ShaderSource and silly example shaders

This commit is contained in:
Kahrl 2012-03-19 02:59:12 +01:00 committed by Perttu Ahola
parent e3258b78e2
commit 22e6fb7056
15 changed files with 945 additions and 2 deletions

@ -0,0 +1,17 @@
!!ARBfp1.0
#Input
ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
#Output
OUTPUT outColor = result.color;
TEMP texelColor;
TXP texelColor, inTexCoord, texture, 2D;
MUL texelColor, texelColor, inColor; # multiply with color
SUB outColor, {1.0,1.0,1.0,1.0}, texelColor;
MOV outColor.w, 1.0;
END

@ -0,0 +1,9 @@
uniform sampler2D myTexture;
void main (void)
{
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
col *= gl_Color;
gl_FragColor = vec4(1.0-col.r, 1.0-col.g, 1.0-col.b, 1.0);
}

@ -0,0 +1,38 @@
!!ARBvp1.0
#input
ATTRIB InPos = vertex.position;
ATTRIB InColor = vertex.color;
ATTRIB InNormal = vertex.normal;
ATTRIB InTexCoord = vertex.texcoord;
#output
OUTPUT OutPos = result.position;
OUTPUT OutColor = result.color;
OUTPUT OutTexCoord = result.texcoord;
PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
TEMP Temp;
TEMP TempColor;
TEMP TempCompare;
#transform position to clip space
DP4 Temp.x, MVP[0], InPos;
DP4 Temp.y, MVP[1], InPos;
DP4 Temp.z, MVP[2], InPos;
DP4 Temp.w, MVP[3], InPos;
# check if normal.y > 0.5
SLT TempCompare, InNormal, {0.5,0.5,0.5,0.5};
MUL TempCompare.z, TempCompare.y, 0.5;
SUB TempCompare.x, 1.0, TempCompare.z;
MOV TempCompare.y, TempCompare.x;
MOV TempCompare.z, TempCompare.x;
# calculate light color
MUL OutColor, InColor, TempCompare;
MOV OutColor.w, 1.0; # we want alpha to be always 1
MOV OutTexCoord, InTexCoord; # store texture coordinate
MOV OutPos, Temp;
END

@ -0,0 +1,16 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
if(gl_Normal.y > 0.5)
gl_FrontColor = gl_BackColor = gl_Color;
else
gl_FrontColor = gl_BackColor = gl_Color * 0.5;
gl_TexCoord[0] = gl_MultiTexCoord0;
}

@ -262,6 +262,7 @@ set(minetest_SRCS
client.cpp
filecache.cpp
tile.cpp
shader.cpp
game.cpp
main.cpp
)

@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodemetadata.h"
#include "nodedef.h"
#include "itemdef.h"
#include "shader.h"
#include <IFileSystem.h>
#include "sha1.h"
#include "base64.h"
@ -228,12 +229,14 @@ Client::Client(
std::string password,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
IWritableItemDefManager *itemdef,
IWritableNodeDefManager *nodedef,
ISoundManager *sound,
MtEventManager *event
):
m_tsrc(tsrc),
m_shsrc(shsrc),
m_itemdef(itemdef),
m_nodedef(nodedef),
m_sound(sound),
@ -2456,6 +2459,9 @@ void Client::afterContentReceived()
if(g_settings->getBool("enable_texture_atlas"))
m_tsrc->buildMainAtlas(this);
// Rebuild shaders
m_shsrc->rebuildShaders();
// Update node aliases
infostream<<"- Updating node aliases"<<std::endl;
m_nodedef->updateAliases(m_itemdef);
@ -2512,6 +2518,10 @@ ITextureSource* Client::getTextureSource()
{
return m_tsrc;
}
IShaderSource* Client::getShaderSource()
{
return m_shsrc;
}
u16 Client::allocateUnknownNodeId(const std::string &name)
{
errorstream<<"Client::allocateUnknownNodeId(): "

@ -39,6 +39,7 @@ struct MeshMakeData;
class MapBlockMesh;
class IGameDef;
class IWritableTextureSource;
class IWritableShaderSource;
class IWritableItemDefManager;
class IWritableNodeDefManager;
//class IWritableCraftDefManager;
@ -174,6 +175,7 @@ public:
std::string password,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
IWritableItemDefManager *itemdef,
IWritableNodeDefManager *nodedef,
ISoundManager *sound,
@ -305,6 +307,7 @@ public:
virtual INodeDefManager* getNodeDefManager();
virtual ICraftDefManager* getCraftDefManager();
virtual ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
@ -337,6 +340,7 @@ private:
IntervalLimiter m_map_timer_and_unload_interval;
IWritableTextureSource *m_tsrc;
IWritableShaderSource *m_shsrc;
IWritableItemDefManager *m_itemdef;
IWritableNodeDefManager *m_nodedef;
ISoundManager *m_sound;

