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.
22 #include "irrlichttypes_extrabloated.h"
24 #include "main.h" // for g_settings
26 #include "util/container.h"
27 #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 "EShaderTypes.h"
38 #include "strfnd.h" // trim()
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;
59 std::string fullpath = "";
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");
73 std::string testpath = shader_path + DIR_DELIM + combined;
74 if(fs::PathExists(testpath))
79 Check from default data directory
83 std::string rel_path = std::string("client") + DIR_DELIM
84 + "shaders" + DIR_DELIM
85 + name_of_shader + DIR_DELIM
87 std::string testpath = porting::path_share + DIR_DELIM + rel_path;
88 if(fs::PathExists(testpath))
92 // Add to cache (also an empty result is cached)
93 g_shadername_to_path_cache.set(combined, fullpath);
100 SourceShaderCache: A cache used for storing source shaders.
103 class SourceShaderCache
106 void insert(const std::string &name_of_shader,
107 const std::string &filename,
108 const std::string &program,
111 std::string combined = name_of_shader + DIR_DELIM + filename;
112 // Try to use local shader instead if asked to
114 std::string path = getShaderPath(name_of_shader, filename);
116 std::string p = readFile(path);
118 m_programs[combined] = p;
123 m_programs[combined] = program;
125 std::string get(const std::string &name_of_shader,
126 const std::string &filename)
128 std::string combined = name_of_shader + DIR_DELIM + filename;
129 std::map<std::string, std::string>::iterator n;
130 n = m_programs.find(combined);
131 if(n != m_programs.end())
135 // Primarily fetches from cache, secondarily tries to read from filesystem
136 std::string getOrLoad(const std::string &name_of_shader,
137 const std::string &filename)
139 std::string combined = name_of_shader + DIR_DELIM + filename;
140 std::map<std::string, std::string>::iterator n;
141 n = m_programs.find(combined);
142 if(n != m_programs.end())
144 std::string path = getShaderPath(name_of_shader, filename);
146 infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
147 <<combined<<"\""<<std::endl;
150 infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
152 std::string p = readFile(path);
154 m_programs[combined] = p;
160 std::map<std::string, std::string> m_programs;
161 std::string readFile(const std::string &path)
163 std::ifstream is(path.c_str(), std::ios::binary);
166 std::ostringstream tmp_os;
167 tmp_os << is.rdbuf();
173 ShaderCallback: Sets constants that can be used in shaders
176 class IShaderConstantSetterRegistry
179 virtual ~IShaderConstantSetterRegistry(){};
180 virtual void onSetConstants(video::IMaterialRendererServices *services,
181 bool is_highlevel, const std::string &name) = 0;
184 class ShaderCallback : public video::IShaderConstantSetCallBack
186 IShaderConstantSetterRegistry *m_scsr;
190 ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
196 virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
198 video::IVideoDriver *driver = services->getVideoDriver();
201 bool is_highlevel = userData;
203 m_scsr->onSetConstants(services, is_highlevel, m_name);
208 MainShaderConstantSetter: Set basic constants required for almost everything
211 class MainShaderConstantSetter : public IShaderConstantSetter
214 MainShaderConstantSetter(IrrlichtDevice *device)
216 ~MainShaderConstantSetter() {}
218 virtual void onSetConstants(video::IMaterialRendererServices *services,
221 video::IVideoDriver *driver = services->getVideoDriver();
224 // set inverted world matrix
225 core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
226 invWorld.makeInverse();
228 services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
230 services->setVertexShaderConstant(invWorld.pointer(), 0, 4);
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 services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
240 services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
242 // set transposed world matrix
243 core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
244 transWorld = transWorld.getTransposed();
246 services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
248 services->setVertexShaderConstant(transWorld.pointer(), 8, 4);
251 core::matrix4 world = driver->getTransform(video::ETS_WORLD);
253 services->setVertexShaderConstant("mWorld", world.pointer(), 16);
255 services->setVertexShaderConstant(world.pointer(), 8, 4);
264 class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
267 ShaderSource(IrrlichtDevice *device);
271 - If shader material specified by name is found from cache,
272 return the cached id.
