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https://github.com/minetest/minetest.git
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Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
This commit is contained in:
parent
664f5ce960
commit
ccbf8029ea
@ -22,7 +22,7 @@ varying vec3 eyeVec;
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const float fogStart = FOG_START;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
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const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
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#ifdef ENABLE_TONE_MAPPING
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#if ENABLE_TONE_MAPPING
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/* Hable's UC2 Tone mapping parameters
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/* Hable's UC2 Tone mapping parameters
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A = 0.22;
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A = 0.22;
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@ -73,7 +73,7 @@ void main(void)
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vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
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vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
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#ifdef ENABLE_TONE_MAPPING
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#if ENABLE_TONE_MAPPING
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col = applyToneMapping(col);
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col = applyToneMapping(col);
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#endif
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#endif
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@ -19,7 +19,7 @@ const float BS = 10.0;
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const float fogStart = FOG_START;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1.0 / (1.0 - fogStart);
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const float fogShadingParameter = 1.0 / (1.0 - fogStart);
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#ifdef ENABLE_TONE_MAPPING
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#if ENABLE_TONE_MAPPING
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/* Hable's UC2 Tone mapping parameters
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/* Hable's UC2 Tone mapping parameters
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A = 0.22;
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A = 0.22;
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@ -75,7 +75,7 @@ void main(void)
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col.rgb *= emissiveColor.rgb * vIDiff;
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col.rgb *= emissiveColor.rgb * vIDiff;
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#ifdef ENABLE_TONE_MAPPING
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#if ENABLE_TONE_MAPPING
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col = applyToneMapping(col);
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col = applyToneMapping(col);
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#endif
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#endif
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@ -51,12 +51,8 @@ public:
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~CAOShaderConstantSetter() override = default;
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~CAOShaderConstantSetter() override = default;
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void onSetConstants(video::IMaterialRendererServices *services,
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void onSetConstants(video::IMaterialRendererServices *services) override
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bool is_highlevel) override
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{
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{
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if (!is_highlevel)
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return;
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// Ambient color
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// Ambient color
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video::SColorf emissive_color(m_emissive_color);
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video::SColorf emissive_color(m_emissive_color);
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@ -475,12 +475,8 @@ public:
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g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
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g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
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}
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}
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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void onSetConstants(video::IMaterialRendererServices *services) override
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bool is_highlevel)
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{
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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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// Background color
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video::SColor bgcolor = m_sky->getBgColor();
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video::SColor bgcolor = m_sky->getBgColor();
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video::SColorf bgcolorf(bgcolor);
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video::SColorf bgcolorf(bgcolor);
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@ -100,7 +100,7 @@ Hud::Hud(gui::IGUIEnvironment *guienv, Client *client, LocalPlayer *player,
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if (g_settings->getBool("enable_shaders")) {
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if (g_settings->getBool("enable_shaders")) {
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IShaderSource *shdrsrc = client->getShaderSource();
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IShaderSource *shdrsrc = client->getShaderSource();
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u16 shader_id = shdrsrc->getShader(
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u16 shader_id = shdrsrc->getShader(
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m_mode == HIGHLIGHT_HALO ? "selection_shader" : "default_shader", 1, 1);
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m_mode == HIGHLIGHT_HALO ? "selection_shader" : "default_shader", TILE_MATERIAL_ALPHA);
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m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
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m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
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} else {
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} else {
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m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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@ -612,7 +612,7 @@ void Minimap::drawMinimap(core::rect<s32> rect) {
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material.TextureLayer[1].Texture = data->heightmap_texture;
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material.TextureLayer[1].Texture = data->heightmap_texture;
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if (m_enable_shaders && data->mode.type == MINIMAP_TYPE_SURFACE) {
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if (m_enable_shaders && data->mode.type == MINIMAP_TYPE_SURFACE) {
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u16 sid = m_shdrsrc->getShader("minimap_shader", 1, 1);
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u16 sid = m_shdrsrc->getShader("minimap_shader", TILE_MATERIAL_ALPHA);
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material.MaterialType = m_shdrsrc->getShaderInfo(sid).material;
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material.MaterialType = m_shdrsrc->getShaderInfo(sid).material;
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} else {
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} else {
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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@ -36,7 +36,7 @@ void RenderingCoreInterlaced::initMaterial()
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mat.UseMipMaps = false;
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mat.UseMipMaps = false;
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mat.ZBuffer = false;
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mat.ZBuffer = false;
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mat.ZWriteEnable = false;
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mat.ZWriteEnable = false;
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u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC, 0);
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u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC);
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mat.MaterialType = s->getShaderInfo(shader).material;
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mat.MaterialType = s->getShaderInfo(shader).material;
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for (int k = 0; k < 3; ++k) {
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for (int k = 0; k < 3; ++k) {
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mat.TextureLayer[k].AnisotropicFilter = false;
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mat.TextureLayer[k].AnisotropicFilter = false;
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <iterator>
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#include <iterator>
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#include "shader.h"
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#include "shader.h"
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#include "irrlichttypes_extrabloated.h"
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#include "irrlichttypes_extrabloated.h"
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#include "irr_ptr.h"
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#include "debug.h"
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#include "debug.h"
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#include "filesys.h"
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#include "filesys.h"
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#include "util/container.h"
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#include "util/container.h"
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@ -189,19 +190,14 @@ private:
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class ShaderCallback : public video::IShaderConstantSetCallBack
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class ShaderCallback : public video::IShaderConstantSetCallBack
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{
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{
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std::vector<IShaderConstantSetter*> m_setters;
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std::vector<std::unique_ptr<IShaderConstantSetter>> m_setters;
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public:
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public:
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ShaderCallback(const std::vector<IShaderConstantSetterFactory *> &factories)
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template <typename Factories>
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ShaderCallback(const Factories &factories)
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{
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{
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for (IShaderConstantSetterFactory *factory : factories)
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for (auto &&factory : factories)
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m_setters.push_back(factory->create());
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m_setters.push_back(std::unique_ptr<IShaderConstantSetter>(factory->create()));
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}
