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Implement a global shader parameter passing system and useful shaders
This commit is contained in:
parent
22e6fb7056
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1
client/shaders/test_shader_1/base.txt
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1
client/shaders/test_shader_1/base.txt
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@ -0,0 +1 @@
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trans_alphach_ref
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25
client/shaders/test_shader_1/opengl_fragment.glsl
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client/shaders/test_shader_1/opengl_fragment.glsl
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@ -0,0 +1,25 @@
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uniform sampler2D myTexture;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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varying vec3 vPosition;
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void main (void)
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{
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//vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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float a = col.a;
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, a);
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}
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25
client/shaders/test_shader_1/opengl_vertex.glsl
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client/shaders/test_shader_1/opengl_vertex.glsl
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@ -0,0 +1,25 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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varying vec3 vPosition;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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if(gl_Normal.y > 0.5)
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gl_FrontColor = gl_BackColor = gl_Color;
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else
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gl_FrontColor = gl_BackColor = gl_Color * 0.7;
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/*if(gl_Normal.y > 0.5)
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gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
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else
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gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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BIN
client/shaders/test_shader_2/.opengl_fragment.glsl.swo
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BIN
client/shaders/test_shader_2/.opengl_fragment.glsl.swo
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Binary file not shown.
1
client/shaders/test_shader_2/base.txt
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client/shaders/test_shader_2/base.txt
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@ -0,0 +1 @@
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trans_alphach
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23
client/shaders/test_shader_2/opengl_fragment.glsl
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client/shaders/test_shader_2/opengl_fragment.glsl
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@ -0,0 +1,23 @@
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uniform sampler2D myTexture;
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uniform float fogDistance;
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varying vec3 vPosition;
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void main (void)
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{
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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col *= gl_Color;
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float a = gl_Color.a;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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a = mix(a, 0.0, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, a);
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}
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20
client/shaders/test_shader_2/opengl_vertex.glsl
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client/shaders/test_shader_2/opengl_vertex.glsl
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@ -0,0 +1,20 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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varying vec3 vPosition;
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void main(void)
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{
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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gl_Position = mWorldViewProj * pos;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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gl_FrontColor = gl_BackColor = gl_Color;
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//gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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@ -1,17 +0,0 @@
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!!ARBfp1.0
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#Input
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ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
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ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
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#Output
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OUTPUT outColor = result.color;
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TEMP texelColor;
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TXP texelColor, inTexCoord, texture, 2D;
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MUL texelColor, texelColor, inColor; # multiply with color
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SUB outColor, {1.0,1.0,1.0,1.0}, texelColor;
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MOV outColor.w, 1.0;
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END
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@ -1,9 +0,0 @@
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uniform sampler2D myTexture;
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void main (void)
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{
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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col *= gl_Color;
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gl_FragColor = vec4(1.0-col.r, 1.0-col.g, 1.0-col.b, 1.0);
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}
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@ -1,38 +0,0 @@
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!!ARBvp1.0
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#input
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ATTRIB InPos = vertex.position;
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ATTRIB InColor = vertex.color;
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ATTRIB InNormal = vertex.normal;
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ATTRIB InTexCoord = vertex.texcoord;
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#output
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OUTPUT OutPos = result.position;
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OUTPUT OutColor = result.color;
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OUTPUT OutTexCoord = result.texcoord;
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PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
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TEMP Temp;
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TEMP TempColor;
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TEMP TempCompare;
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#transform position to clip space
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DP4 Temp.x, MVP[0], InPos;
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DP4 Temp.y, MVP[1], InPos;
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DP4 Temp.z, MVP[2], InPos;
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DP4 Temp.w, MVP[3], InPos;
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# check if normal.y > 0.5
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SLT TempCompare, InNormal, {0.5,0.5,0.5,0.5};
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MUL TempCompare.z, TempCompare.y, 0.5;
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SUB TempCompare.x, 1.0, TempCompare.z;
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MOV TempCompare.y, TempCompare.x;
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MOV TempCompare.z, TempCompare.x;
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# calculate light color
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MUL OutColor, InColor, TempCompare;
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MOV OutColor.w, 1.0; # we want alpha to be always 1
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MOV OutTexCoord, InTexCoord; # store texture coordinate
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MOV OutPos, Temp;
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END
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@ -1,16 +0,0 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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if(gl_Normal.y > 0.5)
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gl_FrontColor = gl_BackColor = gl_Color;
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else
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gl_FrontColor = gl_BackColor = gl_Color * 0.5;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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52
src/game.cpp
52
src/game.cpp
@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <IGUIButton.h>
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#include <IGUIStaticText.h>
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#include <IGUIFont.h>
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#include <IMaterialRendererServices.h>
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#include "client.h"
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#include "server.h"
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#include "guiPauseMenu.h"
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@ -835,6 +836,49 @@ public:
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}
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};
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class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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{
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Sky *m_sky;
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bool *m_force_fog_off;
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f32 *m_fog_range;
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public:
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GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
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f32 *fog_range):
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m_sky(sky),