@ -92,6 +92,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("smooth_lighting", "true");
settings->setDefault("enable_texture_atlas", "true");
settings->setDefault("texture_path", "");
settings->setDefault("shader_path", "");
settings->setDefault("video_driver", "opengl");
settings->setDefault("free_move", "false");
settings->setDefault("continuous_forward", "false");
@ -103,6 +104,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("view_bobbing_amount", "1.0");
settings->setDefault("enable_3d_clouds", "true");
settings->setDefault("opaque_water", "false");
settings->setDefault("enable_shaders", "2");
settings->setDefault("console_color", "(0,0,0)");
settings->setDefault("console_alpha", "200");
settings->setDefault("enable_sound", "true");

@ -50,6 +50,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // For g_settings
#include "itemdef.h"
#include "tile.h" // For TextureSource
#include "shader.h" // For ShaderSource
#include "logoutputbuffer.h"
#include "subgame.h"
#include "quicktune_shortcutter.h"
@ -876,6 +877,9 @@ void the_game(
// Create texture source
IWritableTextureSource *tsrc = createTextureSource(device);
// Create shader source
IWritableShaderSource *shsrc = createShaderSource(device);
// These will be filled by data received from the server
// Create item definition manager
IWritableItemDefManager *itemdef = createItemDefManager();
@ -943,7 +947,7 @@ void the_game(
MapDrawControl draw_control;
Client client(device, playername.c_str(), password, draw_control,
tsrc, itemdef, nodedef, sound, &eventmgr);
tsrc, shsrc, itemdef, nodedef, sound, &eventmgr);
// Client acts as our GameDef
IGameDef *gamedef = &client;
@ -1422,6 +1426,11 @@ void the_game(
/* Process ItemDefManager's queue */
itemdef->processQueue(gamedef);
/*
Process ShaderSource's queue
*/
shsrc->processQueue();
/*
Random calculations
*/
@ -3002,9 +3011,11 @@ void the_game(
if(!sound_is_dummy)
delete sound;
delete tsrc;
delete shsrc;
delete nodedef;
delete itemdef;
delete tsrc;
}

@ -28,6 +28,7 @@ class INodeDefManager;
class ICraftDefManager;
class ITextureSource;
class ISoundManager;
class IShaderSource;
class MtEventManager;
class IRollbackReportSink;
@ -49,6 +50,8 @@ public:
// pointers in other threads than main thread will make things explode.
virtual ITextureSource* getTextureSource()=0;
virtual IShaderSource* getShaderSource()=0;
// Used for keeping track of names/ids of unknown nodes
virtual u16 allocateUnknownNodeId(const std::string &name)=0;
@ -70,6 +73,7 @@ public:
ICraftDefManager* cdef(){return getCraftDefManager();}
ITextureSource* tsrc(){return getTextureSource();}
ISoundManager* sound(){return getSoundManager();}
IShaderSource* shsrc(){return getShaderSource();}
MtEventManager* event(){return getEventManager();}
IRollbackReportSink* rollback(){return getRollbackReportSink();}
};

@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mesh.h"
#include "content_mapblock.h"
#include "noise.h"
#include "shader.h"
#include "settings.h"
#include "util/directiontables.h"
@ -1011,6 +1012,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
Convert MeshCollector to SMesh
Also store animation info
*/
video::E_MATERIAL_TYPE shadermat = m_gamedef->getShaderSource()->
getShader("the_darkness_of_light").material;
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
@ -1077,6 +1080,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
material.setTexture(0, p.tile.texture.atlas);
p.tile.applyMaterialOptions(material);
//if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
material.MaterialType = shadermat;
// Create meshbuffer
// This is a "Standard MeshBuffer",

@ -4688,6 +4688,10 @@ ITextureSource* Server::getTextureSource()
{
return NULL;
}
IShaderSource* Server::getShaderSource()
{
return NULL;
}
u16 Server::allocateUnknownNodeId(const std::string &name)
{
return m_nodedef->allocateDummy(name);