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~ShaderCallback()
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{
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for (IShaderConstantSetter *setter : m_setters)
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delete setter;
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}
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}
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
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@ -209,15 +205,13 @@ public:
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video::IVideoDriver *driver = services->getVideoDriver();
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video::IVideoDriver *driver = services->getVideoDriver();
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sanity_check(driver != NULL);
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sanity_check(driver != NULL);
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bool is_highlevel = userData;
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for (auto &&setter : m_setters)
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setter->onSetConstants(services);
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for (IShaderConstantSetter *setter : m_setters)
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setter->onSetConstants(services, is_highlevel);
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}
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}
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virtual void OnSetMaterial(const video::SMaterial& material) override
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virtual void OnSetMaterial(const video::SMaterial& material) override
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{
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{
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for (IShaderConstantSetter *setter : m_setters)
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for (auto &&setter : m_setters)
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setter->onSetMaterial(material);
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setter->onSetMaterial(material);
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}
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}
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};
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};
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@ -252,33 +246,26 @@ public:
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{}
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{}
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~MainShaderConstantSetter() = default;
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~MainShaderConstantSetter() = default;
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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virtual void onSetConstants(video::IMaterialRendererServices *services) override
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bool is_highlevel)
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{
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{
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video::IVideoDriver *driver = services->getVideoDriver();
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video::IVideoDriver *driver = services->getVideoDriver();
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sanity_check(driver);
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sanity_check(driver);
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// Set world matrix
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// Set world matrix
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core::matrix4 world = driver->getTransform(video::ETS_WORLD);
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core::matrix4 world = driver->getTransform(video::ETS_WORLD);
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if (is_highlevel)
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m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
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m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
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else
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services->setVertexShaderConstant(world.pointer(), 4, 4);
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// Set clip matrix
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// Set clip matrix
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core::matrix4 worldView;
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core::matrix4 worldView;
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worldView = driver->getTransform(video::ETS_VIEW);
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worldView = driver->getTransform(video::ETS_VIEW);
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worldView *= world;
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worldView *= world;
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core::matrix4 worldViewProj;
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core::matrix4 worldViewProj;
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worldViewProj = driver->getTransform(video::ETS_PROJECTION);
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worldViewProj = driver->getTransform(video::ETS_PROJECTION);
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worldViewProj *= worldView;
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worldViewProj *= worldView;
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if (is_highlevel)
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m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
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m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
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else
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services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
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#if ENABLE_GLES
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#if ENABLE_GLES
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if (is_highlevel) {
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core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
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core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
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m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
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m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
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m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
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m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
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@ -292,7 +279,6 @@ public:
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normal[8], normal[9], normal[10],
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normal[8], normal[9], normal[10],
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};
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};
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m_normal.set(m, services);
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m_normal.set(m, services);
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}
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#endif
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#endif
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}
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}
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};
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};
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@ -314,7 +300,6 @@ class ShaderSource : public IWritableShaderSource
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{
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{
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public:
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public:
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ShaderSource();
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ShaderSource();
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~ShaderSource();
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/*
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/*
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- If shader material specified by name is found from cache,
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- If shader material specified by name is found from cache,
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@ -324,7 +309,7 @@ public:
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The id 0 points to a null shader. Its material is EMT_SOLID.
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The id 0 points to a null shader. Its material is EMT_SOLID.
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*/
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*/
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u32 getShaderIdDirect(const std::string &name,
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u32 getShaderIdDirect(const std::string &name,
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const u8 material_type, const u8 drawtype);
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MaterialType material_type, NodeDrawType drawtype) override;
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/*
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/*
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If shader specified by the name pointed by the id doesn't
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If shader specified by the name pointed by the id doesn't
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@ -336,26 +321,26 @@ public:
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*/
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*/
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u32 getShader(const std::string &name,
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u32 getShader(const std::string &name,
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const u8 material_type, const u8 drawtype);
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MaterialType material_type, NodeDrawType drawtype) override;
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ShaderInfo getShaderInfo(u32 id);
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ShaderInfo getShaderInfo(u32 id) override;
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// Processes queued shader requests from other threads.
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// Processes queued shader requests from other threads.
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// Shall be called from the main thread.
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// Shall be called from the main thread.
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void processQueue();
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void processQueue() override;
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// Insert a shader program into the cache without touching the
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// Insert a shader program into the cache without touching the
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// filesystem. Shall be called from the main thread.
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// filesystem. Shall be called from the main thread.
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void insertSourceShader(const std::string &name_of_shader,
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void insertSourceShader(const std::string &name_of_shader,
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const std::string &filename, const std::string &program);
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const std::string &filename, const std::string &program) override;
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// Rebuild shaders from the current set of source shaders
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// Rebuild shaders from the current set of source shaders
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// Shall be called from the main thread.
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// Shall be called from the main thread.
