mirror of
https://github.com/minetest/minetest.git
synced 2024-11-24 08:33:46 +01:00
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++
/*
|
|
Minetest
|
|
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
|
|
Copyright (C) 2013 Kahrl <kahrl@gmx.net>
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU Lesser General Public License as published by
|
|
the Free Software Foundation; either version 2.1 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include <IMaterialRendererServices.h>
|
|
#include "irrlichttypes_bloated.h"
|
|
#include <string>
|
|
|
|
class IGameDef;
|
|
|
|
/*
|
|
shader.{h,cpp}: Shader handling stuff.
|
|
*/
|
|
|
|
/*
|
|
Gets the path to a shader by first checking if the file
|
|
name_of_shader/filename
|
|
exists in shader_path and if not, using the data path.
|
|
|
|
If not found, returns "".
|
|
|
|
Utilizes a thread-safe cache.
|
|
*/
|
|
std::string getShaderPath(const std::string &name_of_shader,
|
|
const std::string &filename);
|
|
|
|
struct ShaderInfo {
|
|
std::string name = "";
|
|
video::E_MATERIAL_TYPE base_material = video::EMT_SOLID;
|
|
video::E_MATERIAL_TYPE material = video::EMT_SOLID;
|
|
u8 drawtype = 0;
|
|
u8 material_type = 0;
|
|
|
|
ShaderInfo() = default;
|
|
virtual ~ShaderInfo() = default;
|
|
};
|
|
|
|
/*
|
|
Setter of constants for shaders
|
|
*/
|
|
|
|
namespace irr { namespace video {
|
|
class IMaterialRendererServices;
|
|
} }
|
|
|
|
|
|
class IShaderConstantSetter {
|
|
public:
|
|
virtual ~IShaderConstantSetter() = default;
|
|
virtual void onSetConstants(video::IMaterialRendererServices *services,
|
|
bool is_highlevel) = 0;
|
|
};
|
|
|
|
|
|
class IShaderConstantSetterFactory {
|
|
public:
|
|
virtual ~IShaderConstantSetterFactory() = default;
|
|
virtual IShaderConstantSetter* create() = 0;
|
|
};
|
|
|
|
|
|
template <typename T, std::size_t count=1>
|
|
class CachedShaderSetting {
|
|
const char *m_name;
|
|
T m_sent[count];
|
|
bool has_been_set = false;
|
|
bool is_pixel;
|
|
protected:
|
|
CachedShaderSetting(const char *name, bool is_pixel) :
|
|
m_name(name), is_pixel(is_pixel)
|
|
{}
|
|
public:
|
|
void set(const T value[count], video::IMaterialRendererServices *services)
|
|
{
|
|
if (has_been_set && std::equal(m_sent, m_sent + count, value))
|
|
return;
|
|
if (is_pixel)
|
|
services->setPixelShaderConstant(m_name, value, count);
|
|
else
|
|
services->setVertexShaderConstant(m_name, value, count);
|
|
std::copy(value, value + count, m_sent);
|
|
has_been_set = true;
|
|
}
|
|
};
|
|
|
|
template <typename T, std::size_t count = 1>
|
|
class CachedPixelShaderSetting : public CachedShaderSetting<T, count> {
|
|
public:
|
|
CachedPixelShaderSetting(const char *name) :
|
|
CachedShaderSetting<T, count>(name, true){}
|
|
};
|
|
|
|
template <typename T, std::size_t count = 1>
|
|
class CachedVertexShaderSetting : public CachedShaderSetting<T, count> {
|
|
public:
|
|
CachedVertexShaderSetting(const char *name) :
|
|
CachedShaderSetting<T, count>(name, false){}
|
|
};
|
|
|
|
|
|
/*
|
|
ShaderSource creates and caches shaders.
|
|
*/
|
|
|
|
class IShaderSource {
|
|
public:
|
|
IShaderSource() = default;
|
|
virtual ~IShaderSource() = 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;}
|
|
};
|
|
|
|
class IWritableShaderSource : public IShaderSource {
|
|
public:
|
|
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 insertSourceShader(const std::string &name_of_shader,
|
|
const std::string &filename, const std::string &program)=0;
|
|
virtual void rebuildShaders()=0;
|
|
virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
|
|
};
|
|
|
|
IWritableShaderSource *createShaderSource();
|
|
|
|
void dumpShaderProgram(std::ostream &output_stream,
|
|
const std::string &program_type, const std::string &program);
|