Add cancel button to password change menu. (#5720)
[oweals/minetest.git] / src / shader.cpp
index ea2de3f1e85e4bfe4010bd5af646341d668bdf36..66f32c9a1846bc6e6439f63829841bbc72306698 100644 (file)
@@ -35,7 +35,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "EShaderTypes.h"
 #include "log.h"
 #include "gamedef.h"
-#include "strfnd.h" // trim()
 #include "client/tile.h"
 
 /*
@@ -103,10 +102,8 @@ std::string getShaderPath(const std::string &name_of_shader,
 class SourceShaderCache
 {
 public:
-       void insert(const std::string &name_of_shader,
-                       const std::string &filename,
-                       const std::string &program,
-                       bool prefer_local)
+       void insert(const std::string &name_of_shader, const std::string &filename,
+               const std::string &program, bool prefer_local)
        {
                std::string combined = name_of_shader + DIR_DELIM + filename;
                // Try to use local shader instead if asked to
@@ -122,42 +119,43 @@ public:
                }
                m_programs[combined] = program;
        }
+
        std::string get(const std::string &name_of_shader,
-                       const std::string &filename)
+               const std::string &filename)
        {
                std::string combined = name_of_shader + DIR_DELIM + filename;
-               std::map<std::string, std::string>::iterator n;
-               n = m_programs.find(combined);
-               if(n != m_programs.end())
+               StringMap::iterator n = m_programs.find(combined);
+               if (n != m_programs.end())
                        return n->second;
                return "";
        }
+
        // Primarily fetches from cache, secondarily tries to read from filesystem
        std::string getOrLoad(const std::string &name_of_shader,
-                       const std::string &filename)
+               const std::string &filename)
        {
                std::string combined = name_of_shader + DIR_DELIM + filename;
-               std::map<std::string, std::string>::iterator n;
-               n = m_programs.find(combined);
-               if(n != m_programs.end())
+               StringMap::iterator n = m_programs.find(combined);
+               if (n != m_programs.end())
                        return n->second;
                std::string path = getShaderPath(name_of_shader, filename);
-               if(path == ""){
-                       infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
-                                       <<combined<<"\""<<std::endl;
+               if (path == "") {
+                       infostream << "SourceShaderCache::getOrLoad(): No path found for \""
+                               << combined << "\"" << std::endl;
                        return "";
                }
-               infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
-                               <<"\""<<std::endl;
+               infostream << "SourceShaderCache::getOrLoad(): Loading path \""
+                       << path << "\"" << std::endl;
                std::string p = readFile(path);
-               if(p != ""){
+               if (p != "") {
                        m_programs[combined] = p;
                        return p;
                }
                return "";
        }
 private:
-       std::map<std::string, std::string> m_programs;
+       StringMap m_programs;
+
        std::string readFile(const std::string &path)
        {
                std::ifstream is(path.c_str(), std::ios::binary);
@@ -169,29 +167,27 @@ private:
        }
 };
 
+
 /*
        ShaderCallback: Sets constants that can be used in shaders
 */
 
-class IShaderConstantSetterRegistry
-{
-public:
-       virtual ~IShaderConstantSetterRegistry(){};
-       virtual void onSetConstants(video::IMaterialRendererServices *services,
-                       bool is_highlevel, const std::string &name) = 0;
-};
-
 class ShaderCallback : public video::IShaderConstantSetCallBack
 {
-       IShaderConstantSetterRegistry *m_scsr;
-       std::string m_name;
+       std::vector<IShaderConstantSetter*> m_setters;
 
 public:
-       ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
-               m_scsr(scsr),
-               m_name(name)
-       {}
-       ~ShaderCallback() {}
+       ShaderCallback(const std::vector<IShaderConstantSetterFactory*> &factories)
+       {
+               for (u32 i = 0; i < factories.size(); ++i)
+                       m_setters.push_back(factories[i]->create());
+       }
+
+       ~ShaderCallback()
+       {
+               for (u32 i = 0; i < m_setters.size(); ++i)
+                       delete m_setters[i];
+       }
 
        virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
        {
@@ -200,18 +196,25 @@ public:
 
                bool is_highlevel = userData;
 
