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()
41 A cache from shader name to shader path
43 MutexedMap<std::string, std::string> g_shadername_to_path_cache;
46 Gets the path to a shader by first checking if the file
47 name_of_shader/filename
48 exists in shader_path and if not, using the data path.
50 If not found, returns "".
52 Utilizes a thread-safe cache.
54 std::string getShaderPath(const std::string &name_of_shader,
55 const std::string &filename)
57 std::string combined = name_of_shader + DIR_DELIM + filename;
58 std::string fullpath = "";
62 bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
67 Check from shader_path
69 std::string shader_path = g_settings->get("shader_path");
72 std::string testpath = shader_path + DIR_DELIM + combined;
73 if(fs::PathExists(testpath))
78 Check from default data directory
82 std::string rel_path = std::string("client") + DIR_DELIM
83 + "shaders" + DIR_DELIM
84 + name_of_shader + DIR_DELIM
86 std::string testpath = porting::path_share + DIR_DELIM + rel_path;
87 if(fs::PathExists(testpath))
91 // Add to cache (also an empty result is cached)
92 g_shadername_to_path_cache.set(combined, fullpath);
99 SourceShaderCache: A cache used for storing source shaders.
102 class SourceShaderCache
105 void insert(const std::string &name_of_shader,
106 const std::string &filename,
107 const std::string &program,
110 std::string combined = name_of_shader + DIR_DELIM + filename;
111 // Try to use local shader instead if asked to
113 std::string path = getShaderPath(name_of_shader, filename);
115 std::string p = readFile(path);
117 m_programs[combined] = p;
122 m_programs[combined] = program;
124 std::string get(const std::string &name_of_shader,
125 const std::string &filename)
127 std::string combined = name_of_shader + DIR_DELIM + filename;
128 std::map<std::string, std::string>::iterator n;
129 n = m_programs.find(combined);
130 if(n != m_programs.end())
134 // Primarily fetches from cache, secondarily tries to read from filesystem
135 std::string getOrLoad(const std::string &name_of_shader,
136 const std::string &filename)
138 std::string combined = name_of_shader + DIR_DELIM + filename;
139 std::map<std::string, std::string>::iterator n;
140 n = m_programs.find(combined);
141 if(n != m_programs.end())
143 std::string path = getShaderPath(name_of_shader, filename);
145 infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
146 <<combined<<"\""<<std::endl;
149 infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
151 std::string p = readFile(path);
153 m_programs[combined] = p;
159 std::map<std::string, std::string> m_programs;
160 std::string readFile(const std::string &path)
162 std::ifstream is(path.c_str(), std::ios::binary);
165 std::ostringstream tmp_os;
166 tmp_os << is.rdbuf();
172 ShaderCallback: Sets constants that can be used in shaders
175 class IShaderConstantSetterRegistry
178 virtual ~IShaderConstantSetterRegistry(){};
179 virtual void onSetConstants(video::IMaterialRendererServices *services,
180 bool is_highlevel, const std::string &name) = 0;
183 class ShaderCallback : public video::IShaderConstantSetCallBack
185 IShaderConstantSetterRegistry *m_scsr;
189 ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
195 virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
197 video::IVideoDriver *driver = services->getVideoDriver();
200 bool is_highlevel = userData;
202 m_scsr->onSetConstants(services, is_highlevel, m_name);
207 MainShaderConstantSetter: Set basic constants required for almost everything
210 class MainShaderConstantSetter : public IShaderConstantSetter
213 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 world = driver->getTransform(video::ETS_WORLD);
244 world = world.getTransposed();
246 services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
248 services->setVertexShaderConstant(world.pointer(), 8, 4);
252 IrrlichtDevice *m_device;
259 class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
262 ShaderSource(IrrlichtDevice *device);
266 Gets a shader material id from cache or
267 - if main thread, from getShaderIdDirect
268 - if other thread, adds to request queue and waits for main thread
270 u32 getShaderId(const std::string &name);
273 - If shader material specified by name is found from cache,
274 return the cached id.
275 - Otherwise generate the shader material, add to cache and return id.
277 The id 0 points to a null shader. Its material is EMT_SOLID.
279 u32 getShaderIdDirect(const std::string &name);
281 // Finds out the name of a cached shader.
282 std::string getShaderName(u32 id);
285 If shader specified by the name pointed by the id doesn't
286 exist, create it, then return the cached shader.
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
292 ShaderInfo getShader(u32 id);
294 ShaderInfo getShader(const std::string &name)
296 return getShader(getShaderId(name));
299 // Processes queued shader requests from other threads.
