mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-04 16:35:03 -05:00
Implement a global shader parameter passing system and useful shaders
This commit is contained in:
parent
22e6fb7056
commit
27373919f4
1
client/shaders/test_shader_1/base.txt
Normal file
1
client/shaders/test_shader_1/base.txt
Normal file
@ -0,0 +1 @@
|
||||
trans_alphach_ref
|
25
client/shaders/test_shader_1/opengl_fragment.glsl
Normal file
25
client/shaders/test_shader_1/opengl_fragment.glsl
Normal file
@ -0,0 +1,25 @@
|
||||
|
||||
uniform sampler2D myTexture;
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
//vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
float a = col.a;
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
|
||||
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
|
||||
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, a);
|
||||
}
|
25
client/shaders/test_shader_1/opengl_vertex.glsl
Normal file
25
client/shaders/test_shader_1/opengl_vertex.glsl
Normal file
@ -0,0 +1,25 @@
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
if(gl_Normal.y > 0.5)
|
||||
gl_FrontColor = gl_BackColor = gl_Color;
|
||||
else
|
||||
gl_FrontColor = gl_BackColor = gl_Color * 0.7;
|
||||
|
||||
/*if(gl_Normal.y > 0.5)
|
||||
gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
else
|
||||
gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
}
|
BIN
client/shaders/test_shader_2/.opengl_fragment.glsl.swo
Normal file
BIN
client/shaders/test_shader_2/.opengl_fragment.glsl.swo
Normal file
Binary file not shown.
1
client/shaders/test_shader_2/base.txt
Normal file
1
client/shaders/test_shader_2/base.txt
Normal file
@ -0,0 +1 @@
|
||||
trans_alphach
|
23
client/shaders/test_shader_2/opengl_fragment.glsl
Normal file
23
client/shaders/test_shader_2/opengl_fragment.glsl
Normal file
@ -0,0 +1,23 @@
|
||||
|
||||
uniform sampler2D myTexture;
|
||||
uniform float fogDistance;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
col *= gl_Color;
|
||||
float a = gl_Color.a;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
|
||||
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
|
||||
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
a = mix(a, 0.0, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, a);
|
||||
}
|
20
client/shaders/test_shader_2/opengl_vertex.glsl
Normal file
20
client/shaders/test_shader_2/opengl_vertex.glsl
Normal file
@ -0,0 +1,20 @@
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 pos = gl_Vertex;
|
||||
pos.y -= 2.0;
|
||||
gl_Position = mWorldViewProj * pos;
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
gl_FrontColor = gl_BackColor = gl_Color;
|
||||
//gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
}
|
@ -1,17 +0,0 @@
|
||||
!!ARBfp1.0
|
||||
|
||||
#Input
|
||||
ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
|
||||
ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
|
||||
|
||||
#Output
|
||||
OUTPUT outColor = result.color;
|
||||
|
||||
TEMP texelColor;
|
||||
TXP texelColor, inTexCoord, texture, 2D;
|
||||
MUL texelColor, texelColor, inColor; # multiply with color
|
||||
SUB outColor, {1.0,1.0,1.0,1.0}, texelColor;
|
||||
MOV outColor.w, 1.0;
|
||||
|
||||
END
|
||||
|
@ -1,9 +0,0 @@
|
||||
|
||||
uniform sampler2D myTexture;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
col *= gl_Color;
|
||||
gl_FragColor = vec4(1.0-col.r, 1.0-col.g, 1.0-col.b, 1.0);
|
||||
}
|
@ -1,38 +0,0 @@
|
||||
!!ARBvp1.0
|
||||
|
||||
#input
|
||||
ATTRIB InPos = vertex.position;
|
||||
ATTRIB InColor = vertex.color;
|
||||
ATTRIB InNormal = vertex.normal;
|
||||
ATTRIB InTexCoord = vertex.texcoord;
|
||||
|
||||
#output
|
||||
OUTPUT OutPos = result.position;
|
||||
OUTPUT OutColor = result.color;
|
||||
OUTPUT OutTexCoord = result.texcoord;
|
||||
|
||||
PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
|
||||
TEMP Temp;
|
||||
TEMP TempColor;
|
||||
TEMP TempCompare;
|
||||
|
||||
#transform position to clip space
|
||||
DP4 Temp.x, MVP[0], InPos;
|
||||
DP4 Temp.y, MVP[1], InPos;
|
||||
DP4 Temp.z, MVP[2], InPos;
|
||||
DP4 Temp.w, MVP[3], InPos;
|
||||
|
||||
# check if normal.y > 0.5
|
||||
SLT TempCompare, InNormal, {0.5,0.5,0.5,0.5};
|
||||
MUL TempCompare.z, TempCompare.y, 0.5;
|
||||
SUB TempCompare.x, 1.0, TempCompare.z;
|
||||
MOV TempCompare.y, TempCompare.x;
|
||||
MOV TempCompare.z, TempCompare.x;
|
||||
|
||||
# calculate light color
|
||||
MUL OutColor, InColor, TempCompare;
|
||||
MOV OutColor.w, 1.0; # we want alpha to be always 1
|
||||