@ -560,6 +560,7 @@ public:
virtual INodeDefManager* getNodeDefManager();
virtual ICraftDefManager* getCraftDefManager();
virtual ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();

731
src/shader.cpp Normal file

@ -0,0 +1,731 @@
/*
Minetest-c55
Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012 Kahrl <kahrl@gmx.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "shader.h"
#include "irrlichttypes_extrabloated.h"
#include "debug.h"
#include "main.h" // for g_settings
#include "filesys.h"
#include "util/container.h"
#include "util/thread.h"
#include "settings.h"
#include <iterator>
#include <ICameraSceneNode.h>
#include <IGPUProgrammingServices.h>
#include <IMaterialRenderer.h>
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
/*
A cache from shader name to shader path
*/
MutexedMap<std::string, std::string> g_shadername_to_path_cache;
/*
Gets the path to a shader by first checking if the file
name_of_shader/filename
exists in shader_path and if not, using the data path.
If not found, returns "".
Utilizes a thread-safe cache.
*/
std::string getShaderPath(const std::string &name_of_shader,
const std::string &filename)
{
std::string combined = name_of_shader + DIR_DELIM + filename;
std::string fullpath = "";
/*
Check from cache
*/
bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
if(incache)
return fullpath;
/*
Check from shader_path
*/
std::string shader_path = g_settings->get("shader_path");
if(shader_path != "")
{
std::string testpath = shader_path + DIR_DELIM + combined;
if(fs::PathExists(testpath))
fullpath = testpath;
}
/*
Check from default data directory
*/
if(fullpath == "")
{
std::string rel_path = std::string("client") + DIR_DELIM
+ "shaders" + DIR_DELIM
+ name_of_shader + DIR_DELIM
+ filename;
std::string testpath = porting::path_share + DIR_DELIM + rel_path;
if(fs::PathExists(testpath))
fullpath = testpath;
}
// Add to cache (also an empty result is cached)
g_shadername_to_path_cache.set(combined, fullpath);
// Finally return it
return fullpath;
}
/*
SourceShaderCache: A cache used for storing source shaders.
*/
class SourceShaderCache
{
public:
void insert(const std::string &name_of_shader,
const std::string &filename,
const std::string &program,
bool prefer_local)
{
std::string combined = name_of_shader + DIR_DELIM + filename;
// Try to use local shader instead if asked to
if(prefer_local){
std::string path = getShaderPath(name_of_shader, filename);
if(path != ""){
std::string p = readFile(path);
if(p != ""){
m_programs[combined] = p;
return;
}
}
}
m_programs[combined] = program;
}
std::string get(const std::string &name_of_shader,
const std::string &filename)
{
std::string combined = name_of_shader + DIR_DELIM + filename;
core::map<std::string, std::string>::Node *n;
n = m_programs.find(combined);
if(n)
return n->getValue();
return "";
}
// Primarily fetches from cache, secondarily tries to read from filesystem
std::string getOrLoad(const std::string &name_of_shader,
const std::string &filename)
{
std::string combined = name_of_shader + DIR_DELIM + filename;
core::map<std::string, std::string>::Node *n;
n = m_programs.find(combined);
if(n)
return n->getValue();
std::string path = getShaderPath(name_of_shader, filename);
if(path == ""){
infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
<<combined<<"\""<<std::endl;
return "";
}
infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
<<"\""<<std::endl;
std::string p = readFile(path);
if(p != ""){
m_programs[combined] = p;
return p;
}
return "";
}
private:
core::map<std::string, std::string> m_programs;
std::string readFile(const std::string &path)
{
std::ifstream is(path.c_str(), std::ios::binary);
if(!is.is_open())
return "";
std::ostringstream tmp_os;
tmp_os << is.rdbuf();
return tmp_os.str();
}
};
/*
ShaderCallback: Sets constants that can be used in shaders
*/
class ShaderCallback : public video::IShaderConstantSetCallBack
{
public:
ShaderCallback(IrrlichtDevice *device): m_device(device) {}
~ShaderCallback() {}
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
{
video::IVideoDriver *driver = services->getVideoDriver();
assert(driver);
bool is_highlevel = userData;
// set inverted world matrix
core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
invWorld.makeInverse();
if(is_highlevel)
services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
else
services->setVertexShaderConstant(invWorld.pointer(), 0, 4);
// set clip matrix
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
if(is_highlevel)
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
else
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
// set transposed world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
world = world.getTransposed();
if(is_highlevel)
services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
else
services->setVertexShaderConstant(world.pointer(), 8, 4);
}
private:
IrrlichtDevice *m_device;
};
/*
ShaderSource
*/
class ShaderSource : public IWritableShaderSource
{
public:
ShaderSource(IrrlichtDevice *device);
~ShaderSource();
/*
Gets a shader material id from cache or
- if main thread, from getShaderIdDirect
- if other thread, adds to request queue and waits for main thread
*/
u32 getShaderId(const std::string &name);
/*
- If shader material specified by name is found from cache,
return the cached id.
- Otherwise generate the shader material, add to cache and return id.
The id 0 points to a null shader. Its material is EMT_SOLID.
*/
u32 getShaderIdDirect(const std::string &name);
