mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 18:05:08 -05:00
800 lines
22 KiB
C++
800 lines
22 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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#include "shader.h"
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#include "irrlichttypes_extrabloated.h"
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#include "debug.h"
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#include "main.h" // for g_settings
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#include "filesys.h"
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#include "util/container.h"
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#include "util/thread.h"
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#include "settings.h"
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#include <iterator>
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#include <ICameraSceneNode.h>
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#include <IGPUProgrammingServices.h>
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#include <IMaterialRenderer.h>
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#include <IMaterialRendererServices.h>
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#include <IShaderConstantSetCallBack.h>
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#include "EShaderTypes.h"
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#include "log.h"
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#include "gamedef.h"
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#include "strfnd.h" // trim()
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/*
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A cache from shader name to shader path
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*/
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MutexedMap<std::string, std::string> g_shadername_to_path_cache;
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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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{
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std::string combined = name_of_shader + DIR_DELIM + filename;
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std::string fullpath = "";
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/*
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Check from cache
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*/
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bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
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if(incache)
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return fullpath;
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/*
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Check from shader_path
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*/
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std::string shader_path = g_settings->get("shader_path");
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if(shader_path != "")
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{
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std::string testpath = shader_path + DIR_DELIM + combined;
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if(fs::PathExists(testpath))
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fullpath = testpath;
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}
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/*
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Check from default data directory
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*/
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if(fullpath == "")
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{
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std::string rel_path = std::string("client") + DIR_DELIM
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+ "shaders" + DIR_DELIM
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+ name_of_shader + DIR_DELIM
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+ filename;
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std::string testpath = porting::path_share + DIR_DELIM + rel_path;
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if(fs::PathExists(testpath))
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fullpath = testpath;
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}
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// Add to cache (also an empty result is cached)
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g_shadername_to_path_cache.set(combined, fullpath);
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// Finally return it
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return fullpath;
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}
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/*
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SourceShaderCache: A cache used for storing source shaders.
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*/
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class SourceShaderCache
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{
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public:
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void insert(const std::string &name_of_shader,
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const std::string &filename,
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const std::string &program,
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bool prefer_local)
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{
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std::string combined = name_of_shader + DIR_DELIM + filename;
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// Try to use local shader instead if asked to
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if(prefer_local){
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std::string path = getShaderPath(name_of_shader, filename);
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if(path != ""){
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std::string p = readFile(path);
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if(p != ""){
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m_programs[combined] = p;
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return;
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}
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}
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}
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m_programs[combined] = program;
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}
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std::string get(const std::string &name_of_shader,
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const std::string &filename)
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{
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std::string combined = name_of_shader + DIR_DELIM + filename;
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std::map<std::string, std::string>::iterator n;
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n = m_programs.find(combined);
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if(n != m_programs.end())
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return n->second;
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return "";
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}
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// Primarily fetches from cache, secondarily tries to read from filesystem
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std::string getOrLoad(const std::string &name_of_shader,
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const std::string &filename)
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{
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std::string combined = name_of_shader + DIR_DELIM + filename;
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std::map<std::string, std::string>::iterator n;
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n = m_programs.find(combined);
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if(n != m_programs.end())
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return n->second;
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std::string path = getShaderPath(name_of_shader, filename);
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if(path == ""){
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infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
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<<combined<<"\""<<std::endl;
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return "";
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}
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infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
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<<"\""<<std::endl;
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std::string p = readFile(path);
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if(p != ""){
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m_programs[combined] = p;
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return p;
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}
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return "";
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}
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private:
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std::map<std::string, std::string> m_programs;
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std::string readFile(const std::string &path)
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{
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std::ifstream is(path.c_str(), std::ios::binary);
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if(!is.is_open())
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return "";
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std::ostringstream tmp_os;
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tmp_os << is.rdbuf();
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return tmp_os.str();
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}
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};
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/*
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ShaderCallback: Sets constants that can be used in shaders
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*/
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class IShaderConstantSetterRegistry
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{
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public:
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virtual ~IShaderConstantSetterRegistry(){};
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name) = 0;
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};
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class ShaderCallback : public video::IShaderConstantSetCallBack
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{
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IShaderConstantSetterRegistry *m_scsr;