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m_force_fog_off(force_fog_off),
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m_fog_range(fog_range)
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{}
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~GameGlobalShaderConstantSetter() {}
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel)
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{
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if(!is_highlevel)
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return;
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// Background color
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video::SColor bgcolor = m_sky->getBgColor();
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video::SColorf bgcolorf(bgcolor);
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float bgcolorfa[4] = {
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bgcolorf.r,
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bgcolorf.g,
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bgcolorf.b,
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bgcolorf.a,
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};
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services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
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// Fog distance
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float fog_distance = *m_fog_range;
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if(*m_force_fog_off)
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fog_distance = 10000*BS;
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services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
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}
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private:
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IrrlichtDevice *m_device;
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};
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void the_game(
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bool &kill,
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bool random_input,
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@ -1250,6 +1294,7 @@ void the_game(
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bool show_hud = true;
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bool show_chat = true;
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bool force_fog_off = false;
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f32 fog_range = 100*BS;
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bool disable_camera_update = false;
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bool show_debug = g_settings->getBool("show_debug");
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bool show_profiler_graph = false;
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@ -1259,6 +1304,12 @@ void the_game(
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float time_of_day = 0;
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float time_of_day_smooth = 0;
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/*
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Shader constants
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*/
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shsrc->addGlobalConstantSetter(
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new GameGlobalShaderConstantSetter(sky, &force_fog_off, &fog_range));
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/*
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Main loop
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*/
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@ -2434,7 +2485,6 @@ void the_game(
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Fog range
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*/
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f32 fog_range;
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if(farmesh)
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{
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fog_range = BS*farmesh_range;
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@ -1012,8 +1012,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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Convert MeshCollector to SMesh
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Also store animation info
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*/
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video::E_MATERIAL_TYPE shadermat = m_gamedef->getShaderSource()->
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getShader("the_darkness_of_light").material;
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bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
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video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
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getShader("test_shader_1").material;
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video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
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getShader("test_shader_2").material;
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for(u32 i = 0; i < collector.prebuffers.size(); i++)
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{
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PreMeshBuffer &p = collector.prebuffers[i];
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@ -1080,8 +1083,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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material.setTexture(0, p.tile.texture.atlas);
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p.tile.applyMaterialOptions(material);
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//if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
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material.MaterialType = shadermat;
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if(enable_shaders){
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if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
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material.MaterialType = shadermat1;
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if(material.MaterialType == video::EMT_TRANSPARENT_VERTEX_ALPHA)
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material.MaterialType = shadermat2;
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}
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// Create meshbuffer
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@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "EShaderTypes.h"
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#include "log.h"
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#include "gamedef.h"
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#include "strfnd.h" // trim()
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/*
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A cache from shader name to shader path
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@ -171,10 +172,24 @@ private:
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ShaderCallback: Sets constants that can be used in shaders
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*/
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class ShaderCallback : public video::IShaderConstantSetCallBack
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class IShaderConstantSetterRegistry
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{
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public:
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ShaderCallback(IrrlichtDevice *device): m_device(device) {}
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virtual ~IShaderConstantSetterRegistry(){};
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name) = 0;
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};
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class ShaderCallback : public video::IShaderConstantSetCallBack
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{
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IShaderConstantSetterRegistry *m_scsr;
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std::string m_name;
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public:
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ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
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m_scsr(scsr),
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m_name(name)
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{}
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~ShaderCallback() {}
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
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@ -184,6 +199,28 @@ public:
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bool is_highlevel = userData;
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m_scsr->onSetConstants(services, is_highlevel, m_name);
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}
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};
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/*
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MainShaderConstantSetter: Set basic constants required for almost everything
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*/
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class MainShaderConstantSetter : public IShaderConstantSetter
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{
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public:
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MainShaderConstantSetter(IrrlichtDevice *device):
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m_device(device)
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{}
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~MainShaderConstantSetter() {}
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel)
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{
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video::IVideoDriver *driver = services->getVideoDriver();
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assert(driver);
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// set inverted world matrix
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core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
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invWorld.makeInverse();
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@ -219,7 +256,7 @@ private:
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ShaderSource
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*/
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class ShaderSource : public IWritableShaderSource
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class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
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{
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public:
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ShaderSource(IrrlichtDevice *device);
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@ -272,6 +309,14 @@ public:
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// Shall be called from the main thread.