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void rebuildShaders();
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void rebuildShaders() override;
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void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
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void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) override
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{
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{
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m_setter_factories.push_back(setter);
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m_setter_factories.push_back(std::unique_ptr<IShaderConstantSetterFactory>(setter));
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}
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}
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private:
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private:
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@ -377,10 +362,11 @@ private:
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RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
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RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
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// Global constant setter factories
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// Global constant setter factories
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std::vector<IShaderConstantSetterFactory *> m_setter_factories;
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std::vector<std::unique_ptr<IShaderConstantSetterFactory>> m_setter_factories;
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// Shader callbacks
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// Generate shader given the shader name.
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std::vector<ShaderCallback *> m_callbacks;
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ShaderInfo generateShader(const std::string &name,
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MaterialType material_type, NodeDrawType drawtype);
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};
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};
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IWritableShaderSource *createShaderSource()
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IWritableShaderSource *createShaderSource()
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@ -388,22 +374,6 @@ IWritableShaderSource *createShaderSource()
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return new ShaderSource();
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return new ShaderSource();
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}
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}
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/*
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Generate shader given the shader name.
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*/
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ShaderInfo generate_shader(const std::string &name,
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u8 material_type, u8 drawtype, std::vector<ShaderCallback *> &callbacks,
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const std::vector<IShaderConstantSetterFactory *> &setter_factories,
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SourceShaderCache *sourcecache);
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/*
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Load shader programs
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*/
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void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
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video::E_DRIVER_TYPE drivertype, bool enable_shaders,
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std::string &vertex_program, std::string &pixel_program,
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std::string &geometry_program, bool &is_highlevel);
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ShaderSource::ShaderSource()
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ShaderSource::ShaderSource()
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{
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{
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m_main_thread = std::this_thread::get_id();
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m_main_thread = std::this_thread::get_id();
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@ -415,18 +385,8 @@ ShaderSource::ShaderSource()
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addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
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addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
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}
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}
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ShaderSource::~ShaderSource()
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{
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for (ShaderCallback *callback : m_callbacks) {
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delete callback;
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}
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for (IShaderConstantSetterFactory *setter_factorie : m_setter_factories) {
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delete setter_factorie;
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}
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}
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u32 ShaderSource::getShader(const std::string &name,
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u32 ShaderSource::getShader(const std::string &name,
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const u8 material_type, const u8 drawtype)
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MaterialType material_type, NodeDrawType drawtype)
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{
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{
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/*
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/*
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Get shader
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Get shader
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@ -468,7 +428,7 @@ u32 ShaderSource::getShader(const std::string &name,
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This method generates all the shaders
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This method generates all the shaders
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*/
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*/
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u32 ShaderSource::getShaderIdDirect(const std::string &name,
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u32 ShaderSource::getShaderIdDirect(const std::string &name,
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const u8 material_type, const u8 drawtype)
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MaterialType material_type, NodeDrawType drawtype)
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{
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{
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//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
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//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
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@ -495,8 +455,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
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return 0;
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return 0;
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}
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}
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ShaderInfo info = generate_shader(name, material_type, drawtype,
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ShaderInfo info = generateShader(name, material_type, drawtype);
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m_callbacks, m_setter_factories, &m_sourcecache);
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/*
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/*
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Add shader to caches (add dummy shaders too)
|
Add shader to caches (add dummy shaders too)
|
||||||
@ -560,18 +519,14 @@ void ShaderSource::rebuildShaders()
|
|||||||
for (ShaderInfo &i : m_shaderinfo_cache) {
|
for (ShaderInfo &i : m_shaderinfo_cache) {
|
||||||
ShaderInfo *info = &i;
|
ShaderInfo *info = &i;
|
||||||
if (!info->name.empty()) {
|
if (!info->name.empty()) {
|
||||||
*info = generate_shader(info->name, info->material_type,
|
*info = generateShader(info->name, info->material_type, info->drawtype);
|
||||||
info->drawtype, m_callbacks,
|
|
||||||
m_setter_factories, &m_sourcecache);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtype,
|
ShaderInfo ShaderSource::generateShader(const std::string &name,
|
||||||
std::vector<ShaderCallback *> &callbacks,
|
MaterialType material_type, NodeDrawType drawtype)
|
||||||
const std::vector<IShaderConstantSetterFactory *> &setter_factories,
|
|
||||||
SourceShaderCache *sourcecache)
|
|
||||||
{
|
{
|
||||||
ShaderInfo shaderinfo;
|
ShaderInfo shaderinfo;
|
||||||
shaderinfo.name = name;
|
shaderinfo.name = name;
|
||||||
@ -604,64 +559,27 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
|
|||||||
return shaderinfo;
|
return shaderinfo;
|
||||||
|
|
||||||
video::IVideoDriver *driver = RenderingEngine::get_video_driver();
|
video::IVideoDriver *driver = RenderingEngine::get_video_driver();
|
||||||
|
if (!driver->queryFeature(video::EVDF_ARB_GLSL)) {
|
||||||
|
errorstream << "Shaders are enabled but GLSL is not supported by the driver\n";
|
||||||
|
return shaderinfo;
|
||||||
|
}
|
||||||
video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
|
video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
|
||||||
if(!gpu){
|
|
||||||
errorstream<<"generate_shader(): "
|
|
||||||
"failed to generate \""<<name<<"\", "
|
|
||||||
"GPU programming not supported."