-               m_scsr->onSetConstants(services, is_highlevel, m_name);
+               for (u32 i = 0; i < m_setters.size(); ++i)
+                       m_setters[i]->onSetConstants(services, is_highlevel);
        }
 };
 
+
 /*
        MainShaderConstantSetter: Set basic constants required for almost everything
 */
 
 class MainShaderConstantSetter : public IShaderConstantSetter
 {
+       CachedVertexShaderSetting<float, 16> m_world_view_proj;
+       CachedVertexShaderSetting<float, 16> m_world;
+
 public:
-       MainShaderConstantSetter(IrrlichtDevice *device)
+       MainShaderConstantSetter() :
+               m_world_view_proj("mWorldViewProj"),
+               m_world("mWorld")
        {}
        ~MainShaderConstantSetter() {}
 
@@ -221,47 +224,40 @@ public:
                video::IVideoDriver *driver = services->getVideoDriver();
                sanity_check(driver);
 
-               // set inverted world matrix
-               core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
-               invWorld.makeInverse();
-               if(is_highlevel)
-                       services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
-               else
-                       services->setVertexShaderConstant(invWorld.pointer(), 0, 4);
-
-               // set clip matrix
+               // Set clip matrix
                core::matrix4 worldViewProj;
                worldViewProj = driver->getTransform(video::ETS_PROJECTION);
                worldViewProj *= driver->getTransform(video::ETS_VIEW);
                worldViewProj *= driver->getTransform(video::ETS_WORLD);
-               if(is_highlevel)
-                       services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
-               else
-                       services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
-
-               // set transposed world matrix
-               core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
-               transWorld = transWorld.getTransposed();
-               if(is_highlevel)
-                       services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
+               if (is_highlevel)
+                       m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
                else
-                       services->setVertexShaderConstant(transWorld.pointer(), 8, 4);
+                       services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
 
-               // set world matrix
+               // Set world matrix
                core::matrix4 world = driver->getTransform(video::ETS_WORLD);
-               if(is_highlevel)
-                       services->setVertexShaderConstant("mWorld", world.pointer(), 16);
+               if (is_highlevel)
+                       m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
                else
-                       services->setVertexShaderConstant(world.pointer(), 8, 4);
+                       services->setVertexShaderConstant(world.pointer(), 4, 4);
 
        }
 };
 
+
+class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory
+{
+public:
+       virtual IShaderConstantSetter* create()
+               { return new MainShaderConstantSetter(); }
+};
+
+
 /*
        ShaderSource
 */
 
-class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
+class ShaderSource : public IWritableShaderSource
 {
 public:
        ShaderSource(IrrlichtDevice *device);
@@ -274,23 +270,23 @@ public:
 
                The id 0 points to a null shader. Its material is EMT_SOLID.
        */
-       u32 getShaderIdDirect(const std::string &name, 
+       u32 getShaderIdDirect(const std::string &name,
                const u8 material_type, const u8 drawtype);
 
        /*
                If shader specified by the name pointed by the id doesn't
-               exist, create it, then return id. 
+               exist, create it, then return id.
 
                Can be called from any thread. If called from some other thread
                and not found in cache, the call is queued to the main thread
                for processing.
        */
-       
+
        u32 getShader(const std::string &name,
                const u8 material_type, const u8 drawtype);
-       
+
        ShaderInfo getShaderInfo(u32 id);
-       
+
        // Processes queued shader requests from other threads.
        // Shall be called from the main thread.
        void processQueue();
@@ -304,22 +300,17 @@ public:
        // Shall be called from the main thread.
        void rebuildShaders();
 
-       void addGlobalConstantSetter(IShaderConstantSetter *setter)
+       void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
        {
-               m_global_setters.push_back(setter);
+               m_setter_factories.push_back(setter);
        }
 
-       void onSetConstants(video::IMaterialRendererServices *services,
-                       bool is_highlevel, const std::string &name);
-
 private:
 
        // The id of the thread that is allowed to use irrlicht directly
        threadid_t m_main_thread;
        // The irrlicht device
        IrrlichtDevice *m_device;
-       // The set-constants callback
-       ShaderCallback *m_shader_callback;
 