300 // Shall be called from the main thread.
303 // Insert a shader program into the cache without touching the
304 // filesystem. Shall be called from the main thread.
305 void insertSourceShader(const std::string &name_of_shader,
306 const std::string &filename, const std::string &program);
308 // Rebuild shaders from the current set of source shaders
309 // Shall be called from the main thread.
310 void rebuildShaders();
312 void addGlobalConstantSetter(IShaderConstantSetter *setter)
314 m_global_setters.push_back(setter);
317 void onSetConstants(video::IMaterialRendererServices *services,
318 bool is_highlevel, const std::string &name);
322 // The id of the thread that is allowed to use irrlicht directly
323 threadid_t m_main_thread;
324 // The irrlicht device
325 IrrlichtDevice *m_device;
326 // The set-constants callback
327 ShaderCallback *m_shader_callback;
329 // Cache of source shaders
330 // This should be only accessed from the main thread
331 SourceShaderCache m_sourcecache;
333 // A shader id is index in this array.
334 // The first position contains a dummy shader.
335 std::vector<ShaderInfo> m_shaderinfo_cache;
336 // Maps a shader name to an index in the former.
337 std::map<std::string, u32> m_name_to_id;
338 // The two former containers are behind this mutex
339 JMutex m_shaderinfo_cache_mutex;
341 // Queued shader fetches (to be processed by the main thread)
342 RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
344 // Global constant setters
345 // TODO: Delete these in the destructor
346 std::vector<IShaderConstantSetter*> m_global_setters;
349 IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
351 return new ShaderSource(device);
355 Generate shader given the shader name.
357 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
358 video::IShaderConstantSetCallBack *callback,
359 SourceShaderCache *sourcecache);
364 void load_shaders(std::string name, SourceShaderCache *sourcecache,
365 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
366 std::string &vertex_program, std::string &pixel_program,
367 std::string &geometry_program, bool &is_highlevel);
369 ShaderSource::ShaderSource(IrrlichtDevice *device):
374 m_shader_callback = new ShaderCallback(this, "default");
376 m_main_thread = get_current_thread_id();
378 // Add a dummy ShaderInfo as the first index, named ""
379 m_shaderinfo_cache.push_back(ShaderInfo());
380 m_name_to_id[""] = 0;
382 // Add main global constant setter
383 addGlobalConstantSetter(new MainShaderConstantSetter(device));
386 ShaderSource::~ShaderSource()
388 //m_shader_callback->drop();
390 for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
391 iter != m_global_setters.end(); iter++) {
394 m_global_setters.clear();
397 u32 ShaderSource::getShaderId(const std::string &name)
399 //infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;
403 See if shader already exists
405 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
406 std::map<std::string, u32>::iterator n;
407 n = m_name_to_id.find(name);
408 if(n != m_name_to_id.end())
415 if(get_current_thread_id() == m_main_thread){
416 return getShaderIdDirect(name);
418 /*errorstream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;*/
420 // We're gonna ask the result to be put into here
422 static ResultQueue<std::string, u32, u8, u8> result_queue;
424 // Throw a request in
425 m_get_shader_queue.add(name, 0, 0, &result_queue);
427 /* infostream<<"Waiting for shader from main thread, name=\""
428 <<name<<"\""<<std::endl;*/
431 GetResult<std::string, u32, u8, u8>
432 result = result_queue.pop_frontNoEx();
434 if (result.key == name) {
438 errorstream << "Got shader with invalid name: " << result.key << std::endl;
444 infostream<<"getShaderId(): Failed"<<std::endl;
450 This method generates all the shaders
452 u32 ShaderSource::getShaderIdDirect(const std::string &name)
454 //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
456 // Empty name means shader 0
458 infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
463 Calling only allowed from main thread
465 if(get_current_thread_id() != m_main_thread){
466 errorstream<<"ShaderSource::getShaderIdDirect() "
467 "called not from main thread"<<std::endl;
472 See if shader already exists
475 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
477 std::map<std::string, u32>::iterator n;
478 n = m_name_to_id.find(name);
479 if(n != m_name_to_id.end()){
480 /*infostream<<"getShaderIdDirect(): \""<<name
481 <<"\" found in cache"<<std::endl;*/
486 /*infostream<<"getShaderIdDirect(): \""<<name
487 <<"\" NOT found in cache. Creating it."<<std::endl;*/
489 ShaderInfo info = generate_shader(name, m_device,
490 m_shader_callback, &m_sourcecache);
493 Add shader to caches (add dummy shaders too)
496 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
498 u32 id = m_shaderinfo_cache.size();
499 m_shaderinfo_cache.push_back(info);
500 m_name_to_id[name] = id;
502 /*infostream<<"getShaderIdDirect(): "
503 <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/
508 std::string ShaderSource::getShaderName(u32 id)
510 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
512 if(id >= m_shaderinfo_cache.size()){
513 errorstream<<"ShaderSource::getShaderName(): id="<<id
514 <<" >= m_shaderinfo_cache.size()="
515 <<m_shaderinfo_cache.size()<<std::endl;
519 return m_shaderinfo_cache[id].name;
522 ShaderInfo ShaderSource::getShader(u32 id)
524 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
526 if(id >= m_shaderinfo_cache.size())
529 return m_shaderinfo_cache[id];
532 void ShaderSource::processQueue()
537 //NOTE this is only thread safe for ONE consumer thread!
