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Clean up Irrlicht shader API
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@ -1,85 +0,0 @@
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#pragma once
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#include "irrTypes.h"
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namespace irr
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{
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namespace video
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{
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//! Compile target enumeration for the addHighLevelShaderMaterial() method.
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enum E_VERTEX_SHADER_TYPE
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{
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EVST_VS_1_1 = 0,
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EVST_VS_2_0,
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EVST_VS_2_a,
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EVST_VS_3_0,
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EVST_VS_4_0,
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EVST_VS_4_1,
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EVST_VS_5_0,
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//! This is not a type, but a value indicating how much types there are.
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EVST_COUNT
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};
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//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
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const c8 *const VERTEX_SHADER_TYPE_NAMES[] = {
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"vs_1_1",
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"vs_2_0",
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"vs_2_a",
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"vs_3_0",
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"vs_4_0",
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"vs_4_1",
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"vs_5_0",
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0};
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//! Compile target enumeration for the addHighLevelShaderMaterial() method.
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enum E_PIXEL_SHADER_TYPE
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{
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EPST_PS_1_1 = 0,
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EPST_PS_1_2,
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EPST_PS_1_3,
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EPST_PS_1_4,
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EPST_PS_2_0,
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EPST_PS_2_a,
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EPST_PS_2_b,
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EPST_PS_3_0,
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EPST_PS_4_0,
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EPST_PS_4_1,
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EPST_PS_5_0,
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//! This is not a type, but a value indicating how much types there are.
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EPST_COUNT
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};
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//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
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const c8 *const PIXEL_SHADER_TYPE_NAMES[] = {
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"ps_1_1",
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"ps_1_2",
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"ps_1_3",
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"ps_1_4",
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"ps_2_0",
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"ps_2_a",
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"ps_2_b",
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"ps_3_0",
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"ps_4_0",
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"ps_4_1",
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"ps_5_0",
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0};
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//! Enum for supported geometry shader types
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enum E_GEOMETRY_SHADER_TYPE
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{
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EGST_GS_4_0 = 0,
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//! This is not a type, but a value indicating how much types there are.
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EGST_COUNT
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};
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//! String names for supported geometry shader types
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const c8 *const GEOMETRY_SHADER_TYPE_NAMES[] = {
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"gs_4_0",
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0};
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} // end namespace video
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} // end namespace irr
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@ -4,7 +4,6 @@
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#pragma once
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#include "EShaderTypes.h"
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#include "EMaterialTypes.h"
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#include "EPrimitiveTypes.h"
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#include "path.h"
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@ -31,26 +30,15 @@ public:
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virtual ~IGPUProgrammingServices() {}
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//! Adds a new high-level shading material renderer to the VideoDriver.
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/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
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/**
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\param vertexShaderProgram String containing the source of the vertex
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shader program. This can be 0 if no vertex program shall be used.
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\param vertexShaderEntryPointName Name of the entry function of the
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vertexShaderProgram (p.e. "main")
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\param vsCompileTarget Vertex shader version the high level shader
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shall be compiled to.
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\param pixelShaderProgram String containing the source of the pixel
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shader program. This can be 0 if no pixel shader shall be used.
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\param pixelShaderEntryPointName Entry name of the function of the
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pixelShaderProgram (p.e. "main")
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\param psCompileTarget Pixel shader version the high level shader
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shall be compiled to.
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\param geometryShaderProgram String containing the source of the
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geometry shader program. This can be 0 if no geometry shader shall be
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used.
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\param geometryShaderEntryPointName Entry name of the function of the
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geometryShaderProgram (p.e. "main")
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\param gsCompileTarget Geometry shader version the high level shader
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shall be compiled to.
