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):
217 ~MainShaderConstantSetter() {}
219 virtual void onSetConstants(video::IMaterialRendererServices *services,
222 video::IVideoDriver *driver = services->getVideoDriver();
225 // set inverted world matrix
226 core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
227 invWorld.makeInverse();
229 services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
231 services->setVertexShaderConstant(invWorld.pointer(), 0, 4);
234 core::matrix4 worldViewProj;
235 worldViewProj = driver->getTransform(video::ETS_PROJECTION);
236 worldViewProj *= driver->getTransform(video::ETS_VIEW);
237 worldViewProj *= driver->getTransform(video::ETS_WORLD);
239 services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
241 services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
243 // set transposed world matrix
244 core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
245 transWorld = transWorld.getTransposed();
247 services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
249 services->setVertexShaderConstant(transWorld.pointer(), 8, 4);
252 core::matrix4 world = driver->getTransform(video::ETS_WORLD);
254 services->setVertexShaderConstant("mWorld", world.pointer(), 16);
256 services->setVertexShaderConstant(world.pointer(), 8, 4);
261 IrrlichtDevice *m_device;
268 class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
271 ShaderSource(IrrlichtDevice *device);
275 - If shader material specified by name is found from cache,
276 return the cached id.
277 - Otherwise generate the shader material, add to cache and return id.
279 The id 0 points to a null shader. Its material is EMT_SOLID.
281 u32 getShaderIdDirect(const std::string &name,
282 const u8 material_type, const u8 drawtype);
285 If shader specified by the name pointed by the id doesn't
286 exist, create it, then return id.
288 Can be called from any thread. If called from some other thread
289 and not found in cache, the call is queued to the main thread
293 u32 getShader(const std::string &name,
294 const u8 material_type, const u8 drawtype);
296 ShaderInfo getShaderInfo(u32 id);
298 // Processes queued shader requests from other threads.
299 // Shall be called from the main thread.
302 // Insert a shader program into the cache without touching the
303 // filesystem. Shall be called from the main thread.
304 void insertSourceShader(const std::string &name_of_shader,
305 const std::string &filename, const std::string &program);
307 // Rebuild shaders from the current set of source shaders
308 // Shall be called from the main thread.
309 void rebuildShaders();
311 void addGlobalConstantSetter(IShaderConstantSetter *setter)
313 m_global_setters.push_back(setter);
316 void onSetConstants(video::IMaterialRendererServices *services,
317 bool is_highlevel, const std::string &name);
321 // The id of the thread that is allowed to use irrlicht directly
322 threadid_t m_main_thread;
323 // The irrlicht device
324 IrrlichtDevice *m_device;
325 // The set-constants callback
326 ShaderCallback *m_shader_callback;
328 // Cache of source shaders
329 // This should be only accessed from the main thread
330 SourceShaderCache m_sourcecache;
332 // A shader id is index in this array.
333 // The first position contains a dummy shader.
334 std::vector<ShaderInfo> m_shaderinfo_cache;
335 // The former container is behind this mutex
336 JMutex m_shaderinfo_cache_mutex;
338 // Queued shader fetches (to be processed by the main thread)
339 RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
341 // Global constant setters
342 // TODO: Delete these in the destructor
343 std::vector<IShaderConstantSetter*> m_global_setters;
346 IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
348 return new ShaderSource(device);