538 if(!m_get_shader_queue.empty()){
539 GetRequest<std::string, u32, u8, u8>
540 request = m_get_shader_queue.pop();
542 /**errorstream<<"ShaderSource::processQueue(): "
543 <<"got shader request with "
544 <<"name=\""<<request.key<<"\""
547 m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key));
551 void ShaderSource::insertSourceShader(const std::string &name_of_shader,
552 const std::string &filename, const std::string &program)
554 /*infostream<<"ShaderSource::insertSourceShader(): "
555 "name_of_shader=\""<<name_of_shader<<"\", "
556 "filename=\""<<filename<<"\""<<std::endl;*/
558 assert(get_current_thread_id() == m_main_thread);
560 m_sourcecache.insert(name_of_shader, filename, program, true);
563 void ShaderSource::rebuildShaders()
565 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
567 /*// Oh well... just clear everything, they'll load sometime.
568 m_shaderinfo_cache.clear();
569 m_name_to_id.clear();*/
572 FIXME: Old shader materials can't be deleted in Irrlicht,
574 (This would be nice to do in the destructor too)
578 for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
579 ShaderInfo *info = &m_shaderinfo_cache[i];
580 if(info->name != ""){
581 *info = generate_shader(info->name, m_device,
582 m_shader_callback, &m_sourcecache);
587 void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
588 bool is_highlevel, const std::string &name)
590 for(u32 i=0; i<m_global_setters.size(); i++){
591 IShaderConstantSetter *setter = m_global_setters[i];
592 setter->onSetConstants(services, is_highlevel);
596 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
597 video::IShaderConstantSetCallBack *callback,
598 SourceShaderCache *sourcecache)
600 /*infostream<<"generate_shader(): "
601 "\""<<name<<"\""<<std::endl;*/
603 ShaderInfo shaderinfo;
604 shaderinfo.name = name;
605 shaderinfo.material = video::EMT_SOLID;
608 Get the base material
610 std::string base_material_name =
611 trim(sourcecache->getOrLoad(name, "base.txt"));
612 for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
613 if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
614 shaderinfo.material = (video::E_MATERIAL_TYPE) i;
619 bool enable_shaders = g_settings->getBool("enable_shaders");
623 video::IVideoDriver* driver = device->getVideoDriver();
626 video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
628 errorstream<<"generate_shader(): "
629 "failed to generate \""<<name<<"\", "
630 "GPU programming not supported."
635 // Choose shader language depending on driver type and settings
637 std::string vertex_program;
638 std::string pixel_program;
639 std::string geometry_program;
641 load_shaders(name, sourcecache, driver->getDriverType(),
642 enable_shaders, vertex_program, pixel_program,
643 geometry_program, is_highlevel);
645 // Check hardware/driver support
646 if(vertex_program != "" &&
647 !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
648 !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
649 infostream<<"generate_shader(): vertex shaders disabled "
650 "because of missing driver/hardware support."
654 if(pixel_program != "" &&
655 !driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
656 !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
657 infostream<<"generate_shader(): pixel shaders disabled "
658 "because of missing driver/hardware support."
662 if(geometry_program != "" &&
663 !driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
664 infostream<<"generate_shader(): geometry shaders disabled "
665 "because of missing driver/hardware support."