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\param shaderName Name of the shader for debug purposes
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\param inType Type of vertices passed to geometry shader
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\param outType Type of vertices created by geometry shader
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\param verticesOut Maximal number of vertices created by geometry
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@ -73,108 +61,43 @@ public:
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error log and can be caught with a custom event receiver. */
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virtual s32 addHighLevelShaderMaterial(
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const c8 *vertexShaderProgram,
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const c8 *vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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const c8 *pixelShaderProgram,
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const c8 *pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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const c8 *geometryShaderProgram,
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const c8 *geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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const c8 *shaderName = nullptr,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack *callback = 0,
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IShaderConstantSetCallBack *callback = nullptr,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) = 0;
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//! convenience function for use without geometry shaders
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s32 addHighLevelShaderMaterial(
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const c8 *vertexShaderProgram,
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const c8 *vertexShaderEntryPointName = "main",
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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const c8 *pixelShaderProgram = 0,
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const c8 *pixelShaderEntryPointName = "main",
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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IShaderConstantSetCallBack *callback = 0,
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const c8 *pixelShaderProgram = nullptr,
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const c8 *shaderName = nullptr,
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IShaderConstantSetCallBack *callback = nullptr,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0)
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{
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return addHighLevelShaderMaterial(
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vertexShaderProgram, vertexShaderEntryPointName,
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vsCompileTarget, pixelShaderProgram,
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pixelShaderEntryPointName, psCompileTarget,
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0, "main", EGST_GS_4_0,
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vertexShaderProgram, pixelShaderProgram,
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nullptr, shaderName,
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData);
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}
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//! convenience function for use with many defaults, without geometry shader
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/** All shader names are set to "main" and compile targets are shader
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type 1.1.
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*/
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s32 addHighLevelShaderMaterial(
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const c8 *vertexShaderProgram,
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const c8 *pixelShaderProgram = 0,
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0)
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{
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return addHighLevelShaderMaterial(
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vertexShaderProgram, "main",
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EVST_VS_1_1, pixelShaderProgram,
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"main", EPST_PS_1_1,
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0, "main", EGST_GS_4_0,
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData);
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}
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//! convenience function for use with many defaults, with geometry shader
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/** All shader names are set to "main" and compile targets are shader
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type 1.1 and geometry shader 4.0.
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*/
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s32 addHighLevelShaderMaterial(
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const c8 *vertexShaderProgram,
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const c8 *pixelShaderProgram = 0,
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const c8 *geometryShaderProgram = 0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0)
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{
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return addHighLevelShaderMaterial(
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vertexShaderProgram, "main",
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EVST_VS_1_1, pixelShaderProgram,
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"main", EPST_PS_1_1,
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geometryShaderProgram, "main", EGST_GS_4_0,
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inType, outType, verticesOut,
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callback, baseMaterial, userData);
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}
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//! Like addHighLevelShaderMaterial(), but loads from files.
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/** \param vertexShaderProgramFileName Text file containing the source
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of the vertex shader program. Set to empty string if no vertex shader
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shall be created.
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\param vertexShaderEntryPointName Name of the entry function of the
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vertexShaderProgram (p.e. "main")
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\param vsCompileTarget Vertex shader version the high level shader
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shall be compiled to.
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\param pixelShaderProgramFileName Text file containing the source of
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the pixel shader program. Set to empty string if no pixel shader shall
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be created.
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\param pixelShaderEntryPointName Entry name of the function of the
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pixelShaderProgram (p.e. "main")
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\param psCompileTarget Pixel shader version the high level shader
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shall be compiled to.
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\param geometryShaderProgramFileName Name of the source of
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the geometry shader program. Set to empty string if no geometry shader
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shall be created.
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\param geometryShaderEntryPointName Entry name of the function of the
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geometryShaderProgram (p.e. "main")
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\param gsCompileTarget Geometry shader version the high level shader
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shall be compiled to.
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\param shaderName Name of the shader for debug purposes
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\param inType Type of vertices passed to geometry shader
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\param outType Type of vertices created by geometry shader
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\param verticesOut Maximal number of vertices created by geometry
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@ -197,164 +120,16 @@ public:
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error log and can be caught with a custom event receiver. */
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virtual s32 addHighLevelShaderMaterialFromFiles(
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const io::path &vertexShaderProgramFileName,
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const c8 *vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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const io::path &pixelShaderProgramFileName,
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const c8 *pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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const io::path &geometryShaderProgramFileName,
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const c8 *geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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const c8 *shaderName = nullptr,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack *callback = 0,
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IShaderConstantSetCallBack *callback = nullptr,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) = 0;
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//! convenience function for use without geometry shaders
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s32 addHighLevelShaderMaterialFromFiles(
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const io::path &vertexShaderProgramFileName,
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const c8 *vertexShaderEntryPointName = "main",
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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const io::path &pixelShaderProgramFileName = "",
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const c8 *pixelShaderEntryPointName = "main",
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0)
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{
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return addHighLevelShaderMaterialFromFiles(
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vertexShaderProgramFileName, vertexShaderEntryPointName,
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vsCompileTarget, pixelShaderProgramFileName,
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pixelShaderEntryPointName, psCompileTarget,
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"", "main", EGST_GS_4_0,
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData);
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}
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//! convenience function for use with many defaults, without geometry shader
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/** All shader names are set to "main" and compile targets are shader
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type 1.1.