|
|
||||||
<<std::endl;
|
|
||||||
return shaderinfo;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Choose shader language depending on driver type and settings
|
|
||||||
// Then load shaders
|
|
||||||
std::string vertex_program;
|
|
||||||
std::string pixel_program;
|
|
||||||
std::string geometry_program;
|
|
||||||
bool is_highlevel;
|
|
||||||
load_shaders(name, sourcecache, driver->getDriverType(),
|
|
||||||
enable_shaders, vertex_program, pixel_program,
|
|
||||||
geometry_program, is_highlevel);
|
|
||||||
// Check hardware/driver support
|
|
||||||
if (!vertex_program.empty() &&
|
|
||||||
!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
|
|
||||||
!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
|
|
||||||
infostream<<"generate_shader(): vertex shaders disabled "
|
|
||||||
"because of missing driver/hardware support."
|
|
||||||
<<std::endl;
|
|
||||||
vertex_program = "";
|
|
||||||
}
|
|
||||||
if (!pixel_program.empty() &&
|
|
||||||
!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
|
|
||||||
!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
|
|
||||||
infostream<<"generate_shader(): pixel shaders disabled "
|
|
||||||
"because of missing driver/hardware support."
|
|
||||||
<<std::endl;
|
|
||||||
pixel_program = "";
|
|
||||||
}
|
|
||||||
if (!geometry_program.empty() &&
|
|
||||||
!driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
|
|
||||||
infostream<<"generate_shader(): geometry shaders disabled "
|
|
||||||
"because of missing driver/hardware support."
|
|
||||||
<<std::endl;
|
|
||||||
geometry_program = "";
|
|
||||||
}
|
|
||||||
|
|
||||||
// If no shaders are used, don't make a separate material type
|
|
||||||
if (vertex_program.empty() && pixel_program.empty() && geometry_program.empty())
|
|
||||||
return shaderinfo;
|
|
||||||
|
|
||||||
// Create shaders header
|
// Create shaders header
|
||||||
bool use_gles = false;
|
bool use_gles = false;
|
||||||
#if ENABLE_GLES
|
#if ENABLE_GLES
|
||||||
use_gles = driver->getDriverType() == video::EDT_OGLES2;
|
use_gles = driver->getDriverType() == video::EDT_OGLES2;
|
||||||
#endif
|
#endif
|
||||||
std::string shaders_header, vertex_header, pixel_header; // geometry shaders aren’t supported in GLES<3
|
std::stringstream shaders_header;
|
||||||
if (use_gles) {
|
shaders_header
|
||||||
shaders_header =
|
<< std::noboolalpha
|
||||||
"#version 100\n"
|
<< std::showpoint // for GLSL ES
|
||||||
;
|
;
|
||||||
|
std::string vertex_header, fragment_header, geometry_header;
|
||||||
|
if (use_gles) {
|
||||||
|
shaders_header << R"(
|
||||||
|
#version 100
|
||||||
|
)";
|
||||||
vertex_header = R"(
|
vertex_header = R"(
|
||||||
uniform highp mat4 mWorldView;
|
uniform highp mat4 mWorldView;
|
||||||
uniform highp mat4 mWorldViewProj;
|
uniform highp mat4 mWorldViewProj;
|
||||||
@ -675,11 +593,11 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
|
|||||||
attribute mediump vec4 inVertexTangent;
|
attribute mediump vec4 inVertexTangent;
|
||||||
attribute mediump vec4 inVertexBinormal;
|
attribute mediump vec4 inVertexBinormal;
|
||||||
)";
|
)";
|
||||||
pixel_header = R"(
|
fragment_header = R"(
|
||||||
precision mediump float;
|
precision mediump float;
|
||||||
)";
|
)";
|
||||||
} else {
|
} else {
|
||||||
shaders_header = R"(
|
shaders_header << R"(
|
||||||
#version 120
|
#version 120
|
||||||
#define lowp
|
#define lowp
|
||||||
#define mediump
|
#define mediump
|
||||||
@ -708,224 +626,97 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
|
|||||||
use_discard = true;
|
use_discard = true;
|
||||||
#endif
|
#endif
|
||||||
if (use_discard && shaderinfo.base_material != video::EMT_SOLID)
|
if (use_discard && shaderinfo.base_material != video::EMT_SOLID)
|
||||||
shaders_header += "#define USE_DISCARD\n";
|
shaders_header << "#define USE_DISCARD 1\n";
|
||||||
|
|
||||||
static const char* drawTypes[] = {
|
#define PROVIDE(constant) shaders_header << "#define " #constant " " << (int)constant << "\n"
|
||||||
"NDT_NORMAL",
|
|
||||||
"NDT_AIRLIKE",
|
|
||||||
"NDT_LIQUID",
|
|
||||||
"NDT_FLOWINGLIQUID",
|
|
||||||
"NDT_GLASSLIKE",
|
|
||||||
"NDT_ALLFACES",
|
|
||||||
"NDT_ALLFACES_OPTIONAL",
|
|
||||||
"NDT_TORCHLIKE",
|
|
||||||
"NDT_SIGNLIKE",
|
|
||||||
"NDT_PLANTLIKE",
|
|
||||||
"NDT_FENCELIKE",
|
|
||||||
"NDT_RAILLIKE",
|
|
||||||
