mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 09:55:09 -05:00
6c98fd6658
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
114 lines
3.0 KiB
C++
114 lines
3.0 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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#ifndef SHADER_HEADER
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#define SHADER_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include "threads.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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{
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std::string name;
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video::E_MATERIAL_TYPE base_material;
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video::E_MATERIAL_TYPE material;
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u8 drawtype;
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u8 material_type;
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s32 user_data;
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ShaderInfo(): name(""), base_material(video::EMT_SOLID),
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material(video::EMT_SOLID),
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drawtype(0), material_type(0) {}
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virtual ~ShaderInfo() {}
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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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{
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public:
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virtual ~IShaderConstantSetter(){};
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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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/*
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ShaderSource creates and caches shaders.
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*/
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class IShaderSource
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{
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public:
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IShaderSource(){}
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virtual ~IShaderSource(){}
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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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{
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public:
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IWritableShaderSource(){}
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virtual ~IWritableShaderSource(){}
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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 addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
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};
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IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
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#endif
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