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*/
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s32 addHighLevelShaderMaterialFromFiles(
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const io::path &vertexShaderProgramFileName,
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const io::path &pixelShaderProgramFileName = "",
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0)
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{
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return addHighLevelShaderMaterialFromFiles(
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vertexShaderProgramFileName, "main",
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EVST_VS_1_1, pixelShaderProgramFileName,
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"main", EPST_PS_1_1,
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"", "main", EGST_GS_4_0,
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData);
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}
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//! convenience function for use with many defaults, with geometry shader
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/** All shader names are set to "main" and compile targets are shader
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type 1.1 and geometry shader 4.0.
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*/
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s32 addHighLevelShaderMaterialFromFiles(
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const io::path &vertexShaderProgramFileName,
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const io::path &pixelShaderProgramFileName = "",
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const io::path &geometryShaderProgramFileName = "",
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0)
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{
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return addHighLevelShaderMaterialFromFiles(
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vertexShaderProgramFileName, "main",
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EVST_VS_1_1, pixelShaderProgramFileName,
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"main", EPST_PS_1_1,
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geometryShaderProgramFileName, "main", EGST_GS_4_0,
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inType, outType, verticesOut,
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callback, baseMaterial, userData);
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}
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//! Like addHighLevelShaderMaterial(), but loads from files.
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/** \param vertexShaderProgram Text file handle containing the source
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of the vertex shader program. Set to 0 if no vertex shader shall be
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created.
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\param vertexShaderEntryPointName Name of the entry function of the
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vertexShaderProgram
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\param vsCompileTarget Vertex shader version the high level shader
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shall be compiled to.
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\param pixelShaderProgram Text file handle containing the source of
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the pixel shader program. Set to 0 if no pixel shader shall be created.
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\param pixelShaderEntryPointName Entry name of the function of the
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pixelShaderProgram (p.e. "main")
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\param psCompileTarget Pixel shader version the high level shader
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shall be compiled to.
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\param geometryShaderProgram Text file handle containing the source of
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the geometry shader program. Set to 0 if no geometry shader shall be
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created.
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\param geometryShaderEntryPointName Entry name of the function of the
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geometryShaderProgram (p.e. "main")
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\param gsCompileTarget Geometry shader version the high level shader
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shall be compiled to.
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\param inType Type of vertices passed to geometry shader
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\param outType Type of vertices created by geometry shader
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\param verticesOut Maximal number of vertices created by geometry
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shader. If 0, maximal number supported is assumed.
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\param callback Pointer to an implementation of
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IShaderConstantSetCallBack in which you can set the needed vertex and
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pixel shader program constants. Set this to 0 if you don't need this.
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\param baseMaterial Base material which renderstates will be used to
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shade the material.
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\param userData a user data int. This int can be set to any value and
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will be set as parameter in the callback method when calling
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\return Number of the material type which can be set in
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SMaterial::MaterialType to use the renderer. -1 is returned if an
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error occurred, e.g. if a shader program could not be compiled or a
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compile target is not reachable. The error strings are then printed to
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the error log and can be caught with a custom event receiver. */
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virtual s32 addHighLevelShaderMaterialFromFiles(
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io::IReadFile *vertexShaderProgram,
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const c8 *vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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io::IReadFile *pixelShaderProgram,
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const c8 *pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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io::IReadFile *geometryShaderProgram,
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const c8 *geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) = 0;
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//! convenience function for use without geometry shaders
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s32 addHighLevelShaderMaterialFromFiles(
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io::IReadFile *vertexShaderProgram,
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const c8 *vertexShaderEntryPointName = "main",
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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io::IReadFile *pixelShaderProgram = 0,
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const c8 *pixelShaderEntryPointName = "main",
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0)
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{
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return addHighLevelShaderMaterialFromFiles(
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vertexShaderProgram, vertexShaderEntryPointName,
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vsCompileTarget, pixelShaderProgram,
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pixelShaderEntryPointName, psCompileTarget,
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0, "main", EGST_GS_4_0,
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData);
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}
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//! Delete a shader material and associated data.
