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7528986e44
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Spelling: vertice -> vertex
157 lines
4.3 KiB
C++
157 lines
4.3 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2013 Kahrl <kahrl@gmx.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <IMaterialRendererServices.h>
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#include "irrlichttypes_bloated.h"
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#include <string>
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class IGameDef;
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/*
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shader.{h,cpp}: Shader handling stuff.
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*/
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/*
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Gets the path to a shader by first checking if the file
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name_of_shader/filename
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exists in shader_path and if not, using the data path.
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If not found, returns "".
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Utilizes a thread-safe cache.
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*/
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std::string getShaderPath(const std::string &name_of_shader,
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const std::string &filename);
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struct ShaderInfo {
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std::string name = "";
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video::E_MATERIAL_TYPE base_material = video::EMT_SOLID;
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video::E_MATERIAL_TYPE material = video::EMT_SOLID;
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u8 drawtype = 0;
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u8 material_type = 0;
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ShaderInfo() = default;
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virtual ~ShaderInfo() = default;
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};
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/*
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Setter of constants for shaders
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*/
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namespace irr { namespace video {
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class IMaterialRendererServices;
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} }
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class IShaderConstantSetter {
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public:
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virtual ~IShaderConstantSetter() = default;
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel) = 0;
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};
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class IShaderConstantSetterFactory {
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public:
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virtual ~IShaderConstantSetterFactory() = default;
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virtual IShaderConstantSetter* create() = 0;
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};
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template <typename T, std::size_t count=1>
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class CachedShaderSetting {
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const char *m_name;
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T m_sent[count];
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bool has_been_set = false;
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bool is_pixel;
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protected:
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CachedShaderSetting(const char *name, bool is_pixel) :
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m_name(name), is_pixel(is_pixel)
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{}
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public:
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void set(const T value[count], video::IMaterialRendererServices *services)
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{
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if (has_been_set && std::equal(m_sent, m_sent + count, value))
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return;
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if (is_pixel)
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services->setPixelShaderConstant(m_name, value, count);
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else
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services->setVertexShaderConstant(m_name, value, count);
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std::copy(value, value + count, m_sent);
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has_been_set = true;
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}
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};
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template <typename T, std::size_t count = 1>
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class CachedPixelShaderSetting : public CachedShaderSetting<T, count> {
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public:
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CachedPixelShaderSetting(const char *name) :
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CachedShaderSetting<T, count>(name, true){}
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};
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template <typename T, std::size_t count = 1>
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class CachedVertexShaderSetting : public CachedShaderSetting<T, count> {
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public:
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CachedVertexShaderSetting(const char *name) :
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CachedShaderSetting<T, count>(name, false){}
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};
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/*
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ShaderSource creates and caches shaders.
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*/
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class IShaderSource {
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public:
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IShaderSource() = default;
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virtual ~IShaderSource() = default;
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virtual u32 getShaderIdDirect(const std::string &name,
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const u8 material_type, const u8 drawtype){return 0;}
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virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
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virtual u32 getShader(const std::string &name,
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const u8 material_type, const u8 drawtype){return 0;}
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};
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class IWritableShaderSource : public IShaderSource {
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public:
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IWritableShaderSource() = default;
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virtual ~IWritableShaderSource() = default;
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virtual u32 getShaderIdDirect(const std::string &name,
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const u8 material_type, const u8 drawtype){return 0;}
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virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
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virtual u32 getShader(const std::string &name,
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const u8 material_type, const u8 drawtype){return 0;}
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virtual void processQueue()=0;
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virtual void insertSourceShader(const std::string &name_of_shader,
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const std::string &filename, const std::string &program)=0;
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virtual void rebuildShaders()=0;
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virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
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};
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IWritableShaderSource *createShaderSource();
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void dumpShaderProgram(std::ostream &output_stream,
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const std::string &program_type, const std::string &program);
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