3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013 Kahrl <kahrl@gmx.net>
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
24 #include "irrlichttypes_extrabloated.h"
27 #include "util/container.h"
28 #include "util/thread.h"
30 #include <ICameraSceneNode.h>
31 #include <IGPUProgrammingServices.h>
32 #include <IMaterialRenderer.h>
33 #include <IMaterialRendererServices.h>
34 #include <IShaderConstantSetCallBack.h>
35 #include "client/renderingengine.h"
36 #include "EShaderTypes.h"
39 #include "client/tile.h"
42 A cache from shader name to shader path
44 MutexedMap<std::string, std::string> g_shadername_to_path_cache;
47 Gets the path to a shader by first checking if the file
48 name_of_shader/filename
49 exists in shader_path and if not, using the data path.
51 If not found, returns "".
53 Utilizes a thread-safe cache.
55 std::string getShaderPath(const std::string &name_of_shader,
56 const std::string &filename)
58 std::string combined = name_of_shader + DIR_DELIM + filename;
63 bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
68 Check from shader_path
70 std::string shader_path = g_settings->get("shader_path");
71 if (!shader_path.empty()) {
72 std::string testpath = shader_path + DIR_DELIM + combined;
73 if(fs::PathExists(testpath))
78 Check from default data directory
80 if (fullpath.empty()) {
81 std::string rel_path = std::string("client") + DIR_DELIM
82 + "shaders" + DIR_DELIM
83 + name_of_shader + DIR_DELIM
85 std::string testpath = porting::path_share + DIR_DELIM + rel_path;
86 if(fs::PathExists(testpath))
90 // Add to cache (also an empty result is cached)
91 g_shadername_to_path_cache.set(combined, fullpath);
98 SourceShaderCache: A cache used for storing source shaders.
101 class SourceShaderCache
104 void insert(const std::string &name_of_shader, const std::string &filename,
105 const std::string &program, bool prefer_local)
107 std::string combined = name_of_shader + DIR_DELIM + filename;
108 // Try to use local shader instead if asked to
110 std::string path = getShaderPath(name_of_shader, filename);
112 std::string p = readFile(path);
114 m_programs[combined] = p;
119 m_programs[combined] = program;
122 std::string get(const std::string &name_of_shader,
123 const std::string &filename)
125 std::string combined = name_of_shader + DIR_DELIM + filename;
126 StringMap::iterator n = m_programs.find(combined);
127 if (n != m_programs.end())
132 // Primarily fetches from cache, secondarily tries to read from filesystem
133 std::string getOrLoad(const std::string &name_of_shader,
134 const std::string &filename)
136 std::string combined = name_of_shader + DIR_DELIM + filename;
137 StringMap::iterator n = m_programs.find(combined);
138 if (n != m_programs.end())
140 std::string path = getShaderPath(name_of_shader, filename);
142 infostream << "SourceShaderCache::getOrLoad(): No path found for \""
143 << combined << "\"" << std::endl;
146 infostream << "SourceShaderCache::getOrLoad(): Loading path \""
147 << path << "\"" << std::endl;
148 std::string p = readFile(path);
150 m_programs[combined] = p;
156 StringMap m_programs;
158 std::string readFile(const std::string &path)
160 std::ifstream is(path.c_str(), std::ios::binary);
163 std::ostringstream tmp_os;
164 tmp_os << is.rdbuf();
171 ShaderCallback: Sets constants that can be used in shaders
174 class ShaderCallback : public video::IShaderConstantSetCallBack
176 std::vector<IShaderConstantSetter*> m_setters;
179 ShaderCallback(const std::vector<IShaderConstantSetterFactory *> &factories)
181 for (IShaderConstantSetterFactory *factory : factories)
182 m_setters.push_back(factory->create());
187 for (IShaderConstantSetter *setter : m_setters)
191 virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
193 video::IVideoDriver *driver = services->getVideoDriver();
194 sanity_check(driver != NULL);
196 bool is_highlevel = userData;
198 for (IShaderConstantSetter *setter : m_setters)
199 setter->onSetConstants(services, is_highlevel);
202 virtual void OnSetMaterial(const video::SMaterial& material) override
204 for (IShaderConstantSetter *setter : m_setters)
205 setter->onSetMaterial(material);
211 MainShaderConstantSetter: Set basic constants required for almost everything
214 class MainShaderConstantSetter : public IShaderConstantSetter
216 CachedVertexShaderSetting<float, 16> m_world_view_proj;
217 CachedVertexShaderSetting<float, 16> m_world;
220 MainShaderConstantSetter() :
221 m_world_view_proj("mWorldViewProj"),
224 ~MainShaderConstantSetter() = default;
226 virtual void onSetConstants(video::IMaterialRendererServices *services,
229 video::IVideoDriver *driver = services->getVideoDriver();
230 sanity_check(driver);
233 core::matrix4 worldViewProj;
234 worldViewProj = driver->getTransform(video::ETS_PROJECTION);
235 worldViewProj *= driver->getTransform(video::ETS_VIEW);
236 worldViewProj *= driver->getTransform(video::ETS_WORLD);
238 m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
240 services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
243 core::matrix4 world = driver->getTransform(video::ETS_WORLD);
245 m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
247 services->setVertexShaderConstant(world.pointer(), 4, 4);
253 class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory
256 virtual IShaderConstantSetter* create()
257 { return new MainShaderConstantSetter(); }
265 class ShaderSource : public IWritableShaderSource
272 - If shader material specified by name is found from cache,
273 return the cached id.