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/**
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After you have deleted a material it is invalid to still use and doing
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|
@ -1520,34 +1520,24 @@ IGPUProgrammingServices *CNullDriver::getGPUProgrammingServices()
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//! Adds a new material renderer to the VideoDriver, based on a high level shading language.
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s32 CNullDriver::addHighLevelShaderMaterial(
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const c8 *vertexShaderProgram,
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const c8 *vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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const c8 *pixelShaderProgram,
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const c8 *pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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const c8 *geometryShaderProgram,
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const c8 *geometryShaderEntryPointName,
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E_GEOMETRY_SHADER_TYPE gsCompileTarget,
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const c8 *shaderName,
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scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
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u32 verticesOut,
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IShaderConstantSetCallBack *callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData)
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{
|
||||
os::Printer::log("High level shader materials not available (yet) in this driver, sorry");
|
||||
os::Printer::log("Shader materials not available in this driver", ELL_ERROR);
|
||||
return -1;
|
||||
}
|
||||
|
||||
s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
|
||||
const io::path &vertexShaderProgramFileName,
|
||||
const c8 *vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const io::path &pixelShaderProgramFileName,
|
||||
const c8 *pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const io::path &geometryShaderProgramFileName,
|
||||
const c8 *geometryShaderEntryPointName,
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
|
||||
const c8 *shaderName,
|
||||
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
|
||||
u32 verticesOut,
|
||||
IShaderConstantSetCallBack *callback,
|
||||
@ -1583,9 +1573,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
|
||||
}
|
||||
|
||||
s32 result = addHighLevelShaderMaterialFromFiles(
|
||||
vsfile, vertexShaderEntryPointName, vsCompileTarget,
|
||||
psfile, pixelShaderEntryPointName, psCompileTarget,
|
||||
gsfile, geometryShaderEntryPointName, gsCompileTarget,
|
||||
vsfile, psfile, gsfile, shaderName,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
|
||||
@ -1603,14 +1591,9 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
|
||||
|
||||
s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
io::IReadFile *pixelShaderProgram,
|
||||
const c8 *pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
io::IReadFile *geometryShaderProgram,
|
||||
const c8 *geometryShaderEntryPointName,
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
|
||||
const c8 *shaderName,
|
||||
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
|
||||
u32 verticesOut,
|
||||
IShaderConstantSetCallBack *callback,
|
||||
@ -1656,9 +1639,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
|
||||
}
|
||||
|
||||
s32 result = this->addHighLevelShaderMaterial(
|
||||
vs, vertexShaderEntryPointName, vsCompileTarget,
|
||||
ps, pixelShaderEntryPointName, psCompileTarget,
|
||||
gs, geometryShaderEntryPointName, gsCompileTarget,
|
||||
vs, ps, gs, shaderName,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
|
||||
|
@ -449,54 +449,39 @@ public:
|
||||
//! Adds a new material renderer to the VideoDriver, based on a high level shading language.