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std::string m_name;
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public:
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ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
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m_scsr(scsr),
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m_name(name)
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{}
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~ShaderCallback() {}
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
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{
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video::IVideoDriver *driver = services->getVideoDriver();
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assert(driver);
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bool is_highlevel = userData;
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m_scsr->onSetConstants(services, is_highlevel, m_name);
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}
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};
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/*
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MainShaderConstantSetter: Set basic constants required for almost everything
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*/
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class MainShaderConstantSetter : public IShaderConstantSetter
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{
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public:
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MainShaderConstantSetter(IrrlichtDevice *device):
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m_device(device)
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{}
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~MainShaderConstantSetter() {}
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel)
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{
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video::IVideoDriver *driver = services->getVideoDriver();
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assert(driver);
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// set inverted world matrix
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core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
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invWorld.makeInverse();
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if(is_highlevel)
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services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
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else
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services->setVertexShaderConstant(invWorld.pointer(), 0, 4);
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// set clip matrix
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core::matrix4 worldViewProj;
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worldViewProj = driver->getTransform(video::ETS_PROJECTION);
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worldViewProj *= driver->getTransform(video::ETS_VIEW);
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worldViewProj *= driver->getTransform(video::ETS_WORLD);
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if(is_highlevel)
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services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
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else
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services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
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// set transposed world matrix
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core::matrix4 world = driver->getTransform(video::ETS_WORLD);
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world = world.getTransposed();
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if(is_highlevel)
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services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
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else
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services->setVertexShaderConstant(world.pointer(), 8, 4);
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}
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private:
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IrrlichtDevice *m_device;
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};
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/*
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ShaderSource
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*/
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class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
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{
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public:
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ShaderSource(IrrlichtDevice *device);
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~ShaderSource();
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/*
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Gets a shader material id from cache or
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- if main thread, from getShaderIdDirect
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- if other thread, adds to request queue and waits for main thread
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*/
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u32 getShaderId(const std::string &name);
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/*
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- If shader material specified by name is found from cache,
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return the cached id.
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- Otherwise generate the shader material, add to cache and return id.
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The id 0 points to a null shader. Its material is EMT_SOLID.
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*/
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u32 getShaderIdDirect(const std::string &name);
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// Finds out the name of a cached shader.
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std::string getShaderName(u32 id);
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/*
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If shader specified by the name pointed by the id doesn't
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exist, create it, then return the cached shader.
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Can be called from any thread. If called from some other thread
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and not found in cache, the call is queued to the main thread
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for processing.
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*/
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ShaderInfo getShader(u32 id);
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ShaderInfo getShader(const std::string &name)
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{
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return getShader(getShaderId(name));
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}
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// Processes queued shader requests from other threads.
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// Shall be called from the main thread.
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void processQueue();
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// Insert a shader program into the cache without touching the
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// filesystem. Shall be called from the main thread.
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void insertSourceShader(const std::string &name_of_shader,
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const std::string &filename, const std::string &program);
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// Rebuild shaders from the current set of source shaders
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// Shall be called from the main thread.
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void rebuildShaders();
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void addGlobalConstantSetter(IShaderConstantSetter *setter)
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{
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m_global_setters.push_back(setter);
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}
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void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name);
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private:
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// The id of the thread that is allowed to use irrlicht directly
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threadid_t m_main_thread;
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// The irrlicht device
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IrrlichtDevice *m_device;
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// The set-constants callback
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ShaderCallback *m_shader_callback;
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// Cache of source shaders
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// This should be only accessed from the main thread
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SourceShaderCache m_sourcecache;
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// A shader id is index in this array.
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// The first position contains a dummy shader.
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std::vector<ShaderInfo> m_shaderinfo_cache;
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// Maps a shader name to an index in the former.
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std::map<std::string, u32> m_name_to_id;
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// The two former containers are behind this mutex
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JMutex m_shaderinfo_cache_mutex;
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// Queued shader fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
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// Global constant setters
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// TODO: Delete these in the destructor
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std::vector<IShaderConstantSetter*> m_global_setters;
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};
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IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
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{
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return new ShaderSource(device);
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}
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/*
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Generate shader given the shader name.