274 - Otherwise generate the shader material, add to cache and return id.
276 The id 0 points to a null shader. Its material is EMT_SOLID.
278 u32 getShaderIdDirect(const std::string &name,
279 const u8 material_type, const u8 drawtype);
282 If shader specified by the name pointed by the id doesn't
283 exist, create it, then return id.
285 Can be called from any thread. If called from some other thread
286 and not found in cache, the call is queued to the main thread
290 u32 getShader(const std::string &name,
291 const u8 material_type, const u8 drawtype);
293 ShaderInfo getShaderInfo(u32 id);
295 // Processes queued shader requests from other threads.
296 // Shall be called from the main thread.
299 // Insert a shader program into the cache without touching the
300 // filesystem. Shall be called from the main thread.
301 void insertSourceShader(const std::string &name_of_shader,
302 const std::string &filename, const std::string &program);
304 // Rebuild shaders from the current set of source shaders
305 // Shall be called from the main thread.
306 void rebuildShaders();
308 void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
310 m_setter_factories.push_back(setter);
315 // The id of the thread that is allowed to use irrlicht directly
316 std::thread::id m_main_thread;
318 // Cache of source shaders
319 // This should be only accessed from the main thread
320 SourceShaderCache m_sourcecache;
322 // A shader id is index in this array.
323 // The first position contains a dummy shader.
324 std::vector<ShaderInfo> m_shaderinfo_cache;
325 // The former container is behind this mutex
326 std::mutex m_shaderinfo_cache_mutex;
328 // Queued shader fetches (to be processed by the main thread)
329 RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
331 // Global constant setter factories
332 std::vector<IShaderConstantSetterFactory *> m_setter_factories;
335 std::vector<ShaderCallback *> m_callbacks;
338 IWritableShaderSource *createShaderSource()
340 return new ShaderSource();
344 Generate shader given the shader name.
346 ShaderInfo generate_shader(const std::string &name,
347 u8 material_type, u8 drawtype, std::vector<ShaderCallback *> &callbacks,
348 const std::vector<IShaderConstantSetterFactory *> &setter_factories,
349 SourceShaderCache *sourcecache);
354 void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
355 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
356 std::string &vertex_program, std::string &pixel_program,
357 std::string &geometry_program, bool &is_highlevel);
359 ShaderSource::ShaderSource()
361 m_main_thread = std::this_thread::get_id();
363 // Add a dummy ShaderInfo as the first index, named ""
364 m_shaderinfo_cache.emplace_back();
366 // Add main global constant setter
367 addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
370 ShaderSource::~ShaderSource()
372 for (ShaderCallback *callback : m_callbacks) {
375 for (IShaderConstantSetterFactory *setter_factorie : m_setter_factories) {
376 delete setter_factorie;
380 u32 ShaderSource::getShader(const std::string &name,
381 const u8 material_type, const u8 drawtype)
387 if (std::this_thread::get_id() == m_main_thread) {
388 return getShaderIdDirect(name, material_type, drawtype);
391 /*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/
393 // We're gonna ask the result to be put into here
395 static ResultQueue<std::string, u32, u8, u8> result_queue;
397 // Throw a request in
398 m_get_shader_queue.add(name, 0, 0, &result_queue);
400 /* infostream<<"Waiting for shader from main thread, name=\""
401 <<name<<"\""<<std::endl;*/
404 GetResult<std::string, u32, u8, u8>
405 result = result_queue.pop_frontNoEx();
407 if (result.key == name) {
411 errorstream << "Got shader with invalid name: " << result.key << std::endl;
414 infostream << "getShader(): Failed" << std::endl;
420 This method generates all the shaders
422 u32 ShaderSource::getShaderIdDirect(const std::string &name,
423 const u8 material_type, const u8 drawtype)
425 //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
427 // Empty name means shader 0
429 infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
433 // Check if already have such instance
434 for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
435 ShaderInfo *info = &m_shaderinfo_cache[i];