|
||||
virtual s32 addHighLevelShaderMaterial(
|
||||
const c8 *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName = 0,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const c8 *pixelShaderProgram = 0,
|
||||
const c8 *pixelShaderEntryPointName = 0,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
const c8 *geometryShaderProgram = 0,
|
||||
const c8 *geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
const c8 *pixelShaderProgram,
|
||||
const c8 *geometryShaderProgram,
|
||||
const c8 *shaderName = nullptr,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
IShaderConstantSetCallBack *callback = nullptr,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) override;
|
||||
s32 userData = 0)override;
|
||||
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path &vertexShaderProgramFile,
|
||||
const c8 *vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const io::path &pixelShaderProgramFile = "",
|
||||
const c8 *pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
const io::path &geometryShaderProgramFileName = "",
|
||||
const c8 *geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
const io::path &vertexShaderProgramFileName,
|
||||
const io::path &pixelShaderProgramFileName,
|
||||
const io::path &geometryShaderProgramFileName,
|
||||
const c8 *shaderName = nullptr,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
IShaderConstantSetCallBack *callback = nullptr,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) override;
|
||||
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
io::IReadFile *pixelShaderProgram = 0,
|
||||
const c8 *pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
io::IReadFile *geometryShaderProgram = 0,
|
||||
const c8 *geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
const c8 *shaderName = nullptr,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
IShaderConstantSetCallBack *callback = nullptr,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) override;
|
||||
s32 userData = 0);
|
||||
|
||||
virtual void deleteShaderMaterial(s32 material) override;
|
||||
|
||||
|
@ -2654,14 +2654,9 @@ bool COpenGLDriver::setPixelShaderConstant(s32 index, const u32 *ints, int count
|
||||
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
|
||||
s32 COpenGLDriver::addHighLevelShaderMaterial(
|
||||
const c8 *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8 *pixelShaderProgram,
|
||||
const c8 *pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const c8 *geometryShaderProgram,
|
||||
const c8 *geometryShaderEntryPointName,
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
|
||||
const c8 *shaderName,
|
||||
scene::E_PRIMITIVE_TYPE inType,
|
||||
scene::E_PRIMITIVE_TYPE outType,
|
||||
u32 verticesOut,
|
||||
@ -2673,9 +2668,9 @@ s32 COpenGLDriver::addHighLevelShaderMaterial(
|
||||
|
||||
COpenGLSLMaterialRenderer *r = new COpenGLSLMaterialRenderer(
|
||||
this, nr,
|
||||
vertexShaderProgram, vertexShaderEntryPointName, vsCompileTarget,
|
||||
pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget,
|
||||
geometryShaderProgram, geometryShaderEntryPointName, gsCompileTarget,
|
||||
vertexShaderProgram,
|
||||
pixelShaderProgram,
|
||||
geometryShaderProgram,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
|
||||
|
@ -240,18 +240,13 @@ public:
|
||||
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
|
||||
virtual s32 addHighLevelShaderMaterial(
|
||||
const c8 *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8 *pixelShaderProgram,
|
||||
const c8 *pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const c8 *geometryShaderProgram,
|
||||
const c8 *geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
const c8 *shaderName = nullptr,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
IShaderConstantSetCallBack *callback = nullptr,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) override;
|
||||
|
||||
|
@ -34,14 +34,8 @@ namespace video
|
||||
//! Constructor
|
||||
COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(video::COpenGLDriver *driver,
|
||||
s32 &outMaterialTypeNr, const c8 *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8 *pixelShaderProgram,
|
||||
const c8 *pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const c8 *geometryShaderProgram,
|
||||
const c8 *geometryShaderEntryPointName,
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
|
||||
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
|
||||
u32 verticesOut,
|
||||
IShaderConstantSetCallBack *callback,
|
||||
|
@ -33,14 +33,8 @@ public:
|
||||
COpenGLDriver *driver,
|
||||
s32 &outMaterialTypeNr,
|
||||
const c8 *vertexShaderProgram = 0,
|
||||
const c8 *vertexShaderEntryPointName = 0,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = video::EVST_VS_1_1,
|
||||
const c8 *pixelShaderProgram = 0,
|
||||
const c8 *pixelShaderEntryPointName = 0,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = video::EPST_PS_1_1,
|
||||
const c8 *geometryShaderProgram = 0,
|
||||
const c8 *geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
|
@ -386,28 +386,28 @@ void COpenGL3DriverBase::createMaterialRenderers()
|
||||
|
||||
// EMT_SOLID
|
||||
core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
|
||||
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, FragmentShader, "", "Solid",
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);
|
||||
|
||||
// EMT_TRANSPARENT_ALPHA_CHANNEL
|
||||
FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
|
||||
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, FragmentShader, "", "TransparentAlphaChannel",
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
|
||||
|
||||
// EMT_TRANSPARENT_ALPHA_CHANNEL_REF
|
||||
FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
|
||||
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, FragmentShader, "", "TransparentAlphaChannelRef",
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);
|
||||
|
||||
// EMT_TRANSPARENT_VERTEX_ALPHA
|
||||
FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
|
||||
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, FragmentShader, "", "TransparentVertexAlpha",
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
|
||||
|
||||
// EMT_ONETEXTURE_BLEND
|
||||
FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
|
||||
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);
|
||||
addHighLevelShaderMaterialFromFiles(VertexShader, FragmentShader, "", "OneTextureBlend",
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);
|
||||
|
||||
// Drop callbacks.