352 Generate shader given the shader name.
354 ShaderInfo generate_shader(std::string name,
355 u8 material_type, u8 drawtype,
356 IrrlichtDevice *device,
357 video::IShaderConstantSetCallBack *callback,
358 SourceShaderCache *sourcecache);
363 void load_shaders(std::string name, SourceShaderCache *sourcecache,
364 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
365 std::string &vertex_program, std::string &pixel_program,
366 std::string &geometry_program, bool &is_highlevel);
368 ShaderSource::ShaderSource(IrrlichtDevice *device):
373 m_shader_callback = new ShaderCallback(this, "default");
375 m_main_thread = get_current_thread_id();
377 // Add a dummy ShaderInfo as the first index, named ""
378 m_shaderinfo_cache.push_back(ShaderInfo());
380 // Add main global constant setter
381 addGlobalConstantSetter(new MainShaderConstantSetter(device));
384 ShaderSource::~ShaderSource()
386 //m_shader_callback->drop();
388 for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
389 iter != m_global_setters.end(); iter++) {
392 m_global_setters.clear();
395 u32 ShaderSource::getShader(const std::string &name,
396 const u8 material_type, const u8 drawtype)
402 if(get_current_thread_id() == m_main_thread){
403 return getShaderIdDirect(name, material_type, drawtype);
405 /*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/
407 // We're gonna ask the result to be put into here
409 static ResultQueue<std::string, u32, u8, u8> result_queue;
411 // Throw a request in
412 m_get_shader_queue.add(name, 0, 0, &result_queue);
414 /* infostream<<"Waiting for shader from main thread, name=\""
415 <<name<<"\""<<std::endl;*/
418 GetResult<std::string, u32, u8, u8>
419 result = result_queue.pop_frontNoEx();
421 if (result.key == name) {
425 errorstream << "Got shader with invalid name: " << result.key << std::endl;
431 infostream<<"getShader(): Failed"<<std::endl;
437 This method generates all the shaders
439 u32 ShaderSource::getShaderIdDirect(const std::string &name,
440 const u8 material_type, const u8 drawtype)
442 //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
444 // Empty name means shader 0
446 infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
450 // Check if already have such instance
451 for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
452 ShaderInfo *info = &m_shaderinfo_cache[i];
453 if(info->name == name && info->material_type == material_type &&
454 info->drawtype == drawtype)
459 Calling only allowed from main thread
461 if(get_current_thread_id() != m_main_thread){
462 errorstream<<"ShaderSource::getShaderIdDirect() "
463 "called not from main thread"<<std::endl;
467 ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
468 m_shader_callback, &m_sourcecache);
471 Add shader to caches (add dummy shaders too)
474 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
476 u32 id = m_shaderinfo_cache.size();
477 m_shaderinfo_cache.push_back(info);
479 infostream<<"getShaderIdDirect(): "
480 <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;
486 ShaderInfo ShaderSource::getShaderInfo(u32 id)
488 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
490 if(id >= m_shaderinfo_cache.size())
493 return m_shaderinfo_cache[id];
496 void ShaderSource::processQueue()
502 void ShaderSource::insertSourceShader(const std::string &name_of_shader,
503 const std::string &filename, const std::string &program)
505 /*infostream<<"ShaderSource::insertSourceShader(): "
506 "name_of_shader=\""<<name_of_shader<<"\", "
507 "filename=\""<<filename<<"\""<<std::endl;*/
509 assert(get_current_thread_id() == m_main_thread);
511 m_sourcecache.insert(name_of_shader, filename, program, true);
514 void ShaderSource::rebuildShaders()
516 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
518 /*// Oh well... just clear everything, they'll load sometime.
519 m_shaderinfo_cache.clear();
520 m_name_to_id.clear();*/
523 FIXME: Old shader materials can't be deleted in Irrlicht,
525 (This would be nice to do in the destructor too)
529 for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
530 ShaderInfo *info = &m_shaderinfo_cache[i];
531 if(info->name != ""){
532 *info = generate_shader(info->name, info->material_type,
533 info->drawtype, m_device, m_shader_callback, &m_sourcecache);
538 void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
539 bool is_highlevel, const std::string &name)
541 for(u32 i=0; i<m_global_setters.size(); i++){
542 IShaderConstantSetter *setter = m_global_setters[i];
543 setter->onSetConstants(services, is_highlevel);
547 ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
548 IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback,
549 SourceShaderCache *sourcecache)
551 ShaderInfo shaderinfo;
552 shaderinfo.name = name;
553 shaderinfo.material_type = material_type;
554 shaderinfo.drawtype = drawtype;
555 shaderinfo.material = video::EMT_SOLID;
556 switch(material_type){
557 case TILE_MATERIAL_BASIC:
558 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
560 case TILE_MATERIAL_ALPHA:
561 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
563 case TILE_MATERIAL_LIQUID_TRANSPARENT:
564 shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA;
566 case TILE_MATERIAL_LIQUID_OPAQUE:
567 shaderinfo.base_material = video::EMT_SOLID;
569 case TILE_MATERIAL_WAVING_LEAVES:
570 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
572 case TILE_MATERIAL_WAVING_PLANTS:
573 shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
577 bool enable_shaders = g_settings->getBool("enable_shaders");
581 video::IVideoDriver* driver = device->getVideoDriver();
584 video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
586 errorstream<<"generate_shader(): "
587 "failed to generate \""<<name<<"\", "
588 "GPU programming not supported."
