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Optimize shaders code. Add settings at compile time.

This commit is contained in:
RealBadAngel 2013-12-09 13:25:43 +01:00
parent 50b0e9f7a4
commit dae03382bf
13 changed files with 181 additions and 195 deletions

View file

@ -673,15 +673,51 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
if(vertex_program == "" && pixel_program == "" && geometry_program == "")
return shaderinfo;
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) {
if(vertex_program != "")
vertex_program = "#define NORMALS\n" + vertex_program;
if(pixel_program != "")
pixel_program = "#define NORMALS\n" + pixel_program;
if(geometry_program != "")
geometry_program = "#define NORMALS\n" + geometry_program;
}
// Create shaders header
std::string shaders_header = "#version 120\n";
if (g_settings->getBool("enable_bumpmapping"))
shaders_header += "#define ENABLE_BUMPMAPPING\n";
if (g_settings->getBool("enable_parallax_occlusion")){
shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
shaders_header += "\n";
}
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
shaders_header += "#define USE_NORMALMAPS\n";
if (g_settings->getBool("enable_waving_water")){
shaders_header += "#define ENABLE_WAVING_WATER\n";
shaders_header += "#define WATER_WAVE_HEIGHT ";
shaders_header += ftos(g_settings->getFloat("water_wave_height"));
shaders_header += "\n";
shaders_header += "#define WATER_WAVE_LENGTH ";
shaders_header += ftos(g_settings->getFloat("water_wave_length"));
shaders_header += "\n";
shaders_header += "#define WATER_WAVE_SPEED ";
shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
shaders_header += "\n";
}
if (g_settings->getBool("enable_waving_leaves"))
shaders_header += "#define ENABLE_WAVING_LEAVES\n";
if (g_settings->getBool("enable_waving_plants"))
shaders_header += "#define ENABLE_WAVING_PLANTS\n";
if(pixel_program != "")
pixel_program = shaders_header + pixel_program;
if(vertex_program != "")
vertex_program = shaders_header + vertex_program;
if(geometry_program != "")
geometry_program = shaders_header + geometry_program;
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;