forked from Mirrorlandia_minetest/minetest
6c98fd6658
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
114 lines
3.0 KiB
C++
114 lines
3.0 KiB
C++
/*
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Minetest
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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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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef SHADER_HEADER
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#define SHADER_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include "threads.h"
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#include <string>
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class IGameDef;
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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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struct ShaderInfo
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{
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std::string name;
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video::E_MATERIAL_TYPE base_material;
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video::E_MATERIAL_TYPE material;
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u8 drawtype;
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u8 material_type;
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s32 user_data;
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ShaderInfo(): name(""), base_material(video::EMT_SOLID),
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material(video::EMT_SOLID),
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drawtype(0), material_type(0) {}
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virtual ~ShaderInfo() {}
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};
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/*
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Setter of constants for shaders
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*/
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namespace irr { namespace video {
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class IMaterialRendererServices;
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} }
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class IShaderConstantSetter
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{
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public:
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virtual ~IShaderConstantSetter(){};
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel) = 0;
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};
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/*
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ShaderSource creates and caches shaders.
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*/
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class IShaderSource
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{
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public:
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IShaderSource(){}
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virtual ~IShaderSource(){}
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virtual u32 getShaderIdDirect(const std::string &name,
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const u8 material_type, const u8 drawtype){return 0;}
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virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
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virtual u32 getShader(const std::string &name,
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const u8 material_type, const u8 drawtype){return 0;}
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};
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class IWritableShaderSource : public IShaderSource
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{
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public:
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IWritableShaderSource(){}
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virtual ~IWritableShaderSource(){}
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virtual u32 getShaderIdDirect(const std::string &name,
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const u8 material_type, const u8 drawtype){return 0;}
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virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
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virtual u32 getShader(const std::string &name,
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const u8 material_type, const u8 drawtype){return 0;}
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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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virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
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};
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IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
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#endif
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