"NDT_NODEBOX",
|
|
||||||
"NDT_GLASSLIKE_FRAMED",
|
|
||||||
"NDT_FIRELIKE",
|
|
||||||
"NDT_GLASSLIKE_FRAMED_OPTIONAL",
|
|
||||||
"NDT_PLANTLIKE_ROOTED",
|
|
||||||
};
|
|
||||||
|
|
||||||
for (int i = 0; i < 14; i++){
|
PROVIDE(NDT_NORMAL);
|
||||||
shaders_header += "#define ";
|
PROVIDE(NDT_AIRLIKE);
|
||||||
shaders_header += drawTypes[i];
|
PROVIDE(NDT_LIQUID);
|
||||||
shaders_header += " ";
|
PROVIDE(NDT_FLOWINGLIQUID);
|
||||||
shaders_header += itos(i);
|
PROVIDE(NDT_GLASSLIKE);
|
||||||
shaders_header += "\n";
|
PROVIDE(NDT_ALLFACES);
|
||||||
|
PROVIDE(NDT_ALLFACES_OPTIONAL);
|
||||||
|
PROVIDE(NDT_TORCHLIKE);
|
||||||
|
PROVIDE(NDT_SIGNLIKE);
|
||||||
|
PROVIDE(NDT_PLANTLIKE);
|
||||||
|
PROVIDE(NDT_FENCELIKE);
|
||||||
|
PROVIDE(NDT_RAILLIKE);
|
||||||
|
PROVIDE(NDT_NODEBOX);
|
||||||
|
PROVIDE(NDT_GLASSLIKE_FRAMED);
|
||||||
|
PROVIDE(NDT_FIRELIKE);
|
||||||
|
PROVIDE(NDT_GLASSLIKE_FRAMED_OPTIONAL);
|
||||||
|
PROVIDE(NDT_PLANTLIKE_ROOTED);
|
||||||
|
|
||||||
|
PROVIDE(TILE_MATERIAL_BASIC);
|
||||||
|
PROVIDE(TILE_MATERIAL_ALPHA);
|
||||||
|
PROVIDE(TILE_MATERIAL_LIQUID_TRANSPARENT);
|
||||||
|
PROVIDE(TILE_MATERIAL_LIQUID_OPAQUE);
|
||||||
|
PROVIDE(TILE_MATERIAL_WAVING_LEAVES);
|
||||||
|
PROVIDE(TILE_MATERIAL_WAVING_PLANTS);
|
||||||
|
PROVIDE(TILE_MATERIAL_OPAQUE);
|
||||||
|
PROVIDE(TILE_MATERIAL_WAVING_LIQUID_BASIC);
|
||||||
|
PROVIDE(TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
|
||||||
|
PROVIDE(TILE_MATERIAL_WAVING_LIQUID_OPAQUE);
|
||||||
|
PROVIDE(TILE_MATERIAL_PLAIN);
|
||||||
|
PROVIDE(TILE_MATERIAL_PLAIN_ALPHA);
|
||||||
|
|
||||||
|
#undef PROVIDE
|
||||||
|
|
||||||
|
shaders_header << "#define MATERIAL_TYPE " << (int)material_type << "\n";
|
||||||
|
shaders_header << "#define DRAW_TYPE " << (int)drawtype << "\n";
|
||||||
|
|
||||||
|
bool enable_waving_water = g_settings->getBool("enable_waving_water");
|
||||||
|
shaders_header << "#define ENABLE_WAVING_WATER " << enable_waving_water << "\n";
|
||||||
|
if (enable_waving_water) {
|
||||||
|
shaders_header << "#define WATER_WAVE_HEIGHT " << g_settings->getFloat("water_wave_height") << "\n";
|
||||||
|
shaders_header << "#define WATER_WAVE_LENGTH " << g_settings->getFloat("water_wave_length") << "\n";
|
||||||
|
shaders_header << "#define WATER_WAVE_SPEED " << g_settings->getFloat("water_wave_speed") << "\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
static const char* materialTypes[] = {
|
shaders_header << "#define ENABLE_WAVING_LEAVES " << g_settings->getBool("enable_waving_leaves") << "\n";
|
||||||
"TILE_MATERIAL_BASIC",
|
shaders_header << "#define ENABLE_WAVING_PLANTS " << g_settings->getBool("enable_waving_plants") << "\n";
|
||||||
"TILE_MATERIAL_ALPHA",
|
shaders_header << "#define ENABLE_TONE_MAPPING " << g_settings->getBool("tone_mapping") << "\n";
|
||||||
"TILE_MATERIAL_LIQUID_TRANSPARENT",
|
|
||||||
"TILE_MATERIAL_LIQUID_OPAQUE",
|
|
||||||
"TILE_MATERIAL_WAVING_LEAVES",
|
|
||||||
"TILE_MATERIAL_WAVING_PLANTS",
|
|
||||||
"TILE_MATERIAL_OPAQUE",
|
|
||||||
"TILE_MATERIAL_WAVING_LIQUID_BASIC",
|
|
||||||
"TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT",
|
|
||||||
"TILE_MATERIAL_WAVING_LIQUID_OPAQUE",
|
|
||||||
"TILE_MATERIAL_PLAIN",
|
|
||||||
"TILE_MATERIAL_PLAIN_ALPHA",
|
|
||||||
};
|
|
||||||
|
|
||||||
for (int i = 0; i < 12; i++){
|
shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n";
|
||||||
shaders_header += "#define ";
|
|
||||||
shaders_header += materialTypes[i];
|
std::string common_header = shaders_header.str();
|
||||||
shaders_header += " ";
|
|
||||||
shaders_header += itos(i);
|
std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl");
|
||||||
shaders_header += "\n";
|
std::string fragment_shader = m_sourcecache.getOrLoad(name, "opengl_fragment.glsl");
|
||||||
|
std::string geometry_shader = m_sourcecache.getOrLoad(name, "opengl_geometry.glsl");
|
||||||
|
|
||||||
|
vertex_shader = common_header + vertex_header + vertex_shader;
|
||||||
|
fragment_shader = common_header + fragment_header + fragment_shader;
|
||||||
|
const char *geometry_shader_ptr = nullptr; // optional
|
||||||
|
if (!geometry_shader.empty()) {
|
||||||
|
geometry_shader = common_header + geometry_header + geometry_shader;
|
||||||
|
geometry_shader_ptr = geometry_shader.c_str();
|
||||||
}
|
}
|
||||||
|
|
||||||
