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Optimize shaders code. Add settings at compile time.
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50b0e9f7a4
commit
dae03382bf
13 changed files with 181 additions and 195 deletions
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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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