MOV OutTexCoord, InTexCoord; # store texture coordinate
|
||||
MOV OutPos, Temp;
|
||||
|
||||
END
|
@ -1,16 +0,0 @@
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
if(gl_Normal.y > 0.5)
|
||||
gl_FrontColor = gl_BackColor = gl_Color;
|
||||
else
|
||||
gl_FrontColor = gl_BackColor = gl_Color * 0.5;
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
}
|
52
src/game.cpp
52
src/game.cpp
@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <IGUIButton.h>
|
||||
#include <IGUIStaticText.h>
|
||||
#include <IGUIFont.h>
|
||||
#include <IMaterialRendererServices.h>
|
||||
#include "client.h"
|
||||
#include "server.h"
|
||||
#include "guiPauseMenu.h"
|
||||
@ -835,6 +836,49 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
|
||||
{
|
||||
Sky *m_sky;
|
||||
bool *m_force_fog_off;
|
||||
f32 *m_fog_range;
|
||||
|
||||
public:
|
||||
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
|
||||
f32 *fog_range):
|
||||
m_sky(sky),
|
||||
m_force_fog_off(force_fog_off),
|
||||
m_fog_range(fog_range)
|
||||
{}
|
||||
~GameGlobalShaderConstantSetter() {}
|
||||
|
||||
virtual void onSetConstants(video::IMaterialRendererServices *services,
|
||||
bool is_highlevel)
|
||||
{
|
||||
if(!is_highlevel)
|
||||
return;
|
||||
|
||||
// Background color
|
||||
video::SColor bgcolor = m_sky->getBgColor();
|
||||
video::SColorf bgcolorf(bgcolor);
|
||||
float bgcolorfa[4] = {
|
||||
bgcolorf.r,
|
||||
bgcolorf.g,
|
||||
bgcolorf.b,
|
||||
bgcolorf.a,
|
||||
};
|
||||
services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
|
||||
|
||||
// Fog distance
|
||||
float fog_distance = *m_fog_range;
|
||||
if(*m_force_fog_off)
|
||||
fog_distance = 10000*BS;
|
||||
services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
|
||||
}
|
||||
|
||||
private:
|
||||
IrrlichtDevice *m_device;
|
||||
};
|
||||
|
||||
void the_game(
|
||||
bool &kill,
|
||||
bool random_input,
|
||||
@ -1250,6 +1294,7 @@ void the_game(
|
||||
bool show_hud = true;
|
||||
bool show_chat = true;
|
||||
bool force_fog_off = false;
|
||||
f32 fog_range = 100*BS;
|
||||
bool disable_camera_update = false;
|
||||
bool show_debug = g_settings->getBool("show_debug");
|
||||
bool show_profiler_graph = false;
|
||||
@ -1259,6 +1304,12 @@ void the_game(
|
||||
float time_of_day = 0;
|
||||
float time_of_day_smooth = 0;
|
||||
|
||||
/*
|
||||
Shader constants
|
||||
*/
|
||||
shsrc->addGlobalConstantSetter(
|
||||
new GameGlobalShaderConstantSetter(sky, &force_fog_off, &fog_range));
|
||||
|
||||
/*
|
||||
Main loop
|
||||
*/
|
||||
@ -2434,7 +2485,6 @@ void the_game(
|
||||
Fog range
|
||||
*/
|
||||
|
||||
f32 fog_range;
|
||||
if(farmesh)
|
||||
{
|
||||
fog_range = BS*farmesh_range;
|
||||
|
@ -1012,8 +1012,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
|
||||
Convert MeshCollector to SMesh
|
||||
Also store animation info
|
||||
*/
|
||||
video::E_MATERIAL_TYPE shadermat = m_gamedef->getShaderSource()->
|
||||
getShader("the_darkness_of_light").material;
|
||||
bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
|
||||
video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
|
||||
getShader("test_shader_1").material;
|
||||
video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
|
||||
getShader("test_shader_2").material;
|
||||
for(u32 i = 0; i < collector.prebuffers.size(); i++)
|
||||
{
|
||||
PreMeshBuffer &p = collector.prebuffers[i];
|
||||
@ -1080,8 +1083,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
|
||||
material.setTexture(0, p.tile.texture.atlas);
|
||||
p.tile.applyMaterialOptions(material);
|
||||
|
||||
//if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
|
||||
material.MaterialType = shadermat;
|
||||
if(enable_shaders){
|
||||
if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
|
||||
material.MaterialType = shadermat1;
|
||||
if(material.MaterialType == video::EMT_TRANSPARENT_VERTEX_ALPHA)
|
||||
material.MaterialType = shadermat2;
|
||||
}
|
||||
|
||||
// Create meshbuffer
|
||||
|
||||
|
@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "EShaderTypes.h"
|
||||
#include "log.h"
|
||||
#include "gamedef.h"
|
||||
#include "strfnd.h" // trim()
|
||||
|
||||
/*
|
||||
A cache from shader name to shader path
|
||||
@ -171,10 +172,24 @@ private:
|
||||
ShaderCallback: Sets constants that can be used in shaders
|
||||
*/
|
||||
|
||||
class ShaderCallback : public video::IShaderConstantSetCallBack
|
||||
class IShaderConstantSetterRegistry
|
||||
{
|
||||
public:
|
||||
ShaderCallback(IrrlichtDevice *device): m_device(device) {}
|