// Finds out the name of a cached shader.
std::string getShaderName(u32 id);
/*
If shader specified by the name pointed by the id doesn't
exist, create it, then return the cached shader.
Can be called from any thread. If called from some other thread
and not found in cache, the call is queued to the main thread
for processing.
*/
ShaderInfo getShader(u32 id);
ShaderInfo getShader(const std::string &name)
{
return getShader(getShaderId(name));
}
// Processes queued shader requests from other threads.
// Shall be called from the main thread.
void processQueue();
// Insert a shader program into the cache without touching the
// filesystem. Shall be called from the main thread.
void insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program);
// Rebuild shaders from the current set of source shaders
// Shall be called from the main thread.
void rebuildShaders();
private:
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;
// The irrlicht device
IrrlichtDevice *m_device;
// The set-constants callback
ShaderCallback *m_shader_callback;
// Cache of source shaders
// This should be only accessed from the main thread
SourceShaderCache m_sourcecache;
// A shader id is index in this array.
// The first position contains a dummy shader.
core::array<ShaderInfo> m_shaderinfo_cache;
// Maps a shader name to an index in the former.
core::map<std::string, u32> m_name_to_id;
// The two former containers are behind this mutex
JMutex m_shaderinfo_cache_mutex;
// Queued shader fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
{
return new ShaderSource(device);
}
/*
Generate shader given the shader name.
*/
ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
video::IShaderConstantSetCallBack *callback,
SourceShaderCache *sourcecache);
/*
Load shader programs
*/
void load_shaders(std::string name, SourceShaderCache *sourcecache,
video::E_DRIVER_TYPE drivertype, s32 enable_shaders,
std::string &vertex_program, std::string &pixel_program,
std::string &geometry_program, bool &is_highlevel);
ShaderSource::ShaderSource(IrrlichtDevice *device):
m_device(device)
{
assert(m_device);
m_shader_callback = new ShaderCallback(device);
m_shaderinfo_cache_mutex.Init();
m_main_thread = get_current_thread_id();
// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.push_back(ShaderInfo());
m_name_to_id[""] = 0;
}
ShaderSource::~ShaderSource()
{
//m_shader_callback->drop();
}
u32 ShaderSource::getShaderId(const std::string &name)
{
//infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;
{
/*
See if shader already exists
*/
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
core::map<std::string, u32>::Node *n;
n = m_name_to_id.find(name);
if(n != NULL)
return n->getValue();
}
/*
Get shader
*/
if(get_current_thread_id() == m_main_thread){
return getShaderIdDirect(name);
} else {
infostream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;
// We're gonna ask the result to be put into here
ResultQueue<std::string, u32, u8, u8> result_queue;
// Throw a request in
m_get_shader_queue.add(name, 0, 0, &result_queue);
infostream<<"Waiting for shader from main thread, name=\""
<<name<<"\""<<std::endl;
try{
// Wait result for a second
GetResult<std::string, u32, u8, u8>
result = result_queue.pop_front(1000);
// Check that at least something worked OK
assert(result.key == name);
return result.item;
}
catch(ItemNotFoundException &e){
infostream<<"Waiting for shader timed out."<<std::endl;
return 0;
}
}
infostream<<"getShaderId(): Failed"<<std::endl;
return 0;
}
/*
This method generates all the shaders
*/
u32 ShaderSource::getShaderIdDirect(const std::string &name)
{
//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
// Empty name means shader 0
if(name == ""){
infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
return 0;
}
/*
Calling only allowed from main thread
*/
if(get_current_thread_id() != m_main_thread){
errorstream<<"ShaderSource::getShaderIdDirect() "
"called not from main thread"<<std::endl;
return 0;
}
/*
See if shader already exists
*/
{
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
core::map<std::string, u32>::Node *n;
n = m_name_to_id.find(name);
if(n != NULL){
/*infostream<<"getShaderIdDirect(): \""<<name
<<"\" found in cache"<<std::endl;*/
return n->getValue();
}
}
/*infostream<<"getShaderIdDirect(): \""<<name
<<"\" NOT found in cache. Creating it."<<std::endl;*/
ShaderInfo info = generate_shader(name, m_device,
m_shader_callback, &m_sourcecache);
/*
Add shader to caches (add dummy shaders too)
*/
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
u32 id = m_shaderinfo_cache.size();
m_shaderinfo_cache.push_back(info);
m_name_to_id.insert(name, id);
/*infostream<<"getShaderIdDirect(): "
<<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/
return id;
}
std::string ShaderSource::getShaderName(u32 id)
{
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
if(id >= m_shaderinfo_cache.size()){
errorstream<<"ShaderSource::getShaderName(): id="<<id
<<" >= m_shaderinfo_cache.size()="
<<m_shaderinfo_cache.size()<<std::endl;
return "";
}
return m_shaderinfo_cache[id].name;
}
ShaderInfo ShaderSource::getShader(u32 id)
{
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
if(id >= m_shaderinfo_cache.size())
return ShaderInfo();
return m_shaderinfo_cache[id];
}
void ShaderSource::processQueue()
{
/*
Fetch shaders
*/
if(m_get_shader_queue.size() > 0){
GetRequest<std::string, u32, u8, u8>
request = m_get_shader_queue.pop();
/*infostream<<"ShaderSource::processQueue(): "