shaders_header += "#define MATERIAL_TYPE ";
|
irr_ptr<ShaderCallback> cb{new ShaderCallback(m_setter_factories)};
|
||||||
shaders_header += itos(material_type);
|
|
||||||
shaders_header += "\n";
|
|
||||||
shaders_header += "#define DRAW_TYPE ";
|
|
||||||
shaders_header += itos(drawtype);
|
|
||||||
shaders_header += "\n";
|
|
||||||
|
|
||||||
if (g_settings->getBool("enable_waving_water")){
|
|
||||||
shaders_header += "#define ENABLE_WAVING_WATER 1\n";
|
|
||||||
shaders_header += "#define WATER_WAVE_HEIGHT ";
|
|
||||||
shaders_header += std::to_string(g_settings->getFloat("water_wave_height"));
|
|
||||||
shaders_header += "\n";
|
|
||||||
shaders_header += "#define WATER_WAVE_LENGTH ";
|
|
||||||
shaders_header += std::to_string(g_settings->getFloat("water_wave_length"));
|
|
||||||
shaders_header += "\n";
|
|
||||||
shaders_header += "#define WATER_WAVE_SPEED ";
|
|
||||||
shaders_header += std::to_string(g_settings->getFloat("water_wave_speed"));
|
|
||||||
shaders_header += "\n";
|
|
||||||
} else{
|
|
||||||
shaders_header += "#define ENABLE_WAVING_WATER 0\n";
|
|
||||||
}
|
|
||||||
|
|
||||||
shaders_header += "#define ENABLE_WAVING_LEAVES ";
|
|
||||||
if (g_settings->getBool("enable_waving_leaves"))
|
|
||||||
shaders_header += "1\n";
|
|
||||||
else
|
|
||||||
shaders_header += "0\n";
|
|
||||||
|
|
||||||
shaders_header += "#define ENABLE_WAVING_PLANTS ";
|
|
||||||
if (g_settings->getBool("enable_waving_plants"))
|
|
||||||
shaders_header += "1\n";
|
|
||||||
else
|
|
||||||
shaders_header += "0\n";
|
|
||||||
|
|
||||||
if (g_settings->getBool("tone_mapping"))
|
|
||||||
shaders_header += "#define ENABLE_TONE_MAPPING\n";
|
|
||||||
|
|
||||||
shaders_header += "#define FOG_START ";
|
|
||||||
shaders_header += std::to_string(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
|
|
||||||
shaders_header += "\n";
|
|
||||||
|
|
||||||
// Call addHighLevelShaderMaterial() or addShaderMaterial()
|
|
||||||
const c8* vertex_program_ptr = 0;
|
|
||||||
const c8* pixel_program_ptr = 0;
|
|
||||||
const c8* geometry_program_ptr = 0;
|
|
||||||
if (!vertex_program.empty()) {
|
|
||||||
vertex_program = shaders_header + vertex_header + vertex_program;
|
|
||||||
vertex_program_ptr = vertex_program.c_str();
|
|
||||||
}
|
|
||||||
if (!pixel_program.empty()) {
|
|
||||||
pixel_program = shaders_header + pixel_header + pixel_program;
|
|
||||||
pixel_program_ptr = pixel_program.c_str();
|
|
||||||
}
|
|
||||||
if (!geometry_program.empty()) {
|
|
||||||
geometry_program = shaders_header + geometry_program;
|
|
||||||
geometry_program_ptr = geometry_program.c_str();
|
|
||||||
}
|
|
||||||
ShaderCallback *cb = new ShaderCallback(setter_factories);
|
|
||||||
s32 shadermat = -1;
|
|
||||||
if(is_highlevel){
|
|
||||||
infostream<<"Compiling high level shaders for "<<name<<std::endl;
|
infostream<<"Compiling high level shaders for "<<name<<std::endl;
|
||||||
shadermat = gpu->addHighLevelShaderMaterial(
|
s32 shadermat = gpu->addHighLevelShaderMaterial(
|
||||||
vertex_program_ptr, // Vertex shader program
|
vertex_shader.c_str(), nullptr, video::EVST_VS_1_1,
|
||||||
"vertexMain", // Vertex shader entry point
|
fragment_shader.c_str(), nullptr, video::EPST_PS_1_1,
|
||||||
video::EVST_VS_1_1, // Vertex shader version
|
geometry_shader_ptr, nullptr, video::EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLES, 0,
|
||||||
pixel_program_ptr, // Pixel shader program
|
cb.get(), shaderinfo.base_material, 1);
|
||||||
"pixelMain", // Pixel shader entry point
|
if (shadermat == -1) {
|
||||||
video::EPST_PS_1_2, // Pixel shader version
|
|
||||||
geometry_program_ptr, // Geometry shader program
|
|
||||||
"geometryMain", // Geometry shader entry point
|
|
||||||
video::EGST_GS_4_0, // Geometry shader version
|
|
||||||
scene::EPT_TRIANGLES, // Geometry shader input
|
|
||||||
scene::EPT_TRIANGLE_STRIP, // Geometry shader output
|
|
||||||
0, // Support maximum number of vertices
|
|
||||||
cb, // Set-constant callback
|
|
||||||
shaderinfo.base_material, // Base material
|
|
||||||
1 // Userdata passed to callback
|
|
||||||
);
|
|
||||||
if(shadermat == -1){
|
|
||||||
errorstream<<"generate_shader(): "
|
errorstream<<"generate_shader(): "
|
||||||
"failed to generate \""<<name<<"\", "
|
"failed to generate \""<<name<<"\", "
|
||||||
"addHighLevelShaderMaterial failed."