|
||||
|
||||
@ -1588,14 +1588,9 @@ bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32 *ints, int
|
||||
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
|
||||
s32 COpenGL3DriverBase::addHighLevelShaderMaterial(
|
||||
const c8 *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8 *pixelShaderProgram,
|
||||
const c8 *pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const c8 *geometryShaderProgram,
|
||||
const c8 *geometryShaderEntryPointName,
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
|
||||
const c8 *shaderName,
|
||||
scene::E_PRIMITIVE_TYPE inType,
|
||||
scene::E_PRIMITIVE_TYPE outType,
|
||||
u32 verticesOut,
|
||||
|
@ -189,18 +189,13 @@ public:
|
||||
//! Adds a new material renderer to the VideoDriver
|
||||
virtual s32 addHighLevelShaderMaterial(
|
||||
const c8 *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName = 0,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const c8 *pixelShaderProgram = 0,
|
||||
const c8 *pixelShaderEntryPointName = 0,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
const c8 *geometryShaderProgram = 0,
|
||||
const c8 *geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
const c8 *pixelShaderProgram,
|
||||
const c8 *geometryShaderProgram = nullptr,
|
||||
const c8 *shaderName = nullptr,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
IShaderConstantSetCallBack *callback = nullptr,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) override;
|
||||
|
||||
|
@ -19,7 +19,6 @@
|
||||
#include <IMaterialRendererServices.h>
|
||||
#include <IShaderConstantSetCallBack.h>
|
||||
#include "client/renderingengine.h"
|
||||
#include <EShaderTypes.h>
|
||||
#include "gettext.h"
|
||||
#include "log.h"
|
||||
#include "gamedef.h"
|
||||
@ -615,10 +614,16 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
|
||||
#define textureFlags texture2
|
||||
)";
|
||||
|
||||
/// Unique name of this shader, for debug/logging
|
||||
std::string log_name = name;
|
||||
|
||||
/* Define constants for node and object shaders */
|
||||
const bool node_shader = drawtype != NodeDrawType_END;
|
||||
if (node_shader) {
|
||||
|
||||
log_name.append(" mat=").append(itos(material_type))
|
||||
.append(" draw=").append(itos(drawtype));
|
||||
|
||||
bool use_discard = fully_programmable;
|
||||
if (!use_discard) {
|
||||
// workaround for a certain OpenGL implementation lacking GL_ALPHA_TEST
|
||||
@ -762,18 +767,15 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
|
||||
geometry_shader_ptr = geometry_shader.c_str();
|
||||
}
|
||||
|
||||
irr_ptr<ShaderCallback> cb{new ShaderCallback(m_setter_factories)};
|
||||
infostream<<"Compiling high level shaders for "<<name<<std::endl;
|
||||
auto cb = make_irr<ShaderCallback>(m_setter_factories);
|
||||
infostream << "Compiling high level shaders for " << log_name << std::endl;
|
||||
s32 shadermat = gpu->addHighLevelShaderMaterial(
|
||||
vertex_shader.c_str(), nullptr, video::EVST_VS_1_1,
|
||||
fragment_shader.c_str(), nullptr, video::EPST_PS_1_1,
|
||||
geometry_shader_ptr, nullptr, video::EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLES, 0,
|
||||
cb.get(), shaderinfo.base_material, 1);
|
||||
vertex_shader.c_str(), fragment_shader.c_str(), geometry_shader_ptr,
|
||||
log_name.c_str(), scene::EPT_TRIANGLES, scene::EPT_TRIANGLES, 0,
|
||||
cb.get(), shaderinfo.base_material);
|
||||
if (shadermat == -1) {
|
||||
errorstream<<"generate_shader(): "
|
||||
"failed to generate \""<<name<<"\", "
|
||||
"addHighLevelShaderMaterial failed."