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*/
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ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
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video::IShaderConstantSetCallBack *callback,
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SourceShaderCache *sourcecache);
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/*
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Load shader programs
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*/
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void load_shaders(std::string name, SourceShaderCache *sourcecache,
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video::E_DRIVER_TYPE drivertype, s32 enable_shaders,
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std::string &vertex_program, std::string &pixel_program,
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std::string &geometry_program, bool &is_highlevel);
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ShaderSource::ShaderSource(IrrlichtDevice *device):
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m_device(device)
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{
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assert(m_device);
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m_shader_callback = new ShaderCallback(this, "default");
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m_shaderinfo_cache_mutex.Init();
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m_main_thread = get_current_thread_id();
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// Add a dummy ShaderInfo as the first index, named ""
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m_shaderinfo_cache.push_back(ShaderInfo());
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m_name_to_id[""] = 0;
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// Add main global constant setter
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addGlobalConstantSetter(new MainShaderConstantSetter(device));
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}
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ShaderSource::~ShaderSource()
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{
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//m_shader_callback->drop();
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for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
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iter != m_global_setters.end(); iter++) {
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delete *iter;
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}
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m_global_setters.clear();
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}
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u32 ShaderSource::getShaderId(const std::string &name)
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{
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//infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;
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{
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/*
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See if shader already exists
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*/
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JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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std::map<std::string, u32>::iterator n;
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n = m_name_to_id.find(name);
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if(n != m_name_to_id.end())
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return n->second;
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}
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/*
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Get shader
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*/
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if(get_current_thread_id() == m_main_thread){
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return getShaderIdDirect(name);
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} else {
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infostream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;
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// We're gonna ask the result to be put into here
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ResultQueue<std::string, u32, u8, u8> result_queue;
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// Throw a request in
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m_get_shader_queue.add(name, 0, 0, &result_queue);
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infostream<<"Waiting for shader from main thread, name=\""
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<<name<<"\""<<std::endl;
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try{
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// Wait result for a second
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GetResult<std::string, u32, u8, u8>
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result = result_queue.pop_front(1000);
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// Check that at least something worked OK
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assert(result.key == name);
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return result.item;
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}
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catch(ItemNotFoundException &e){
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infostream<<"Waiting for shader timed out."<<std::endl;
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return 0;
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}
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}
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infostream<<"getShaderId(): Failed"<<std::endl;
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return 0;
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}
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/*
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This method generates all the shaders
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*/
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u32 ShaderSource::getShaderIdDirect(const std::string &name)
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{
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//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
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// Empty name means shader 0
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if(name == ""){
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infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
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return 0;
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}
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/*
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Calling only allowed from main thread
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*/
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if(get_current_thread_id() != m_main_thread){
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errorstream<<"ShaderSource::getShaderIdDirect() "
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"called not from main thread"<<std::endl;
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return 0;
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}
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/*
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See if shader already exists
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*/
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{
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JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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std::map<std::string, u32>::iterator n;
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n = m_name_to_id.find(name);
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if(n != m_name_to_id.end()){
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/*infostream<<"getShaderIdDirect(): \""<<name
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<<"\" found in cache"<<std::endl;*/
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return n->second;
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}
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}
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/*infostream<<"getShaderIdDirect(): \""<<name
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<<"\" NOT found in cache. Creating it."<<std::endl;*/
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ShaderInfo info = generate_shader(name, m_device,
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m_shader_callback, &m_sourcecache);
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/*
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Add shader to caches (add dummy shaders too)
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*/
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JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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u32 id = m_shaderinfo_cache.size();
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m_shaderinfo_cache.push_back(info);
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m_name_to_id[name] = id;
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/*infostream<<"getShaderIdDirect(): "
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<<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/
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return id;
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}
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std::string ShaderSource::getShaderName(u32 id)
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{
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JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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if(id >= m_shaderinfo_cache.size()){
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errorstream<<"ShaderSource::getShaderName(): id="<<id
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<<" >= m_shaderinfo_cache.size()="
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<<m_shaderinfo_cache.size()<<std::endl;
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return "";
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}
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return m_shaderinfo_cache[id].name;
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}
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ShaderInfo ShaderSource::getShader(u32 id)
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{
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JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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if(id >= m_shaderinfo_cache.size())
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return ShaderInfo();
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return m_shaderinfo_cache[id];
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}
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void ShaderSource::processQueue()
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{
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/*
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Fetch shaders
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*/
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if(!m_get_shader_queue.empty()){
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GetRequest<std::string, u32, u8, u8>
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request = m_get_shader_queue.pop();
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/*infostream<<"ShaderSource::processQueue(): "
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<<"got shader request with "
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<<"name=\""<<request.key<<"\""
|
|
<<std::endl;*/
|
|
|
|
GetResult<std::string, u32, u8, u8>
|
|
result;
|
|
result.key = request.key;
|
|
result.callers = request.callers;
|
|
result.item = getShaderIdDirect(request.key);
|
|
|
|
request.dest->push_back(result);
|
|
}
|
|
}
|
|
|
|
void ShaderSource::insertSourceShader(const std::string &name_of_shader,
|
|
const std::string &filename, const std::string &program)
|
|
{
|
|
/*infostream<<"ShaderSource::insertSourceShader(): "
|
|
"name_of_shader=\""<<name_of_shader<<"\", "
|
|
"filename=\""<<filename<<"\""<<std::endl;*/
|
|
|
|
assert(get_current_thread_id() == m_main_thread);
|
|
|
|
m_sourcecache.insert(name_of_shader, filename, program, true);
|
|
}
|
|
|
|
void ShaderSource::rebuildShaders()
|
|
{
|
|
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
|
|
|
|
/*// Oh well... just clear everything, they'll load sometime.