436 if(info->name == name && info->material_type == material_type &&
437 info->drawtype == drawtype)
442 Calling only allowed from main thread
444 if (std::this_thread::get_id() != m_main_thread) {
445 errorstream<<"ShaderSource::getShaderIdDirect() "
446 "called not from main thread"<<std::endl;
450 ShaderInfo info = generate_shader(name, material_type, drawtype,
451 m_callbacks, m_setter_factories, &m_sourcecache);
454 Add shader to caches (add dummy shaders too)
457 MutexAutoLock lock(m_shaderinfo_cache_mutex);
459 u32 id = m_shaderinfo_cache.size();
460 m_shaderinfo_cache.push_back(info);
462 infostream<<"getShaderIdDirect(): "
463 <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;
469 ShaderInfo ShaderSource::getShaderInfo(u32 id)
471 MutexAutoLock lock(m_shaderinfo_cache_mutex);
473 if(id >= m_shaderinfo_cache.size())
476 return m_shaderinfo_cache[id];
479 void ShaderSource::processQueue()
485 void ShaderSource::insertSourceShader(const std::string &name_of_shader,
486 const std::string &filename, const std::string &program)
488 /*infostream<<"ShaderSource::insertSourceShader(): "
489 "name_of_shader=\""<<name_of_shader<<"\", "
490 "filename=\""<<filename<<"\""<<std::endl;*/
492 sanity_check(std::this_thread::get_id() == m_main_thread);
494 m_sourcecache.insert(name_of_shader, filename, program, true);
497 void ShaderSource::rebuildShaders()
499 MutexAutoLock lock(m_shaderinfo_cache_mutex);
501 /*// Oh well... just clear everything, they'll load sometime.
502 m_shaderinfo_cache.clear();
503 m_name_to_id.clear();*/
506 FIXME: Old shader materials can't be deleted in Irrlicht,
508 (This would be nice to do in the destructor too)
512 for (ShaderInfo &i : m_shaderinfo_cache) {
513 ShaderInfo *info = &i;
514 if (!info->name.empty()) {
515 *info = generate_shader(info->name, info->material_type,
516 info->drawtype, m_callbacks,
517 m_setter_factories, &m_sourcecache);
523 ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtype,
524 std::vector<ShaderCallback *> &callbacks,
525 const std::vector<IShaderConstantSetterFactory *> &setter_factories,
526 SourceShaderCache *sourcecache)
528 ShaderInfo shaderinfo;
529 shaderinfo.name = name;
530 shaderinfo.material_type = material_type;
531 shaderinfo.drawtype = drawtype;
532 shaderinfo.material = video::EMT_SOLID;
533 switch (material_type) {
534 case TILE_MATERIAL_OPAQUE:
535 case TILE_MATERIAL_LIQUID_OPAQUE:
536 case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
537 shaderinfo.base_material = video::EMT_SOLID;
539 case TILE_MATERIAL_ALPHA:
540 case TILE_MATERIAL_LIQUID_TRANSPARENT:
541 case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
542 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
544 case TILE_MATERIAL_BASIC:
545 case TILE_MATERIAL_WAVING_LEAVES:
546 case TILE_MATERIAL_WAVING_PLANTS:
547 case TILE_MATERIAL_WAVING_LIQUID_BASIC:
548 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
552 bool enable_shaders = g_settings->getBool("enable_shaders");
556 video::IVideoDriver *driver = RenderingEngine::get_video_driver();
558 video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
560 errorstream<<"generate_shader(): "
561 "failed to generate \""<<name<<"\", "
562 "GPU programming not supported."
567 // Choose shader language depending on driver type and settings
569 std::string vertex_program;
570 std::string pixel_program;
571 std::string geometry_program;
573 load_shaders(name, sourcecache, driver->getDriverType(),
574 enable_shaders, vertex_program, pixel_program,
575 geometry_program, is_highlevel);
576 // Check hardware/driver support
577 if (!vertex_program.empty() &&
578 !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
579 !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
580 infostream<<"generate_shader(): vertex shaders disabled "
581 "because of missing driver/hardware support."
585 if (!pixel_program.empty() &&
586 !driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
587 !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
588 infostream<<"generate_shader(): pixel shaders disabled "
589 "because of missing driver/hardware support."
593 if (!geometry_program.empty() &&
594 !driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
595 infostream<<"generate_shader(): geometry shaders disabled "
596 "because of missing driver/hardware support."