|
||||
<<std::endl;
|
||||
errorstream << "generateShader(): failed to generate shaders for "
|
||||
<< log_name << ", addHighLevelShaderMaterial failed." << std::endl;
|
||||
dumpShaderProgram(warningstream, "Vertex", vertex_shader);
|
||||
dumpShaderProgram(warningstream, "Fragment", fragment_shader);
|
||||
dumpShaderProgram(warningstream, "Geometry", geometry_shader);
|
||||
|
@ -14,10 +14,9 @@
|
||||
#include "client/client.h"
|
||||
#include "client/clientmap.h"
|
||||
#include "profiler.h"
|
||||
#include "EShaderTypes.h"
|
||||
#include "IGPUProgrammingServices.h"
|
||||
#include "IMaterialRenderer.h"
|
||||
#include <IVideoDriver.h>
|
||||
#include "IVideoDriver.h"
|
||||
|
||||
ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
|
||||
m_smgr(device->getSceneManager()), m_driver(device->getVideoDriver()),
|
||||
@ -539,10 +538,9 @@ void ShadowRenderer::createShaders()
|
||||
m_shadow_depth_cb = new ShadowDepthShaderCB();
|
||||
|
||||
depth_shader = gpu->addHighLevelShaderMaterial(
|
||||
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
|
||||
video::EVST_VS_1_1,
|
||||
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
|
||||
video::EPST_PS_1_2, m_shadow_depth_cb, video::EMT_ONETEXTURE_BLEND);
|
||||
readShaderFile(depth_shader_vs).c_str(),
|
||||
readShaderFile(depth_shader_fs).c_str(), nullptr,
|
||||
m_shadow_depth_cb, video::EMT_ONETEXTURE_BLEND);
|
||||
|
||||
if (depth_shader == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
@ -578,10 +576,9 @@ void ShadowRenderer::createShaders()
|
||||
m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
|
||||
|
||||
depth_shader_entities = gpu->addHighLevelShaderMaterial(
|
||||
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
|
||||
video::EVST_VS_1_1,
|
||||
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
|
||||
video::EPST_PS_1_2, m_shadow_depth_entity_cb);
|
||||
readShaderFile(depth_shader_vs).c_str(),
|
||||
readShaderFile(depth_shader_fs).c_str(), nullptr,
|
||||
m_shadow_depth_entity_cb);
|
||||
|
||||
if (depth_shader_entities == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
@ -616,10 +613,9 @@ void ShadowRenderer::createShaders()
|
||||
m_shadow_mix_cb = new shadowScreenQuadCB();
|
||||
m_screen_quad = new shadowScreenQuad();
|
||||
mixcsm_shader = gpu->addHighLevelShaderMaterial(
|
||||
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
|
||||
video::EVST_VS_1_1,
|
||||
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
|
||||
video::EPST_PS_1_2, m_shadow_mix_cb);
|
||||
readShaderFile(depth_shader_vs).c_str(),
|
||||
readShaderFile(depth_shader_fs).c_str(), nullptr,
|
||||
m_shadow_mix_cb);
|
||||
|
||||
m_screen_quad->getMaterial().MaterialType =
|
||||
(video::E_MATERIAL_TYPE)mixcsm_shader;
|
||||
@ -655,10 +651,9 @@ void ShadowRenderer::createShaders()
|
||||
m_shadow_depth_trans_cb = new ShadowDepthShaderCB();
|
||||
|
||||
depth_shader_trans = gpu->addHighLevelShaderMaterial(
|
||||
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
|
||||
video::EVST_VS_1_1,
|
||||
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
|
||||
video::EPST_PS_1_2, m_shadow_depth_trans_cb);
|
||||
readShaderFile(depth_shader_vs).c_str(),
|
||||
readShaderFile(depth_shader_fs).c_str(), nullptr,
|
||||
m_shadow_depth_trans_cb);
|
||||
|
||||
if (depth_shader_trans == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
|
Loading…
Reference in New Issue
Block a user