593 // Choose shader language depending on driver type and settings
595 std::string vertex_program;
596 std::string pixel_program;
597 std::string geometry_program;
599 load_shaders(name, sourcecache, driver->getDriverType(),
600 enable_shaders, vertex_program, pixel_program,
601 geometry_program, is_highlevel);
602 // Check hardware/driver support
603 if(vertex_program != "" &&
604 !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
605 !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
606 infostream<<"generate_shader(): vertex shaders disabled "
607 "because of missing driver/hardware support."
611 if(pixel_program != "" &&
612 !driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
613 !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
614 infostream<<"generate_shader(): pixel shaders disabled "
615 "because of missing driver/hardware support."
619 if(geometry_program != "" &&
620 !driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
621 infostream<<"generate_shader(): geometry shaders disabled "
622 "because of missing driver/hardware support."
624 geometry_program = "";
627 // If no shaders are used, don't make a separate material type
628 if(vertex_program == "" && pixel_program == "" && geometry_program == "")
631 // Create shaders header
632 std::string shaders_header = "#version 120\n";
634 static const char* drawTypes[] = {
641 "NDT_ALLFACES_OPTIONAL",
648 "NDT_GLASSLIKE_FRAMED"
651 for (int i = 0; i < 14; i++){
652 shaders_header += "#define ";
653 shaders_header += drawTypes[i];
654 shaders_header += " ";
655 shaders_header += itos(i);
656 shaders_header += "\n";
659 static const char* materialTypes[] = {
660 "TILE_MATERIAL_BASIC",
661 "TILE_MATERIAL_ALPHA",
662 "TILE_MATERIAL_LIQUID_TRANSPARENT",
663 "TILE_MATERIAL_LIQUID_OPAQUE",
664 "TILE_MATERIAL_WAVING_LEAVES",
665 "TILE_MATERIAL_WAVING_PLANTS"
668 for (int i = 0; i < 6; i++){
669 shaders_header += "#define ";
670 shaders_header += materialTypes[i];
671 shaders_header += " ";
672 shaders_header += itos(i);
673 shaders_header += "\n";
676 shaders_header += "#define MATERIAL_TYPE ";
677 shaders_header += itos(material_type);
678 shaders_header += "\n";
679 shaders_header += "#define DRAW_TYPE ";
680 shaders_header += itos(drawtype);
681 shaders_header += "\n";
683 if (g_settings->getBool("generate_normalmaps")){
684 shaders_header += "#define GENERATE_NORMALMAPS\n";
685 shaders_header += "#define NORMALMAPS_STRENGTH ";
686 shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
687 shaders_header += "\n";
689 int smooth = (int)g_settings->getFloat("normalmaps_smooth");
692 sample_step = 0.0078125; // 1.0 / 128.0
695 sample_step = 0.00390625; // 1.0 / 256.0
698 sample_step = 0.001953125; // 1.0 / 512.0
701 sample_step = 0.0078125;
704 shaders_header += "#define SAMPLE_STEP ";
705 shaders_header += ftos(sample_step);
706 shaders_header += "\n";
709 if (g_settings->getBool("enable_bumpmapping"))
710 shaders_header += "#define ENABLE_BUMPMAPPING\n";
712 if (g_settings->getBool("enable_parallax_occlusion")){
713 shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
714 shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
715 shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
716 shaders_header += "\n";
717 shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
718 shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
719 shaders_header += "\n";
722 if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
723 shaders_header += "#define USE_NORMALMAPS\n";
725 if (g_settings->getBool("enable_waving_water")){
726 shaders_header += "#define ENABLE_WAVING_WATER 1\n";
727 shaders_header += "#define WATER_WAVE_HEIGHT ";
728 shaders_header += ftos(g_settings->getFloat("water_wave_height"));
729 shaders_header += "\n";
730 shaders_header += "#define WATER_WAVE_LENGTH ";