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void rebuildShaders();
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void addGlobalConstantSetter(IShaderConstantSetter *setter)
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{
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m_global_setters.push_back(setter);
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}
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void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name);
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private:
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// The id of the thread that is allowed to use irrlicht directly
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@ -295,6 +340,10 @@ private:
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// Queued shader fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
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// Global constant setters
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// TODO: Delete these in the destructor
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core::array<IShaderConstantSetter*> m_global_setters;
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};
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IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
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@ -322,7 +371,7 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
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{
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assert(m_device);
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m_shader_callback = new ShaderCallback(device);
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m_shader_callback = new ShaderCallback(this, "default");
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m_shaderinfo_cache_mutex.Init();
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@ -331,6 +380,9 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
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// Add a dummy ShaderInfo as the first index, named ""
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m_shaderinfo_cache.push_back(ShaderInfo());
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m_name_to_id[""] = 0;
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// Add main global constant setter
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addGlobalConstantSetter(new MainShaderConstantSetter(device));
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}
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ShaderSource::~ShaderSource()
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@ -531,6 +583,15 @@ void ShaderSource::rebuildShaders()
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m_shader_callback, &m_sourcecache);
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}
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}
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void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name)
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{
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for(u32 i=0; i<m_global_setters.size(); i++){
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IShaderConstantSetter *setter = m_global_setters[i];
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setter->onSetConstants(services, is_highlevel);
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}
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}
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ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
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video::IShaderConstantSetCallBack *callback,
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@ -546,7 +607,8 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
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/*
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Get the base material
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*/
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std::string base_material_name = sourcecache->getOrLoad(name, "base.txt");
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std::string base_material_name =
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trim(sourcecache->getOrLoad(name, "base.txt"));
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for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
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if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
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shaderinfo.material = (video::E_MATERIAL_TYPE) i;
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17
src/shader.h
17
src/shader.h
@ -51,6 +51,22 @@ struct ShaderInfo
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ShaderInfo(): name(""), material(video::EMT_SOLID) {}
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};
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/*
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Setter of constants for shaders
|
||||
*/
|
||||
|
||||
namespace irr { namespace video {
|
||||
class IMaterialRendererServices;
|
||||
} }
|
||||
|
||||
class IShaderConstantSetter
|
||||
{
|
||||
public:
|
||||
virtual ~IShaderConstantSetter(){};
|
||||
virtual void onSetConstants(video::IMaterialRendererServices *services,
|
||||
bool is_highlevel) = 0;
|
||||
};
|
||||
|
||||
/*
|
||||
ShaderSource creates and caches shaders.
|
||||
*/
|
||||
@ -82,6 +98,7 @@ public:
|
||||
virtual void insertSourceShader(const std::string &name_of_shader,
|
||||
const std::string &filename, const std::string &program)=0;
|
||||
virtual void rebuildShaders()=0;
|
||||
virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
|
||||
};
|
||||
|
||||
IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
|
||||
|
Loading…
Reference in New Issue
Block a user