273 - Otherwise generate the shader material, add to cache and return id.
275 The id 0 points to a null shader. Its material is EMT_SOLID.
277 u32 getShaderIdDirect(const std::string &name,
278 const u8 material_type, const u8 drawtype);
281 If shader specified by the name pointed by the id doesn't
282 exist, create it, then return id.
284 Can be called from any thread. If called from some other thread
285 and not found in cache, the call is queued to the main thread
289 u32 getShader(const std::string &name,
290 const u8 material_type, const u8 drawtype);
292 ShaderInfo getShaderInfo(u32 id);
294 // Processes queued shader requests from other threads.
295 // Shall be called from the main thread.
298 // Insert a shader program into the cache without touching the
299 // filesystem. Shall be called from the main thread.
300 void insertSourceShader(const std::string &name_of_shader,
301 const std::string &filename, const std::string &program);
303 // Rebuild shaders from the current set of source shaders
304 // Shall be called from the main thread.
305 void rebuildShaders();
307 void addGlobalConstantSetter(IShaderConstantSetter *setter)
309 m_global_setters.push_back(setter);
312 void onSetConstants(video::IMaterialRendererServices *services,
313 bool is_highlevel, const std::string &name);
317 // The id of the thread that is allowed to use irrlicht directly
318 threadid_t m_main_thread;
319 // The irrlicht device
320 IrrlichtDevice *m_device;
321 // The set-constants callback
322 ShaderCallback *m_shader_callback;
324 // Cache of source shaders
325 // This should be only accessed from the main thread
326 SourceShaderCache m_sourcecache;
328 // A shader id is index in this array.
329 // The first position contains a dummy shader.
330 std::vector<ShaderInfo> m_shaderinfo_cache;
331 // The former container is behind this mutex
332 JMutex m_shaderinfo_cache_mutex;
334 // Queued shader fetches (to be processed by the main thread)
335 RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
337 // Global constant setters
338 // TODO: Delete these in the destructor
339 std::vector<IShaderConstantSetter*> m_global_setters;
342 IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
344 return new ShaderSource(device);
348 Generate shader given the shader name.
350 ShaderInfo generate_shader(std::string name,
351 u8 material_type, u8 drawtype,
352 IrrlichtDevice *device,
353 video::IShaderConstantSetCallBack *callback,
354 SourceShaderCache *sourcecache);
359 void load_shaders(std::string name, SourceShaderCache *sourcecache,
360 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
361 std::string &vertex_program, std::string &pixel_program,
362 std::string &geometry_program, bool &is_highlevel);
364 ShaderSource::ShaderSource(IrrlichtDevice *device):
369 m_shader_callback = new ShaderCallback(this, "default");
371 m_main_thread = get_current_thread_id();
373 // Add a dummy ShaderInfo as the first index, named ""
374 m_shaderinfo_cache.push_back(ShaderInfo());
376 // Add main global constant setter
377 addGlobalConstantSetter(new MainShaderConstantSetter(device));
380 ShaderSource::~ShaderSource()
382 for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
383 iter != m_global_setters.end(); iter++) {
386 m_global_setters.clear();
388 if (m_shader_callback) {
389 m_shader_callback->drop();
390 m_shader_callback = NULL;
394 u32 ShaderSource::getShader(const std::string &name,
395 const u8 material_type, const u8 drawtype)
401 if(get_current_thread_id() == m_main_thread){
402 return getShaderIdDirect(name, material_type, drawtype);
404 /*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/
406 // We're gonna ask the result to be put into here
408 static ResultQueue<std::string, u32, u8, u8> result_queue;
410 // Throw a request in
411 m_get_shader_queue.add(name, 0, 0, &result_queue);
413 /* infostream<<"Waiting for shader from main thread, name=\""
414 <<name<<"\""<<std::endl;*/
417 GetResult<std::string, u32, u8, u8>
418 result = result_queue.pop_frontNoEx();