|
"addHighLevelShaderMaterial failed."
|
||||||
<<std::endl;
|
<<std::endl;
|
||||||
dumpShaderProgram(warningstream, "Vertex", vertex_program);
|
dumpShaderProgram(warningstream, "Vertex", vertex_shader);
|
||||||
dumpShaderProgram(warningstream, "Pixel", pixel_program);
|
dumpShaderProgram(warningstream, "Fragment", fragment_shader);
|
||||||
dumpShaderProgram(warningstream, "Geometry", geometry_program);
|
dumpShaderProgram(warningstream, "Geometry", geometry_shader);
|
||||||
delete cb;
|
|
||||||
return shaderinfo;
|
return shaderinfo;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
else{
|
|
||||||
infostream<<"Compiling assembly shaders for "<<name<<std::endl;
|
|
||||||
shadermat = gpu->addShaderMaterial(
|
|
||||||
vertex_program_ptr, // Vertex shader program
|
|
||||||
pixel_program_ptr, // Pixel shader program
|
|
||||||
cb, // Set-constant callback
|
|
||||||
shaderinfo.base_material, // Base material
|
|
||||||
0 // Userdata passed to callback
|
|
||||||
);
|
|
||||||
|
|
||||||
if(shadermat == -1){
|
|
||||||
errorstream<<"generate_shader(): "
|
|
||||||
"failed to generate \""<<name<<"\", "
|
|
||||||
"addShaderMaterial failed."
|
|
||||||
<<std::endl;
|
|
||||||
dumpShaderProgram(warningstream, "Vertex", vertex_program);
|
|
||||||
dumpShaderProgram(warningstream,"Pixel", pixel_program);
|
|
||||||
delete cb;
|
|
||||||
return shaderinfo;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
callbacks.push_back(cb);
|
|
||||||
|
|
||||||
// HACK, TODO: investigate this better
|
|
||||||
// Grab the material renderer once more so minetest doesn't crash on exit
|
|
||||||
driver->getMaterialRenderer(shadermat)->grab();
|
|
||||||
|
|
||||||
// Apply the newly created material type
|
// Apply the newly created material type
|
||||||
shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
|
shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
|
||||||
return shaderinfo;
|
return shaderinfo;
|
||||||
}
|
}
|
||||||
|
|
||||||
void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
|
|
||||||
video::E_DRIVER_TYPE drivertype, bool enable_shaders,
|
|
||||||
std::string &vertex_program, std::string &pixel_program,
|
|
||||||
std::string &geometry_program, bool &is_highlevel)
|
|
||||||
{
|
|
||||||
vertex_program = "";
|
|
||||||
pixel_program = "";
|
|
||||||
geometry_program = "";
|
|
||||||
is_highlevel = false;
|
|
||||||
|
|
||||||
if (!enable_shaders)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// Look for high level shaders
|
|
||||||
switch (drivertype) {
|
|
||||||
case video::EDT_DIRECT3D9:
|
|
||||||
// Direct3D 9: HLSL
|
|
||||||
// (All shaders in one file)
|
|
||||||
vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
|
|
||||||
pixel_program = vertex_program;
|
|
||||||
geometry_program = vertex_program;
|
|
||||||
break;
|
|
||||||
|
|
||||||
case video::EDT_OPENGL:
|
|
||||||
#if ENABLE_GLES
|
|
||||||
case video::EDT_OGLES2:
|
|
||||||
#endif
|
|
||||||
// OpenGL: GLSL
|
|
||||||
vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
|
|
||||||
pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
|
|
||||||
geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
|
||||||
// e.g. OpenGL ES 1 (with no shader support)
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
if (!vertex_program.empty() || !pixel_program.empty() || !geometry_program.empty()){
|
|
||||||
is_highlevel = true;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void dumpShaderProgram(std::ostream &output_stream,
|
void dumpShaderProgram(std::ostream &output_stream,
|
||||||
const std::string &program_type, const std::string &program)
|
const std::string &program_type, const std::string &program)
|
||||||
{
|
{
|
||||||
|
@ -23,6 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||||||
#include <IMaterialRendererServices.h>
|
#include <IMaterialRendererServices.h>
|
||||||
#include "irrlichttypes_bloated.h"
|
#include "irrlichttypes_bloated.h"
|
||||||
#include <string>
|
#include <string>
|
||||||
|
#include "tile.h"
|
||||||
|
#include "nodedef.h"
|
||||||
|
|
||||||
class IGameDef;
|
class IGameDef;
|
||||||
|
|
||||||
@ -46,8 +48,8 @@ struct ShaderInfo {
|
|||||||
std::string name = "";
|
std::string name = "";
|
||||||
video::E_MATERIAL_TYPE base_material = video::EMT_SOLID;
|
video::E_MATERIAL_TYPE base_material = video::EMT_SOLID;
|
||||||
video::E_MATERIAL_TYPE material = video::EMT_SOLID;
|
video::E_MATERIAL_TYPE material = video::EMT_SOLID;
|
||||||
u8 drawtype = 0;
|
NodeDrawType drawtype = NDT_NORMAL;
|
||||||
u8 material_type = 0;
|
MaterialType material_type = TILE_MATERIAL_BASIC;
|
||||||
|
|
||||||
ShaderInfo() = default;
|
ShaderInfo() = default;
|
||||||
virtual ~ShaderInfo() = default;
|
virtual ~ShaderInfo() = default;
|
||||||
@ -65,8 +67,7 @@ namespace irr { namespace video {
|
|||||||