||||
virtual ~IShaderConstantSetterRegistry(){};
|
||||
virtual void onSetConstants(video::IMaterialRendererServices *services,
|
||||
bool is_highlevel, const std::string &name) = 0;
|
||||
};
|
||||
|
||||
class ShaderCallback : public video::IShaderConstantSetCallBack
|
||||
{
|
||||
IShaderConstantSetterRegistry *m_scsr;
|
||||
std::string m_name;
|
||||
|
||||
public:
|
||||
ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
|
||||
m_scsr(scsr),
|
||||
m_name(name)
|
||||
{}
|
||||
~ShaderCallback() {}
|
||||
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
|
||||
@ -184,6 +199,28 @@ public:
|
||||
|
||||
bool is_highlevel = userData;
|
||||
|
||||
m_scsr->onSetConstants(services, is_highlevel, m_name);
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
MainShaderConstantSetter: Set basic constants required for almost everything
|
||||
*/
|
||||
|
||||
class MainShaderConstantSetter : public IShaderConstantSetter
|
||||
{
|
||||
public:
|
||||
MainShaderConstantSetter(IrrlichtDevice *device):
|
||||
m_device(device)
|
||||
{}
|
||||
~MainShaderConstantSetter() {}
|
||||
|
||||
virtual void onSetConstants(video::IMaterialRendererServices *services,
|
||||
bool is_highlevel)
|
||||
{
|
||||
video::IVideoDriver *driver = services->getVideoDriver();
|
||||
assert(driver);
|
||||
|
||||
// set inverted world matrix
|
||||
core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
|
||||
invWorld.makeInverse();
|
||||
@ -219,7 +256,7 @@ private:
|
||||
ShaderSource
|
||||
*/
|
||||
|
||||
class ShaderSource : public IWritableShaderSource
|
||||
class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
|
||||
{
|
||||
public:
|
||||
ShaderSource(IrrlichtDevice *device);
|
||||
@ -272,6 +309,14 @@ public:
|
||||
// Shall be called from the main thread.
|
||||
void rebuildShaders();
|
||||
|
||||
void addGlobalConstantSetter(IShaderConstantSetter *setter)
|
||||
{
|
||||
m_global_setters.push_back(setter);
|
||||
}
|
||||
|
||||
void onSetConstants(video::IMaterialRendererServices *services,
|
||||
bool is_highlevel, const std::string &name);
|
||||
|
||||
private:
|
||||
|
||||
// The id of the thread that is allowed to use irrlicht directly
|
||||
@ -295,6 +340,10 @@ private:
|
||||
|
||||
// Queued shader fetches (to be processed by the main thread)
|
||||
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
|
||||
|
||||
// Global constant setters
|
||||
// TODO: Delete these in the destructor
|
||||
core::array<IShaderConstantSetter*> m_global_setters;
|
||||
};
|
||||
|
||||
IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
|
||||
@ -322,7 +371,7 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
|
||||
{
|
||||
assert(m_device);
|
||||
|
||||
m_shader_callback = new ShaderCallback(device);
|
||||
m_shader_callback = new ShaderCallback(this, "default");
|
||||
|
||||
m_shaderinfo_cache_mutex.Init();
|
||||
|
||||
@ -331,6 +380,9 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
|
||||
// Add a dummy ShaderInfo as the first index, named ""
|
||||
m_shaderinfo_cache.push_back(ShaderInfo());
|
||||
m_name_to_id[""] = 0;
|
||||
|
||||
// Add main global constant setter
|
||||
addGlobalConstantSetter(new MainShaderConstantSetter(device));
|
||||
}
|
||||
|
||||
ShaderSource::~ShaderSource()
|
||||
@ -531,6 +583,15 @@ void ShaderSource::rebuildShaders()
|
||||
m_shader_callback, &m_sourcecache);
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
|
||||
bool is_highlevel, const std::string &name)
|
||||
{
|
||||
for(u32 i=0; i<m_global_setters.size(); i++){
|
||||
IShaderConstantSetter *setter = m_global_setters[i];
|
||||
setter->onSetConstants(services, is_highlevel);
|
||||
}
|
||||
}
|
||||
|
||||
ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
|
||||
video::IShaderConstantSetCallBack *callback,
|
||||
@ -546,7 +607,8 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
|
||||
/*
|
||||
Get the base material
|
||||
*/
|
||||
std::string base_material_name = sourcecache->getOrLoad(name, "base.txt");
|
||||
std::string base_material_name =
|
||||
trim(sourcecache->getOrLoad(name, "base.txt"));
|
||||
for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
|
||||
if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
|
||||
shaderinfo.material = (video::E_MATERIAL_TYPE) i;
|
||||
|
17
src/shader.h
17
src/shader.h
@ -51,6 +51,22 @@ struct ShaderInfo
|
||||
ShaderInfo(): name(""), material(video::EMT_SOLID) {}
|
||||
};
|
||||
|
||||
/*
|
||||
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