420 if (result.key == name) {
424 errorstream << "Got shader with invalid name: " << result.key << std::endl;
430 infostream<<"getShader(): Failed"<<std::endl;
436 This method generates all the shaders
438 u32 ShaderSource::getShaderIdDirect(const std::string &name,
439 const u8 material_type, const u8 drawtype)
441 //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
443 // Empty name means shader 0
445 infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
449 // Check if already have such instance
450 for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
451 ShaderInfo *info = &m_shaderinfo_cache[i];
452 if(info->name == name && info->material_type == material_type &&
453 info->drawtype == drawtype)
458 Calling only allowed from main thread
460 if(get_current_thread_id() != m_main_thread){
461 errorstream<<"ShaderSource::getShaderIdDirect() "
462 "called not from main thread"<<std::endl;
466 ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
467 m_shader_callback, &m_sourcecache);
470 Add shader to caches (add dummy shaders too)
473 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
475 u32 id = m_shaderinfo_cache.size();
476 m_shaderinfo_cache.push_back(info);
478 infostream<<"getShaderIdDirect(): "
479 <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;
485 ShaderInfo ShaderSource::getShaderInfo(u32 id)
487 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
489 if(id >= m_shaderinfo_cache.size())
492 return m_shaderinfo_cache[id];
495 void ShaderSource::processQueue()
501 void ShaderSource::insertSourceShader(const std::string &name_of_shader,
502 const std::string &filename, const std::string &program)
504 /*infostream<<"ShaderSource::insertSourceShader(): "
505 "name_of_shader=\""<<name_of_shader<<"\", "
506 "filename=\""<<filename<<"\""<<std::endl;*/
508 assert(get_current_thread_id() == m_main_thread);
510 m_sourcecache.insert(name_of_shader, filename, program, true);
513 void ShaderSource::rebuildShaders()
515 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
517 /*// Oh well... just clear everything, they'll load sometime.
518 m_shaderinfo_cache.clear();
519 m_name_to_id.clear();*/
522 FIXME: Old shader materials can't be deleted in Irrlicht,
524 (This would be nice to do in the destructor too)
528 for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
529 ShaderInfo *info = &m_shaderinfo_cache[i];
530 if(info->name != ""){
531 *info = generate_shader(info->name, info->material_type,
532 info->drawtype, m_device, m_shader_callback, &m_sourcecache);
537 void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
538 bool is_highlevel, const std::string &name)
540 for(u32 i=0; i<m_global_setters.size(); i++){
541 IShaderConstantSetter *setter = m_global_setters[i];
542 setter->onSetConstants(services, is_highlevel);
546 ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
547 IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback,
548 SourceShaderCache *sourcecache)
550 ShaderInfo shaderinfo;
551 shaderinfo.name = name;
552 shaderinfo.material_type = material_type;
553 shaderinfo.drawtype = drawtype;
554 shaderinfo.material = video::EMT_SOLID;
555 switch(material_type){
556 case TILE_MATERIAL_BASIC:
557 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
559 case TILE_MATERIAL_ALPHA:
560 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
562 case TILE_MATERIAL_LIQUID_TRANSPARENT:
563 shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA;
565 case TILE_MATERIAL_LIQUID_OPAQUE:
566 shaderinfo.base_material = video::EMT_SOLID;
568 case TILE_MATERIAL_WAVING_LEAVES:
569 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
571 case TILE_MATERIAL_WAVING_PLANTS:
572 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
576 bool enable_shaders = g_settings->getBool("enable_shaders");
580 video::IVideoDriver* driver = device->getVideoDriver();
583 video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
585 errorstream<<"generate_shader(): "
586 "failed to generate \""<<name<<"\", "
587 "GPU programming not supported."