667 geometry_program = "";
670 // If no shaders are used, don't make a separate material type
671 if(vertex_program == "" && pixel_program == "" && geometry_program == "")
674 // Create shaders header
675 std::string shaders_header = "#version 120\n";
677 if (g_settings->getBool("enable_bumpmapping"))
678 shaders_header += "#define ENABLE_BUMPMAPPING\n";
680 if (g_settings->getBool("enable_parallax_occlusion")){
681 shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
682 shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
683 shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
684 shaders_header += "\n";
685 shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
686 shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
687 shaders_header += "\n";
690 if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
691 shaders_header += "#define USE_NORMALMAPS\n";
693 if (g_settings->getBool("enable_waving_water")){
694 shaders_header += "#define ENABLE_WAVING_WATER\n";
695 shaders_header += "#define WATER_WAVE_HEIGHT ";
696 shaders_header += ftos(g_settings->getFloat("water_wave_height"));
697 shaders_header += "\n";
698 shaders_header += "#define WATER_WAVE_LENGTH ";
699 shaders_header += ftos(g_settings->getFloat("water_wave_length"));
700 shaders_header += "\n";
701 shaders_header += "#define WATER_WAVE_SPEED ";
702 shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
703 shaders_header += "\n";
706 if (g_settings->getBool("enable_waving_leaves"))
707 shaders_header += "#define ENABLE_WAVING_LEAVES\n";
709 if (g_settings->getBool("enable_waving_plants"))
710 shaders_header += "#define ENABLE_WAVING_PLANTS\n";
712 if(pixel_program != "")
713 pixel_program = shaders_header + pixel_program;
714 if(vertex_program != "")
715 vertex_program = shaders_header + vertex_program;
716 if(geometry_program != "")
717 geometry_program = shaders_header + geometry_program;
719 // Call addHighLevelShaderMaterial() or addShaderMaterial()
720 const c8* vertex_program_ptr = 0;
721 const c8* pixel_program_ptr = 0;
722 const c8* geometry_program_ptr = 0;
723 if(vertex_program != "")
724 vertex_program_ptr = vertex_program.c_str();
725 if(pixel_program != "")
726 pixel_program_ptr = pixel_program.c_str();
727 if(geometry_program != "")
728 geometry_program_ptr = geometry_program.c_str();
731 infostream<<"Compiling high level shaders for "<<name<<std::endl;
732 shadermat = gpu->addHighLevelShaderMaterial(
733 vertex_program_ptr, // Vertex shader program
734 "vertexMain", // Vertex shader entry point
735 video::EVST_VS_1_1, // Vertex shader version
736 pixel_program_ptr, // Pixel shader program
737 "pixelMain", // Pixel shader entry point
738 video::EPST_PS_1_1, // Pixel shader version
739 geometry_program_ptr, // Geometry shader program
740 "geometryMain", // Geometry shader entry point
741 video::EGST_GS_4_0, // Geometry shader version
742 scene::EPT_TRIANGLES, // Geometry shader input
743 scene::EPT_TRIANGLE_STRIP, // Geometry shader output
744 0, // Support maximum number of vertices
745 callback, // Set-constant callback
746 shaderinfo.material, // Base material
747 1 // Userdata passed to callback
751 errorstream<<"generate_shader(): "
752 "failed to generate \""<<name<<"\", "
753 "addHighLevelShaderMaterial failed."
759 infostream<<"Compiling assembly shaders for "<<name<<std::endl;
760 shadermat = gpu->addShaderMaterial(
761 vertex_program_ptr, // Vertex shader program
762 pixel_program_ptr, // Pixel shader program
763 callback, // Set-constant callback
764 shaderinfo.material, // Base material
765 0 // Userdata passed to callback
769 errorstream<<"generate_shader(): "
770 "failed to generate \""<<name<<"\", "
771 "addShaderMaterial failed."
777 // HACK, TODO: investigate this better
778 // Grab the material renderer once more so minetest doesn't crash on exit
779 driver->getMaterialRenderer(shadermat)->grab();
781 // Apply the newly created material type
782 shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
786 void load_shaders(std::string name, SourceShaderCache *sourcecache,
787 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
788 std::string &vertex_program, std::string &pixel_program,
789 std::string &geometry_program, bool &is_highlevel)
793 geometry_program = "";
794 is_highlevel = false;
797 // Look for high level shaders
798 if(drivertype == video::EDT_DIRECT3D9){
800 // (All shaders in one file)
801 vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
802 pixel_program = vertex_program;
803 geometry_program = vertex_program;
805 else if(drivertype == video::EDT_OPENGL){
807 vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
808 pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
809 geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
811 if(vertex_program != "" || pixel_program != "" || geometry_program != ""){