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286 lines
8.4 KiB
C++
286 lines
8.4 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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// Copyright (C) 2013 Kahrl <kahrl@gmx.net>
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#pragma once
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#include "irrlichttypes_bloated.h"
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#include <IMaterialRendererServices.h>
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#include <string>
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#include <map>
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#include <variant>
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#include "nodedef.h"
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/*
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shader.{h,cpp}: Shader handling stuff.
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*/
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/*
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Gets the path to a shader by first checking if the file
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name_of_shader/filename
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exists in shader_path and if not, using the data path.
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If not found, returns "".
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Utilizes a thread-safe cache.
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*/
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std::string getShaderPath(const std::string &name_of_shader,
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const std::string &filename);
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/*
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Abstraction for pushing constants (or what we pretend is) into
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shaders. These end up as `#define` prepended to the shader source.
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*/
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// Shader constants are either an int or a float in GLSL
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typedef std::map<std::string, std::variant<int, float>> ShaderConstants;
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class IShaderConstantSetter {
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public:
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virtual ~IShaderConstantSetter() = default;
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/**
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* Called when the final shader source is being generated
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* @param name name of the shader
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* @param constants current set of constants, free to modify
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*/
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virtual void onGenerate(const std::string &name, ShaderConstants &constants) = 0;
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};
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/*
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Abstraction for updating uniforms used by shaders
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*/
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namespace irr::video {
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class IMaterialRendererServices;
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}
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class IShaderUniformSetter {
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public:
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virtual ~IShaderUniformSetter() = default;
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virtual void onSetUniforms(video::IMaterialRendererServices *services) = 0;
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virtual void onSetMaterial(const video::SMaterial& material)
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{ }
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};
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class IShaderUniformSetterFactory {
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public:
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virtual ~IShaderUniformSetterFactory() = default;
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virtual IShaderUniformSetter* create() = 0;
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};
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template <typename T, std::size_t count, bool cache>
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class CachedShaderSetting {
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const char *m_name;
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T m_sent[count];
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bool has_been_set = false;
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bool is_pixel;
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protected:
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CachedShaderSetting(const char *name, bool is_pixel) :
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m_name(name), is_pixel(is_pixel)
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{}
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public:
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void set(const T value[count], video::IMaterialRendererServices *services)
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{
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if (cache && has_been_set && std::equal(m_sent, m_sent + count, value))
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return;
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if (is_pixel)
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services->setPixelShaderConstant(services->getPixelShaderConstantID(m_name), value, count);
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else
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services->setVertexShaderConstant(services->getVertexShaderConstantID(m_name), value, count);
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if (cache) {
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std::copy(value, value + count, m_sent);
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has_been_set = true;
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}
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}
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/* Type specializations */
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/*
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* T2 looks redundant here but it is necessary so the compiler won't
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* resolve the templates at class instantiation and then fail because
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* some of these methods don't have valid types (= are not usable).
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* ref: <https://stackoverflow.com/a/6972771>
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*
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* Note: a `bool dummy` template parameter would have been easier but MSVC
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* does not like that. Also make sure not to define different specializations
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* with the same parameters, MSVC doesn't like that either.
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* I extend my thanks to Microsoft®
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*/
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#define SPECIALIZE(_type, _count_expr) \
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template<typename T2 = T> \
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std::enable_if_t<std::is_same_v<T, T2> && std::is_same_v<T2, _type> && (_count_expr)>
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SPECIALIZE(float, count == 2)
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set(const v2f value, video::IMaterialRendererServices *services)
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{
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float array[2] = { value.X, value.Y };
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set(array, services);
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}
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SPECIALIZE(float, count == 3)
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set(const v3f value, video::IMaterialRendererServices *services)
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{
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float array[3] = { value.X, value.Y, value.Z };
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set(array, services);
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}
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SPECIALIZE(float, count == 3 || count == 4)
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set(const video::SColorf value, video::IMaterialRendererServices *services)
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{
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if constexpr (count == 3) {
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float array[3] = { value.r, value.g, value.b };
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set(array, services);
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} else {
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float array[4] = { value.r, value.g, value.b, value.a };
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set(array, services);
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}
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}
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SPECIALIZE(float, count == 16)
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set(const core::matrix4 &value, video::IMaterialRendererServices *services)
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{
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set(value.pointer(), services);
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}
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#undef SPECIALIZE