592 // Choose shader language depending on driver type and settings
594 std::string vertex_program;
595 std::string pixel_program;
596 std::string geometry_program;
598 load_shaders(name, sourcecache, driver->getDriverType(),
599 enable_shaders, vertex_program, pixel_program,
600 geometry_program, is_highlevel);
601 // Check hardware/driver support
602 if(vertex_program != "" &&
603 !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
604 !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
605 infostream<<"generate_shader(): vertex shaders disabled "
606 "because of missing driver/hardware support."
610 if(pixel_program != "" &&
611 !driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
612 !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
613 infostream<<"generate_shader(): pixel shaders disabled "
614 "because of missing driver/hardware support."
618 if(geometry_program != "" &&
619 !driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
620 infostream<<"generate_shader(): geometry shaders disabled "
621 "because of missing driver/hardware support."
623 geometry_program = "";
626 // If no shaders are used, don't make a separate material type
627 if(vertex_program == "" && pixel_program == "" && geometry_program == "")
630 // Create shaders header
631 std::string shaders_header = "#version 120\n";
633 static const char* drawTypes[] = {
640 "NDT_ALLFACES_OPTIONAL",
647 "NDT_GLASSLIKE_FRAMED"
650 for (int i = 0; i < 14; i++){
651 shaders_header += "#define ";
652 shaders_header += drawTypes[i];
653 shaders_header += " ";
654 shaders_header += itos(i);
655 shaders_header += "\n";
658 static const char* materialTypes[] = {
659 "TILE_MATERIAL_BASIC",
660 "TILE_MATERIAL_ALPHA",
661 "TILE_MATERIAL_LIQUID_TRANSPARENT",
662 "TILE_MATERIAL_LIQUID_OPAQUE",
663 "TILE_MATERIAL_WAVING_LEAVES",
664 "TILE_MATERIAL_WAVING_PLANTS"
667 for (int i = 0; i < 6; i++){
668 shaders_header += "#define ";
669 shaders_header += materialTypes[i];
670 shaders_header += " ";
671 shaders_header += itos(i);
672 shaders_header += "\n";
675 shaders_header += "#define MATERIAL_TYPE ";
676 shaders_header += itos(material_type);
677 shaders_header += "\n";
678 shaders_header += "#define DRAW_TYPE ";
679 shaders_header += itos(drawtype);
680 shaders_header += "\n";
682 if (g_settings->getBool("generate_normalmaps")){
683 shaders_header += "#define GENERATE_NORMALMAPS\n";
684 shaders_header += "#define NORMALMAPS_STRENGTH ";
685 shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
686 shaders_header += "\n";
688 int smooth = (int)g_settings->getFloat("normalmaps_smooth");
691 sample_step = 0.0078125; // 1.0 / 128.0
694 sample_step = 0.00390625; // 1.0 / 256.0
697 sample_step = 0.001953125; // 1.0 / 512.0
700 sample_step = 0.0078125;
703 shaders_header += "#define SAMPLE_STEP ";
704 shaders_header += ftos(sample_step);
705 shaders_header += "\n";
708 if (g_settings->getBool("enable_bumpmapping"))
709 shaders_header += "#define ENABLE_BUMPMAPPING\n";
711 if (g_settings->getBool("enable_parallax_occlusion")){
712 shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
713 shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
714 shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
715 shaders_header += "\n";
716 shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
717 shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
718 shaders_header += "\n";
721 if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
722 shaders_header += "#define USE_NORMALMAPS\n";
724 if (g_settings->getBool("enable_waving_water")){
725 shaders_header += "#define ENABLE_WAVING_WATER 1\n";
726 shaders_header += "#define WATER_WAVE_HEIGHT ";
727 shaders_header += ftos(g_settings->getFloat("water_wave_height"));
728 shaders_header += "\n";
729 shaders_header += "#define WATER_WAVE_LENGTH ";