|
|
m_shaderinfo_cache.clear();
|
|
m_name_to_id.clear();*/
|
|
|
|
/*
|
|
FIXME: Old shader materials can't be deleted in Irrlicht,
|
|
or can they?
|
|
(This would be nice to do in the destructor too)
|
|
*/
|
|
|
|
// Recreate shaders
|
|
for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
|
|
ShaderInfo *info = &m_shaderinfo_cache[i];
|
|
*info = generate_shader(info->name, m_device,
|
|
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,
|
|
SourceShaderCache *sourcecache)
|
|
{
|
|
/*infostream<<"generate_shader(): "
|
|
"\""<<name<<"\""<<std::endl;*/
|
|
|
|
ShaderInfo shaderinfo;
|
|
shaderinfo.name = name;
|
|
shaderinfo.material = video::EMT_SOLID;
|
|
|
|
/*
|
|
Get the base material
|
|
*/
|
|
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;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 0 = off, 1 = assembly shaders only, 2 = highlevel or assembly
|
|
s32 enable_shaders = g_settings->getS32("enable_shaders");
|
|
if(enable_shaders <= 0)
|
|
return shaderinfo;
|
|
|
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|
assert(driver);
|
|
|
|
video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
|
|
if(!gpu){
|
|
errorstream<<"generate_shader(): "
|
|
"failed to generate \""<<name<<"\", "
|
|
"GPU programming not supported."
|
|
<<std::endl;
|
|
return shaderinfo;
|
|
}
|
|
|
|
// Choose shader language depending on driver type and settings
|
|
// Then load shaders
|
|
std::string vertex_program;
|
|
std::string pixel_program;
|
|
std::string geometry_program;
|
|
bool is_highlevel;
|
|
load_shaders(name, sourcecache, driver->getDriverType(),
|
|
enable_shaders, vertex_program, pixel_program,
|
|
geometry_program, is_highlevel);
|
|
|
|
// Check hardware/driver support
|
|
if(vertex_program != "" &&
|
|
!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
|
|
!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
|
|
infostream<<"generate_shader(): vertex shaders disabled "
|
|
"because of missing driver/hardware support."
|
|
<<std::endl;
|
|
vertex_program = "";
|
|
}
|
|
if(pixel_program != "" &&
|
|
!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
|
|
!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
|
|
infostream<<"generate_shader(): pixel shaders disabled "
|
|
"because of missing driver/hardware support."
|
|
<<std::endl;
|
|
pixel_program = "";
|
|
}
|
|
if(geometry_program != "" &&
|
|
!driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
|
|
infostream<<"generate_shader(): geometry shaders disabled "
|
|
"because of missing driver/hardware support."
