minetest/src/shader.h
Loïc Blot b3a36f7378 Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface

move getSupportedVideoDrivers to Device3D

Add Device3D singleton & use it in various places

Rename Device3D to Rendering engine & add helper functions to various device pointers

More singleton work

RenderingEngine owns draw_load_screen

move draw functions to RenderingEngine

Reduce IrrlichtDevice exposure and guienvironment

RenderingEngine: Expose get_timer_time() to remove device from guiEngine

Make irrlichtdevice & scene manager less exposed

* Code style fixes

* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine

Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly

* enum paralax => enum parallax
2017-06-26 20:11:17 +02:00

158 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.
*/
#ifndef SHADER_HEADER
#define SHADER_HEADER
#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() {}
virtual ~ShaderInfo() {}
};
/*
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;
};
class IShaderConstantSetterFactory {
public:
virtual ~IShaderConstantSetterFactory() {};
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(){}
virtual ~IShaderSource(){}
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(){}
virtual ~IWritableShaderSource(){}
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);
#endif