730 shaders_header += ftos(g_settings->getFloat("water_wave_length"));
731 shaders_header += "\n";
732 shaders_header += "#define WATER_WAVE_SPEED ";
733 shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
734 shaders_header += "\n";
736 shaders_header += "#define ENABLE_WAVING_WATER 0\n";
739 shaders_header += "#define ENABLE_WAVING_LEAVES ";
740 if (g_settings->getBool("enable_waving_leaves"))
741 shaders_header += "1\n";
743 shaders_header += "0\n";
745 shaders_header += "#define ENABLE_WAVING_PLANTS ";
746 if (g_settings->getBool("enable_waving_plants"))
747 shaders_header += "1\n";
749 shaders_header += "0\n";
751 if(pixel_program != "")
752 pixel_program = shaders_header + pixel_program;
753 if(vertex_program != "")
754 vertex_program = shaders_header + vertex_program;
755 if(geometry_program != "")
756 geometry_program = shaders_header + geometry_program;
758 // Call addHighLevelShaderMaterial() or addShaderMaterial()
759 const c8* vertex_program_ptr = 0;
760 const c8* pixel_program_ptr = 0;
761 const c8* geometry_program_ptr = 0;
762 if(vertex_program != "")
763 vertex_program_ptr = vertex_program.c_str();
764 if(pixel_program != "")
765 pixel_program_ptr = pixel_program.c_str();
766 if(geometry_program != "")
767 geometry_program_ptr = geometry_program.c_str();
770 infostream<<"Compiling high level shaders for "<<name<<std::endl;
771 shadermat = gpu->addHighLevelShaderMaterial(
772 vertex_program_ptr, // Vertex shader program
773 "vertexMain", // Vertex shader entry point
774 video::EVST_VS_1_1, // Vertex shader version
775 pixel_program_ptr, // Pixel shader program
776 "pixelMain", // Pixel shader entry point
777 video::EPST_PS_1_1, // Pixel shader version
778 geometry_program_ptr, // Geometry shader program
779 "geometryMain", // Geometry shader entry point
780 video::EGST_GS_4_0, // Geometry shader version
781 scene::EPT_TRIANGLES, // Geometry shader input
782 scene::EPT_TRIANGLE_STRIP, // Geometry shader output
783 0, // Support maximum number of vertices
784 callback, // Set-constant callback
785 shaderinfo.base_material, // Base material
786 1 // Userdata passed to callback
789 errorstream<<"generate_shader(): "
790 "failed to generate \""<<name<<"\", "
791 "addHighLevelShaderMaterial failed."
797 infostream<<"Compiling assembly shaders for "<<name<<std::endl;
798 shadermat = gpu->addShaderMaterial(
799 vertex_program_ptr, // Vertex shader program
800 pixel_program_ptr, // Pixel shader program
801 callback, // Set-constant callback
802 shaderinfo.base_material, // Base material
803 0 // Userdata passed to callback
807 errorstream<<"generate_shader(): "
808 "failed to generate \""<<name<<"\", "
809 "addShaderMaterial failed."
815 // HACK, TODO: investigate this better
816 // Grab the material renderer once more so minetest doesn't crash on exit
817 driver->getMaterialRenderer(shadermat)->grab();
819 // Apply the newly created material type
820 shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
824 void load_shaders(std::string name, SourceShaderCache *sourcecache,
825 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
826 std::string &vertex_program, std::string &pixel_program,
827 std::string &geometry_program, bool &is_highlevel)
831 geometry_program = "";
832 is_highlevel = false;
835 // Look for high level shaders
836 if(drivertype == video::EDT_DIRECT3D9){
838 // (All shaders in one file)
839 vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
840 pixel_program = vertex_program;
841 geometry_program = vertex_program;
843 else if(drivertype == video::EDT_OPENGL){
845 vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
846 pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
847 geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
849 if(vertex_program != "" || pixel_program != "" || geometry_program != ""){