|
|
<<std::endl;
|
|
geometry_program = "";
|
|
}
|
|
|
|
// If no shaders are used, don't make a separate material type
|
|
if(vertex_program == "" && pixel_program == "" && geometry_program == "")
|
|
return shaderinfo;
|
|
|
|
// Call addHighLevelShaderMaterial() or addShaderMaterial()
|
|
const c8* vertex_program_ptr = 0;
|
|
const c8* pixel_program_ptr = 0;
|
|
const c8* geometry_program_ptr = 0;
|
|
if(vertex_program != "")
|
|
vertex_program_ptr = vertex_program.c_str();
|
|
if(pixel_program != "")
|
|
pixel_program_ptr = pixel_program.c_str();
|
|
if(geometry_program != "")
|
|
geometry_program_ptr = geometry_program.c_str();
|
|
s32 shadermat = -1;
|
|
if(is_highlevel){
|
|
infostream<<"Compiling high level shaders for "<<name<<std::endl;
|
|
shadermat = gpu->addHighLevelShaderMaterial(
|
|
vertex_program_ptr, // Vertex shader program
|
|
"vertexMain", // Vertex shader entry point
|
|
video::EVST_VS_1_1, // Vertex shader version
|
|
pixel_program_ptr, // Pixel shader program
|
|
"pixelMain", // Pixel shader entry point
|
|
video::EPST_PS_1_1, // Pixel shader version
|
|
geometry_program_ptr, // Geometry shader program
|
|
"geometryMain", // Geometry shader entry point
|
|
video::EGST_GS_4_0, // Geometry shader version
|
|
scene::EPT_TRIANGLES, // Geometry shader input
|
|
scene::EPT_TRIANGLE_STRIP, // Geometry shader output
|
|
0, // Support maximum number of vertices
|
|
callback, // Set-constant callback
|
|
shaderinfo.material, // Base material
|
|
1 // Userdata passed to callback
|
|
);
|
|
|
|
if(shadermat == -1){
|
|
errorstream<<"generate_shader(): "
|
|
"failed to generate \""<<name<<"\", "
|
|
"addHighLevelShaderMaterial failed."
|
|
<<std::endl;
|
|
return shaderinfo;
|
|
}
|
|
}
|
|
else{
|
|
infostream<<"Compiling assembly shaders for "<<name<<std::endl;
|
|
shadermat = gpu->addShaderMaterial(
|
|
vertex_program_ptr, // Vertex shader program
|
|
pixel_program_ptr, // Pixel shader program
|
|
callback, // Set-constant callback
|
|
shaderinfo.material, // Base material
|
|
0 // Userdata passed to callback
|
|
);
|
|
|
|
if(shadermat == -1){
|
|
errorstream<<"generate_shader(): "
|
|
"failed to generate \""<<name<<"\", "
|
|
"addShaderMaterial failed."
|
|
<<std::endl;
|
|
return shaderinfo;
|
|
}
|
|
}
|
|
|
|
// HACK, TODO: investigate this better
|
|
// Grab the material renderer once more so minetest doesn't crash on exit
|
|
driver->getMaterialRenderer(shadermat)->grab();
|
|
|
|
// Apply the newly created material type
|
|
shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
|
|
return shaderinfo;
|
|
}
|
|
|
|
void load_shaders(std::string name, SourceShaderCache *sourcecache,
|
|
video::E_DRIVER_TYPE drivertype, s32 enable_shaders,
|
|
std::string &vertex_program, std::string &pixel_program,
|
|
std::string &geometry_program, bool &is_highlevel)
|
|
{
|
|
vertex_program = "";
|
|
pixel_program = "";
|
|
geometry_program = "";
|
|
is_highlevel = false;
|
|
|
|
if(enable_shaders >= 2){
|
|
// Look for high level shaders
|
|
if(drivertype == video::EDT_DIRECT3D9){
|
|
// Direct3D 9: HLSL
|
|
// (All shaders in one file)
|
|
vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
|
|
pixel_program = vertex_program;
|
|
geometry_program = vertex_program;
|
|
}
|
|
else if(drivertype == video::EDT_OPENGL){
|
|
// OpenGL: GLSL
|
|
vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
|
|
pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
|
|
geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
|
|
}
|
|
if(vertex_program != "" || pixel_program != "" || geometry_program != ""){
|
|
is_highlevel = true;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if(enable_shaders >= 1){
|
|
// Look for assembly shaders
|
|
if(drivertype == video::EDT_DIRECT3D8){
|
|
// Direct3D 8 assembly shaders
|
|
vertex_program = sourcecache->getOrLoad(name, "d3d8_vertex.asm");
|
|
pixel_program = sourcecache->getOrLoad(name, "d3d8_pixel.asm");
|
|
}
|
|
else if(drivertype == video::EDT_DIRECT3D9){
|
|
// Direct3D 9 assembly shaders
|
|
vertex_program = sourcecache->getOrLoad(name, "d3d9_vertex.asm");
|
|
pixel_program = sourcecache->getOrLoad(name, "d3d9_pixel.asm");
|
|
}
|
|
else if(drivertype == video::EDT_OPENGL){
|
|
// OpenGL assembly shaders
|
|
vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.asm");
|
|
pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.asm");
|
|
}
|
|
if(vertex_program != "" || pixel_program != "")
|
|
return;
|
|
}
|
|
}
|