731 shaders_header += ftos(g_settings->getFloat("water_wave_length"));
732 shaders_header += "\n";
733 shaders_header += "#define WATER_WAVE_SPEED ";
734 shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
735 shaders_header += "\n";
737 shaders_header += "#define ENABLE_WAVING_WATER 0\n";
740 shaders_header += "#define ENABLE_WAVING_LEAVES ";
741 if (g_settings->getBool("enable_waving_leaves"))
742 shaders_header += "1\n";
744 shaders_header += "0\n";
746 shaders_header += "#define ENABLE_WAVING_PLANTS ";
747 if (g_settings->getBool("enable_waving_plants"))
748 shaders_header += "1\n";
750 shaders_header += "0\n";
752 if(pixel_program != "")
753 pixel_program = shaders_header + pixel_program;
754 if(vertex_program != "")
755 vertex_program = shaders_header + vertex_program;
756 if(geometry_program != "")
757 geometry_program = shaders_header + geometry_program;
759 // Call addHighLevelShaderMaterial() or addShaderMaterial()
760 const c8* vertex_program_ptr = 0;
761 const c8* pixel_program_ptr = 0;
762 const c8* geometry_program_ptr = 0;
763 if(vertex_program != "")
764 vertex_program_ptr = vertex_program.c_str();
765 if(pixel_program != "")
766 pixel_program_ptr = pixel_program.c_str();
767 if(geometry_program != "")
768 geometry_program_ptr = geometry_program.c_str();
771 infostream<<"Compiling high level shaders for "<<name<<std::endl;
772 shadermat = gpu->addHighLevelShaderMaterial(
773 vertex_program_ptr, // Vertex shader program
774 "vertexMain", // Vertex shader entry point
775 video::EVST_VS_1_1, // Vertex shader version
776 pixel_program_ptr, // Pixel shader program
777 "pixelMain", // Pixel shader entry point
778 video::EPST_PS_1_1, // Pixel shader version
779 geometry_program_ptr, // Geometry shader program
780 "geometryMain", // Geometry shader entry point
781 video::EGST_GS_4_0, // Geometry shader version
782 scene::EPT_TRIANGLES, // Geometry shader input
783 scene::EPT_TRIANGLE_STRIP, // Geometry shader output
784 0, // Support maximum number of vertices
785 callback, // Set-constant callback
786 shaderinfo.base_material, // Base material
787 1 // Userdata passed to callback
790 errorstream<<"generate_shader(): "
791 "failed to generate \""<<name<<"\", "
792 "addHighLevelShaderMaterial failed."
798 infostream<<"Compiling assembly shaders for "<<name<<std::endl;
799 shadermat = gpu->addShaderMaterial(
800 vertex_program_ptr, // Vertex shader program
801 pixel_program_ptr, // Pixel shader program
802 callback, // Set-constant callback
803 shaderinfo.base_material, // Base material
804 0 // Userdata passed to callback
808 errorstream<<"generate_shader(): "
809 "failed to generate \""<<name<<"\", "
810 "addShaderMaterial failed."
816 // HACK, TODO: investigate this better
817 // Grab the material renderer once more so minetest doesn't crash on exit
818 driver->getMaterialRenderer(shadermat)->grab();
820 // Apply the newly created material type
821 shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
825 void load_shaders(std::string name, SourceShaderCache *sourcecache,
826 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
827 std::string &vertex_program, std::string &pixel_program,
828 std::string &geometry_program, bool &is_highlevel)
832 geometry_program = "";
833 is_highlevel = false;
836 // Look for high level shaders
837 if(drivertype == video::EDT_DIRECT3D9){
839 // (All shaders in one file)
840 vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
841 pixel_program = vertex_program;
842 geometry_program = vertex_program;
844 else if(drivertype == video::EDT_OPENGL){
846 vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
847 pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
848 geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
850 if(vertex_program != "" || pixel_program != "" || geometry_program != ""){