class IShaderConstantSetter {
|
class IShaderConstantSetter {
|
||||||
public:
|
public:
|
||||||
virtual ~IShaderConstantSetter() = default;
|
virtual ~IShaderConstantSetter() = default;
|
||||||
virtual void onSetConstants(video::IMaterialRendererServices *services,
|
virtual void onSetConstants(video::IMaterialRendererServices *services) = 0;
|
||||||
bool is_highlevel) = 0;
|
|
||||||
virtual void onSetMaterial(const video::SMaterial& material)
|
virtual void onSetMaterial(const video::SMaterial& material)
|
||||||
{ }
|
{ }
|
||||||
};
|
};
|
||||||
@ -128,10 +129,10 @@ public:
|
|||||||
virtual ~IShaderSource() = default;
|
virtual ~IShaderSource() = default;
|
||||||
|
|
||||||
virtual u32 getShaderIdDirect(const std::string &name,
|
virtual u32 getShaderIdDirect(const std::string &name,
|
||||||
const u8 material_type, const u8 drawtype){return 0;}
|
MaterialType material_type, NodeDrawType drawtype = NDT_NORMAL){return 0;}
|
||||||
virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
|
virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
|
||||||
virtual u32 getShader(const std::string &name,
|
virtual u32 getShader(const std::string &name,
|
||||||
const u8 material_type, const u8 drawtype){return 0;}
|
MaterialType material_type, NodeDrawType drawtype = NDT_NORMAL){return 0;}
|
||||||
};
|
};
|
||||||
|
|
||||||
class IWritableShaderSource : public IShaderSource {
|
class IWritableShaderSource : public IShaderSource {
|
||||||
@ -139,16 +140,12 @@ public:
|
|||||||
IWritableShaderSource() = default;
|
IWritableShaderSource() = default;
|
||||||
virtual ~IWritableShaderSource() = default;
|
virtual ~IWritableShaderSource() = default;
|
||||||
|
|
||||||
virtual u32 getShaderIdDirect(const std::string &name,
|
|
||||||
const u8 material_type, const u8 drawtype){return 0;}
|
|
||||||
virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
|
|
||||||
virtual u32 getShader(const std::string &name,
|
|
||||||
const u8 material_type, const u8 drawtype){return 0;}
|
|
||||||
|
|
||||||
virtual void processQueue()=0;
|
virtual void processQueue()=0;
|
||||||
virtual void insertSourceShader(const std::string &name_of_shader,
|
virtual void insertSourceShader(const std::string &name_of_shader,
|
||||||
const std::string &filename, const std::string &program)=0;
|
const std::string &filename, const std::string &program)=0;
|
||||||
virtual void rebuildShaders()=0;
|
virtual void rebuildShaders()=0;
|
||||||
|
|
||||||
|
/// @note Takes ownership of @p setter.
|
||||||
virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
|
virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -65,7 +65,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
|
|||||||
// Create materials
|
// Create materials
|
||||||
|
|
||||||
m_materials[0] = baseMaterial();
|
m_materials[0] = baseMaterial();
|
||||||
m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA, 0)).material;
|
m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material;
|
||||||
m_materials[0].Lighting = true;
|
m_materials[0].Lighting = true;
|
||||||
m_materials[0].ColorMaterial = video::ECM_NONE;
|
m_materials[0].ColorMaterial = video::ECM_NONE;
|
||||||
|
|
||||||
|
@ -774,7 +774,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
|
|||||||
|
|
||||||
bool is_liquid = false;
|
bool is_liquid = false;
|
||||||
|
|
||||||
u8 material_type = (alpha == 255) ?
|
MaterialType material_type = (alpha == 255) ?
|
||||||
TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
|
TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
|
||||||
|
|
||||||
switch (drawtype) {
|
switch (drawtype) {
|
||||||
@ -892,7 +892,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
|
|||||||
|
|
||||||
u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
|
u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
|
||||||
|
|
||||||
u8 overlay_material = material_type;
|
MaterialType overlay_material = material_type;
|
||||||
if (overlay_material == TILE_MATERIAL_OPAQUE)
|
if (overlay_material == TILE_MATERIAL_OPAQUE)
|
||||||
overlay_material = TILE_MATERIAL_BASIC;
|
overlay_material = TILE_MATERIAL_BASIC;
|
||||||
else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
|
else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
|
||||||
@ -913,7 +913,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
|
|||||||
tdef[j].backface_culling, tsettings);
|
tdef[j].backface_culling, tsettings);
|
||||||
}
|
}
|
||||||
|
|
||||||
u8 special_material = material_type;
|
MaterialType special_material = material_type;
|
||||||
if (drawtype == NDT_PLANTLIKE_ROOTED) {
|
if (drawtype == NDT_PLANTLIKE_ROOTED) {
|
||||||
if (waving == 1)
|
if (waving == 1)
|
||||||
special_material = TILE_MATERIAL_WAVING_PLANTS;
|
special_material = TILE_MATERIAL_WAVING_PLANTS;
|
||||||
|
Loading…
Reference in New Issue
Block a user