<<"got shader request with "
<<"name=\""<<request.key<<"\""
<<std::endl;*/
GetResult<std::string, u32, u8, u8>
result;
result.key = request.key;
result.callers = request.callers;
result.item = getShaderIdDirect(request.key);
request.dest->push_back(result);
}
}
void ShaderSource::insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program)
{
/*infostream<<"ShaderSource::insertSourceShader(): "
"name_of_shader=\""<<name_of_shader<<"\", "
"filename=\""<<filename<<"\""<<std::endl;*/
assert(get_current_thread_id() == m_main_thread);
m_sourcecache.insert(name_of_shader, filename, program, true);
}
void ShaderSource::rebuildShaders()
{
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
/*// Oh well... just clear everything, they'll load sometime.
m_shaderinfo_cache.clear();
m_name_to_id.clear();*/
/*
FIXME: Old shader materials can't be deleted in Irrlicht,
or can they?
(This would be nice to do in the destructor too)
*/
// Recreate shaders
for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
ShaderInfo *info = &m_shaderinfo_cache[i];
*info = generate_shader(info->name, m_device,
m_shader_callback, &m_sourcecache);
}
}
ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
video::IShaderConstantSetCallBack *callback,
SourceShaderCache *sourcecache)
{
/*infostream<<"generate_shader(): "
"\""<<name<<"\""<<std::endl;*/
ShaderInfo shaderinfo;
shaderinfo.name = name;
shaderinfo.material = video::EMT_SOLID;
/*
Get the base material
*/
std::string base_material_name = sourcecache->getOrLoad(name, "base.txt");
for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
shaderinfo.material = (video::E_MATERIAL_TYPE) i;
break;
}
}
// 0 = off, 1 = assembly shaders only, 2 = highlevel or assembly
s32 enable_shaders = g_settings->getS32("enable_shaders");
if(enable_shaders <= 0)
return shaderinfo;
video::IVideoDriver* driver = device->getVideoDriver();
assert(driver);
video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
if(!gpu){
errorstream<<"generate_shader(): "
"failed to generate \""<<name<<"\", "
"GPU programming not supported."
<<std::endl;
return shaderinfo;
}
// Choose shader language depending on driver type and settings
// Then load shaders
std::string vertex_program;
std::string pixel_program;
std::string geometry_program;
bool is_highlevel;
load_shaders(name, sourcecache, driver->getDriverType(),
enable_shaders, vertex_program, pixel_program,
geometry_program, is_highlevel);
// Check hardware/driver support
if(vertex_program != "" &&
!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
infostream<<"generate_shader(): vertex shaders disabled "
"because of missing driver/hardware support."
<<std::endl;
vertex_program = "";
}
if(pixel_program != "" &&
!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
infostream<<"generate_shader(): pixel shaders disabled "
"because of missing driver/hardware support."
<<std::endl;
pixel_program = "";
}
if(geometry_program != "" &&
!driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
infostream<<"generate_shader(): geometry shaders disabled "
"because of missing driver/hardware support."
<<std::endl;
geometry_program = "";
}
// If no shaders are used, don't make a separate material type
if(vertex_program == "" && pixel_program == "" && geometry_program == "")
return shaderinfo;
// 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 != "")
vertex_program_ptr = vertex_program.c_str();
if(pixel_program != "")
pixel_program_ptr = pixel_program.c_str();
if(geometry_program != "")
geometry_program_ptr = geometry_program.c_str();
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_1, // 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
callback, // Set-constant callback
shaderinfo.material, // Base material
1 // Userdata passed to callback
);
if(shadermat == -1){
errorstream<<"generate_shader(): "
"failed to generate \""<<name<<"\", "
"addHighLevelShaderMaterial failed."
<<std::endl;
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
callback, // Set-constant callback
shaderinfo.material, // Base material
0 // Userdata passed to callback
);
if(shadermat == -1){
errorstream<<"generate_shader(): "
"failed to generate \""<<name<<"\", "
"addShaderMaterial failed."
<<std::endl;
return shaderinfo;
}
}
// 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(std::string name, SourceShaderCache *sourcecache,
video::E_DRIVER_TYPE drivertype, s32 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 >= 2){
// Look for high level shaders
if(drivertype == 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;
}
else if(drivertype == video::EDT_OPENGL){
// 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");
}
if(vertex_program != "" || pixel_program != "" || geometry_program != ""){
is_highlevel = true;
return;
}
}
if(enable_shaders >= 1){
// Look for assembly shaders
if(drivertype == video::EDT_DIRECT3D8){
// Direct3D 8 assembly shaders
vertex_program = sourcecache->getOrLoad(name, "d3d8_vertex.asm");
pixel_program = sourcecache->getOrLoad(name, "d3d8_pixel.asm");
}
else if(drivertype == video::EDT_DIRECT3D9){
// Direct3D 9 assembly shaders
vertex_program = sourcecache->getOrLoad(name, "d3d9_vertex.asm");
pixel_program = sourcecache->getOrLoad(name, "d3d9_pixel.asm");
}
else if(drivertype == video::EDT_OPENGL){
// OpenGL assembly shaders
vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.asm");
pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.asm");
}
if(vertex_program != "" || pixel_program != "")
return;
}
}