598 geometry_program = "";
601 // If no shaders are used, don't make a separate material type
602 if (vertex_program.empty() && pixel_program.empty() && geometry_program.empty())
605 // Create shaders header
606 std::string shaders_header = "#version 120\n";
608 static const char* drawTypes[] = {
615 "NDT_ALLFACES_OPTIONAL",
622 "NDT_GLASSLIKE_FRAMED",
624 "NDT_GLASSLIKE_FRAMED_OPTIONAL",
625 "NDT_PLANTLIKE_ROOTED",
628 for (int i = 0; i < 14; i++){
629 shaders_header += "#define ";
630 shaders_header += drawTypes[i];
631 shaders_header += " ";
632 shaders_header += itos(i);
633 shaders_header += "\n";
636 static const char* materialTypes[] = {
637 "TILE_MATERIAL_BASIC",
638 "TILE_MATERIAL_ALPHA",
639 "TILE_MATERIAL_LIQUID_TRANSPARENT",
640 "TILE_MATERIAL_LIQUID_OPAQUE",
641 "TILE_MATERIAL_WAVING_LEAVES",
642 "TILE_MATERIAL_WAVING_PLANTS",
643 "TILE_MATERIAL_OPAQUE",
644 "TILE_MATERIAL_WAVING_LIQUID_BASIC",
645 "TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT",
646 "TILE_MATERIAL_WAVING_LIQUID_OPAQUE",
649 for (int i = 0; i < 10; i++){
650 shaders_header += "#define ";
651 shaders_header += materialTypes[i];
652 shaders_header += " ";
653 shaders_header += itos(i);
654 shaders_header += "\n";
657 shaders_header += "#define MATERIAL_TYPE ";
658 shaders_header += itos(material_type);
659 shaders_header += "\n";
660 shaders_header += "#define DRAW_TYPE ";
661 shaders_header += itos(drawtype);
662 shaders_header += "\n";
664 if (g_settings->getBool("generate_normalmaps")) {
665 shaders_header += "#define GENERATE_NORMALMAPS 1\n";
667 shaders_header += "#define GENERATE_NORMALMAPS 0\n";
669 shaders_header += "#define NORMALMAPS_STRENGTH ";
670 shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
671 shaders_header += "\n";
673 int smooth = (int)g_settings->getFloat("normalmaps_smooth");
676 sample_step = 0.0078125; // 1.0 / 128.0
679 sample_step = 0.00390625; // 1.0 / 256.0
682 sample_step = 0.001953125; // 1.0 / 512.0
685 sample_step = 0.0078125;
688 shaders_header += "#define SAMPLE_STEP ";
689 shaders_header += ftos(sample_step);
690 shaders_header += "\n";
692 if (g_settings->getBool("enable_bumpmapping"))
693 shaders_header += "#define ENABLE_BUMPMAPPING\n";
695 if (g_settings->getBool("enable_parallax_occlusion")){
696 int mode = g_settings->getFloat("parallax_occlusion_mode");
697 float scale = g_settings->getFloat("parallax_occlusion_scale");
698 float bias = g_settings->getFloat("parallax_occlusion_bias");
699 int iterations = g_settings->getFloat("parallax_occlusion_iterations");
700 shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
701 shaders_header += "#define PARALLAX_OCCLUSION_MODE ";
702 shaders_header += itos(mode);
703 shaders_header += "\n";
704 shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
705 shaders_header += ftos(scale);
706 shaders_header += "\n";
707 shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
708 shaders_header += ftos(bias);
709 shaders_header += "\n";
710 shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS ";
711 shaders_header += itos(iterations);
712 shaders_header += "\n";
715 shaders_header += "#define USE_NORMALMAPS ";
716 if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
717 shaders_header += "1\n";
719 shaders_header += "0\n";
721 if (g_settings->getBool("enable_waving_water")){
722 shaders_header += "#define ENABLE_WAVING_WATER 1\n";
723 shaders_header += "#define WATER_WAVE_HEIGHT ";
724 shaders_header += ftos(g_settings->getFloat("water_wave_height"));
725 shaders_header += "\n";
726 shaders_header += "#define WATER_WAVE_LENGTH ";
727 shaders_header += ftos(g_settings->getFloat("water_wave_length"));
728 shaders_header += "\n";
729 shaders_header += "#define WATER_WAVE_SPEED ";
730 shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
731 shaders_header += "\n";
733 shaders_header += "#define ENABLE_WAVING_WATER 0\n";
736 shaders_header += "#define ENABLE_WAVING_LEAVES ";
737 if (g_settings->getBool("enable_waving_leaves"))
738 shaders_header += "1\n";
740 shaders_header += "0\n";
742 shaders_header += "#define ENABLE_WAVING_PLANTS ";
743 if (g_settings->getBool("enable_waving_plants"))
744 shaders_header += "1\n";
746 shaders_header += "0\n";
748 if (g_settings->getBool("tone_mapping"))
