_settings->getBool("enable_bumpmapping"))
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enable_bumpmapping = 1;
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services->setPixelShaderConstant("enableBumpmapping", &enable_bumpmapping, 1);
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float enable_parallax_occlusion = 0;
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if (g_settings->getBool("enable_parallax_occlusion")) {
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enable_parallax_occlusion = 1;
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float parallax_occlusion_scale = g_settings->getFloat("parallax_occlusion_scale");
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services->setPixelShaderConstant("parallaxOcclusionScale", ¶llax_occlusion_scale, 1);
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float parallax_occlusion_bias = g_settings->getFloat("parallax_occlusion_bias");
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services->setPixelShaderConstant("parallaxOcclusionBias", ¶llax_occlusion_bias, 1);
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}
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services->setPixelShaderConstant("enableParallaxOcclusion", &enable_parallax_occlusion, 1);
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float enable_waving_water = 0;
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if (g_settings->getBool("enable_waving_water")){
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enable_waving_water = 1;
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float water_wave_height_f = g_settings->getFloat("water_wave_height");
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services->setVertexShaderConstant("waterWaveHeight", &water_wave_height_f, 1);
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float water_wave_length_f = g_settings->getFloat("water_wave_length");
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services->setVertexShaderConstant("waterWaveLength", &water_wave_length_f, 1);
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float water_wave_speed_f = g_settings->getFloat("water_wave_speed");
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services->setVertexShaderConstant("waterWaveSpeed", &water_wave_speed_f, 1);
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}
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services->setVertexShaderConstant("enableWavingWater", &enable_waving_water, 1);
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float enable_waving_leaves = 0;
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if (g_settings->getBool("enable_waving_leaves"))
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enable_waving_leaves = 1;
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services->setVertexShaderConstant("enableWavingLeaves", &enable_waving_leaves, 1);
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float enable_waving_plants = 0;
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if (g_settings->getBool("enable_waving_plants"))
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enable_waving_plants = 1;
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services->setVertexShaderConstant("enableWavingPlants", &enable_waving_plants, 1);
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// Normal map texture layer
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int layer1 = 1;
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int layer2 = 2;
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@ -1111,6 +1111,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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*/
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
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video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
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shadermat4, shadermat5;
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@ -1210,7 +1211,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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if (enable_shaders) {
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ITextureSource *tsrc = data->m_gamedef->tsrc();
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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if (enable_bumpmapping) {
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if (enable_bumpmapping || enable_parallax_occlusion) {
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std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
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std::string normal_ext = "_normal.png";
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size_t pos = fname_base.find(".");
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@ -1292,7 +1293,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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{
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
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if(!m_has_animation)
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{
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m_animation_force_timer = 100000;
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@ -1362,7 +1364,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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// Set the texture
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buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
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buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
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if (enable_shaders && enable_bumpmapping)
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if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
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{
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std::string fname_base,fname_normal;
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fname_base = tsrc->getTextureName(tile.texture_id);
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@ -673,15 +673,51 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
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if(vertex_program == "" && pixel_program == "" && geometry_program == "")
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return shaderinfo;
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if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) {
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if(vertex_program != "")
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vertex_program = "#define NORMALS\n" + vertex_program;
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if(pixel_program != "")
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pixel_program = "#define NORMALS\n" + pixel_program;
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if(geometry_program != "")
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geometry_program = "#define NORMALS\n" + geometry_program;
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}
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// Create shaders header
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std::string shaders_header = "#version 120\n";
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if (g_settings->getBool("enable_bumpmapping"))
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shaders_header += "#define ENABLE_BUMPMAPPING\n";
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if (g_settings->getBool("enable_parallax_occlusion")){
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shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
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shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
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shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
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shaders_header += "\n";
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shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
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shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
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shaders_header += "\n";
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}
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if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
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shaders_header += "#define USE_NORMALMAPS\n";
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if (g_settings->getBool("enable_waving_water")){
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shaders_header += "#define ENABLE_WAVING_WATER\n";
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shaders_header += "#define WATER_WAVE_HEIGHT ";
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shaders_header += ftos(g_settings->getFloat("water_wave_height"));
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shaders_header += "\n";
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shaders_header += "#define WATER_WAVE_LENGTH ";
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shaders_header += ftos(g_settings->getFloat("water_wave_length"));
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shaders_header += "\n";
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shaders_header += "#define WATER_WAVE_SPEED ";
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shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
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shaders_header += "\n";
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}
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if (g_settings->getBool("enable_waving_leaves"))
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shaders_header += "#define ENABLE_WAVING_LEAVES\n";
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if (g_settings->getBool("enable_waving_plants"))
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shaders_header += "#define ENABLE_WAVING_PLANTS\n";
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if(pixel_program != "")
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pixel_program = shaders_header + pixel_program;
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if(vertex_program != "")
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vertex_program = shaders_header + vertex_program;
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if(geometry_program != "")
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geometry_program = shaders_header + geometry_program;
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// Call addHighLevelShaderMaterial() or addShaderMaterial()
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const c8* vertex_program_ptr = 0;
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const c8* pixel_program_ptr = 0;
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