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};
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template <typename T, std::size_t count = 1, bool cache=true>
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class CachedPixelShaderSetting : public CachedShaderSetting<T, count, cache> {
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public:
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CachedPixelShaderSetting(const char *name) :
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CachedShaderSetting<T, count, cache>(name, true){}
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};
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template <typename T, std::size_t count = 1, bool cache=true>
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class CachedVertexShaderSetting : public CachedShaderSetting<T, count, cache> {
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public:
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CachedVertexShaderSetting(const char *name) :
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CachedShaderSetting<T, count, cache>(name, false){}
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};
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template <typename T, std::size_t count, bool cache, bool is_pixel>
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class CachedStructShaderSetting {
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const char *m_name;
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T m_sent[count];
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bool has_been_set = false;
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std::array<const char*, count> m_fields;
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public:
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CachedStructShaderSetting(const char *name, std::array<const char*, count> &&fields) :
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m_name(name), m_fields(std::move(fields))
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{}
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void set(const T value[count], video::IMaterialRendererServices *services)
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{
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if (cache && has_been_set && std::equal(m_sent, m_sent + count, value))
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return;
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for (std::size_t i = 0; i < count; i++) {
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std::string uniform_name = std::string(m_name) + "." + m_fields[i];
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if (is_pixel)
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services->setPixelShaderConstant(services->getPixelShaderConstantID(uniform_name.c_str()), value + i, 1);
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else
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services->setVertexShaderConstant(services->getVertexShaderConstantID(uniform_name.c_str()), value + i, 1);
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}
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if (cache) {
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std::copy(value, value + count, m_sent);
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has_been_set = true;
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}
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}
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};
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template<typename T, std::size_t count, bool cache = true>
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using CachedStructVertexShaderSetting = CachedStructShaderSetting<T, count, cache, false>;
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template<typename T, std::size_t count, bool cache = true>
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using CachedStructPixelShaderSetting = CachedStructShaderSetting<T, count, cache, true>;
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/*
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ShaderSource creates and caches shaders.
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A "shader" could more precisely be called a "shader material" and comprises
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a vertex, fragment and optional geometry shader.
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It is uniquely identified by a name, base material and the input constants.
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*/
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struct ShaderInfo {
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std::string name;
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video::E_MATERIAL_TYPE base_material = video::EMT_SOLID;
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// Material ID the shader has received from Irrlicht
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video::E_MATERIAL_TYPE material = video::EMT_SOLID;
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// Input constants
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ShaderConstants input_constants;
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};
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class IShaderSource {
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public:
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IShaderSource() = default;
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virtual ~IShaderSource() = default;
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/**
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* @brief returns information about an existing shader
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*
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* Use this to get the material ID to plug into `video::SMaterial`.
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*/
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virtual const ShaderInfo &getShaderInfo(u32 id) = 0;
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/**
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* Generates or gets a shader.
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*
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* Note that the input constants are not for passing the entire world into
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* the shader. Use `IShaderConstantSetter` to handle user settings.
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* @param name name of the shader (directory on disk)
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* @param input_const primary key constants for this shader
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* @param base_mat base material to use
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* @return shader ID
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* @note `base_material` only controls alpha behavior
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*/
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virtual u32 getShader(const std::string &name,
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const ShaderConstants &input_const, video::E_MATERIAL_TYPE base_mat) = 0;
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/// @brief Helper: Generates or gets a shader suitable for nodes and entities
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u32 getShader(const std::string &name,
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MaterialType material_type, NodeDrawType drawtype = NDT_NORMAL);
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/**
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* Helper: Generates or gets a shader for common, general use.
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* @param name name of the shader
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* @param blendAlpha enable alpha blending for this material?
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* @return shader ID
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*/
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inline u32 getShaderRaw(const std::string &name, bool blendAlpha = false)
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{
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auto base_mat = blendAlpha ? video::EMT_TRANSPARENT_ALPHA_CHANNEL :
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video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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return getShader(name, ShaderConstants(), base_mat);
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}
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};
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class IWritableShaderSource : public IShaderSource {
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public:
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IWritableShaderSource() = default;
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virtual ~IWritableShaderSource() = default;
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virtual void processQueue()=0;
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virtual void insertSourceShader(const std::string &name_of_shader,
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const std::string &filename, const std::string &program)=0;
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virtual void rebuildShaders()=0;
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/// @note Takes ownership of @p setter.
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virtual void addShaderConstantSetter(IShaderConstantSetter *setter) = 0;
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/// @note Takes ownership of @p setter.
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virtual void addShaderUniformSetterFactory(IShaderUniformSetterFactory *setter) = 0;
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};
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IWritableShaderSource *createShaderSource();
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void dumpShaderProgram(std::ostream &output_stream,
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const std::string &program_type, std::string_view program);
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