89
src/shader.h Normal file

@ -0,0 +1,89 @@
/*
Minetest-c55
Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012 Kahrl <kahrl@gmx.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef SHADER_HEADER
#define SHADER_HEADER
#include "irrlichttypes_extrabloated.h"
#include "threads.h"
#include <string>
class IGameDef;
/*
shader.{h,cpp}: Shader handling stuff.
*/
/*
Gets the path to a shader by first checking if the file
name_of_shader/filename
exists in shader_path and if not, using the data path.
If not found, returns "".
Utilizes a thread-safe cache.
*/
std::string getShaderPath(const std::string &name_of_shader,
const std::string &filename);
struct ShaderInfo
{
std::string name;
video::E_MATERIAL_TYPE material;
ShaderInfo(): name(""), material(video::EMT_SOLID) {}
};
/*
ShaderSource creates and caches shaders.
*/
class IShaderSource
{
public:
IShaderSource(){}
virtual ~IShaderSource(){}
virtual u32 getShaderId(const std::string &name){return 0;}
virtual u32 getShaderIdDirect(const std::string &name){return 0;}
virtual std::string getShaderName(u32 id){return "";}
virtual ShaderInfo getShader(u32 id){return ShaderInfo();}
virtual ShaderInfo getShader(const std::string &name){return ShaderInfo();}
};
class IWritableShaderSource : public IShaderSource
{
public:
IWritableShaderSource(){}
virtual ~IWritableShaderSource(){}
virtual u32 getShaderId(const std::string &name){return 0;}
virtual u32 getShaderIdDirect(const std::string &name){return 0;}
virtual std::string getShaderName(u32 id){return "";}
virtual ShaderInfo getShader(u32 id){return ShaderInfo();}
virtual ShaderInfo getShader(const std::string &name){return ShaderInfo();}
virtual void processQueue()=0;
virtual void insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program)=0;
virtual void rebuildShaders()=0;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
#endif