749 shaders_header += "#define ENABLE_TONE_MAPPING\n";
751 shaders_header += "#define FOG_START ";
752 shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
753 shaders_header += "\n";
755 // Call addHighLevelShaderMaterial() or addShaderMaterial()
756 const c8* vertex_program_ptr = 0;
757 const c8* pixel_program_ptr = 0;
758 const c8* geometry_program_ptr = 0;
759 if (!vertex_program.empty()) {
760 vertex_program = shaders_header + vertex_program;
761 vertex_program_ptr = vertex_program.c_str();
763 if (!pixel_program.empty()) {
764 pixel_program = shaders_header + pixel_program;
765 pixel_program_ptr = pixel_program.c_str();
767 if (!geometry_program.empty()) {
768 geometry_program = shaders_header + geometry_program;
769 geometry_program_ptr = geometry_program.c_str();
771 ShaderCallback *cb = new ShaderCallback(setter_factories);
774 infostream<<"Compiling high level shaders for "<<name<<std::endl;
775 shadermat = gpu->addHighLevelShaderMaterial(
776 vertex_program_ptr, // Vertex shader program
777 "vertexMain", // Vertex shader entry point
778 video::EVST_VS_1_1, // Vertex shader version
779 pixel_program_ptr, // Pixel shader program
780 "pixelMain", // Pixel shader entry point
781 video::EPST_PS_1_2, // Pixel shader version
782 geometry_program_ptr, // Geometry shader program
783 "geometryMain", // Geometry shader entry point
784 video::EGST_GS_4_0, // Geometry shader version
785 scene::EPT_TRIANGLES, // Geometry shader input
786 scene::EPT_TRIANGLE_STRIP, // Geometry shader output
787 0, // Support maximum number of vertices
788 cb, // Set-constant callback
789 shaderinfo.base_material, // Base material
790 1 // Userdata passed to callback
793 errorstream<<"generate_shader(): "
794 "failed to generate \""<<name<<"\", "
795 "addHighLevelShaderMaterial failed."
797 dumpShaderProgram(warningstream, "Vertex", vertex_program);
798 dumpShaderProgram(warningstream, "Pixel", pixel_program);
799 dumpShaderProgram(warningstream, "Geometry", geometry_program);
805 infostream<<"Compiling assembly shaders for "<<name<<std::endl;
806 shadermat = gpu->addShaderMaterial(
807 vertex_program_ptr, // Vertex shader program
808 pixel_program_ptr, // Pixel shader program
809 cb, // Set-constant callback
810 shaderinfo.base_material, // Base material
811 0 // Userdata passed to callback
815 errorstream<<"generate_shader(): "
816 "failed to generate \""<<name<<"\", "
817 "addShaderMaterial failed."
819 dumpShaderProgram(warningstream, "Vertex", vertex_program);
820 dumpShaderProgram(warningstream,"Pixel", pixel_program);
825 callbacks.push_back(cb);
827 // HACK, TODO: investigate this better
828 // Grab the material renderer once more so minetest doesn't crash on exit
829 driver->getMaterialRenderer(shadermat)->grab();
831 // Apply the newly created material type
832 shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
836 void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
837 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
838 std::string &vertex_program, std::string &pixel_program,
839 std::string &geometry_program, bool &is_highlevel)
843 geometry_program = "";
844 is_highlevel = false;
847 // Look for high level shaders
848 if(drivertype == video::EDT_DIRECT3D9){
850 // (All shaders in one file)
851 vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
852 pixel_program = vertex_program;
853 geometry_program = vertex_program;
855 else if(drivertype == video::EDT_OPENGL){
857 vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
858 pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
859 geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
861 if (!vertex_program.empty() || !pixel_program.empty() || !geometry_program.empty()){
869 void dumpShaderProgram(std::ostream &output_stream,
870 const std::string &program_type, const std::string &program)
872 output_stream << program_type << " shader program:" << std::endl <<
873 "----------------------------------" << std::endl;
877 while ((pos = program.find('\n', prev)) != std::string::npos) {
878 output_stream << line++ << ": "<< program.substr(prev, pos - prev) <<
882 output_stream << line << ": " << program.substr(prev) << std::endl <<
883 "End of " << program_type << " shader program." << std::endl <<