        // Cache of source shaders
        // This should be only accessed from the main thread
@@ -329,14 +320,16 @@ private:
        // The first position contains a dummy shader.
        std::vector<ShaderInfo> m_shaderinfo_cache;
        // The former container is behind this mutex
-       JMutex m_shaderinfo_cache_mutex;
+       Mutex m_shaderinfo_cache_mutex;
 
        // Queued shader fetches (to be processed by the main thread)
        RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
 
-       // Global constant setters
-       // TODO: Delete these in the destructor
-       std::vector<IShaderConstantSetter*> m_global_setters;
+       // Global constant setter factories
+       std::vector<IShaderConstantSetterFactory *> m_setter_factories;
+
+       // Shader callbacks
+       std::vector<ShaderCallback *> m_callbacks;
 };
 
 IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
@@ -347,10 +340,10 @@ IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
 /*
        Generate shader given the shader name.
 */
-ShaderInfo generate_shader(std::string name,
+ShaderInfo generate_shader(const std::string &name,
                u8 material_type, u8 drawtype,
-               IrrlichtDevice *device,
-               video::IShaderConstantSetCallBack *callback,
+               IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
+               const std::vector<IShaderConstantSetterFactory*> &setter_factories,
                SourceShaderCache *sourcecache);
 
 /*
@@ -366,39 +359,35 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
 {
        assert(m_device); // Pre-condition
 
-       m_shader_callback = new ShaderCallback(this, "default");
-
-       m_main_thread = get_current_thread_id();
+       m_main_thread = thr_get_current_thread_id();
 
        // Add a dummy ShaderInfo as the first index, named ""
        m_shaderinfo_cache.push_back(ShaderInfo());
 
        // Add main global constant setter
-       addGlobalConstantSetter(new MainShaderConstantSetter(device));
+       addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
 }
 
 ShaderSource::~ShaderSource()
 {
-       for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
-                       iter != m_global_setters.end(); iter++) {
+       for (std::vector<ShaderCallback *>::iterator iter = m_callbacks.begin();
+                       iter != m_callbacks.end(); ++iter) {
                delete *iter;
        }
-       m_global_setters.clear();
-
-       if (m_shader_callback) {
-               m_shader_callback->drop();
-               m_shader_callback = NULL;
+       for (std::vector<IShaderConstantSetterFactory *>::iterator iter = m_setter_factories.begin();
+                       iter != m_setter_factories.end(); ++iter) {
+               delete *iter;
        }
 }
 
-u32 ShaderSource::getShader(const std::string &name, 
+u32 ShaderSource::getShader(const std::string &name,
                const u8 material_type, const u8 drawtype)
 {
        /*
                Get shader
        */
 
-       if(get_current_thread_id() == m_main_thread){
+       if (thr_is_current_thread(m_main_thread)) {
                return getShaderIdDirect(name, material_type, drawtype);
        } else {
                /*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/
@@ -435,7 +424,7 @@ u32 ShaderSource::getShader(const std::string &name,
 /*
        This method generates all the shaders
 */
-u32 ShaderSource::getShaderIdDirect(const std::string &name, 
+u32 ShaderSource::getShaderIdDirect(const std::string &name,
                const u8 material_type, const u8 drawtype)
 {
        //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
@@ -457,20 +446,20 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
        /*
                Calling only allowed from main thread
        */
-       if(get_current_thread_id() != m_main_thread){
+       if (!thr_is_current_thread(m_main_thread)) {
                errorstream<<"ShaderSource::getShaderIdDirect() "
                                "called not from main thread"<<std::endl;
                return 0;
        }
 
-       ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
-                       m_shader_callback, &m_sourcecache);
+       ShaderInfo info = generate_shader(name, material_type, drawtype,
+                       m_device, m_callbacks, m_setter_factories, &m_sourcecache);
 
        /*
                Add shader to caches (add dummy shaders too)
        */
 
-       JMutexAutoLock lock(m_shaderinfo_cache_mutex);
+       MutexAutoLock lock(m_shaderinfo_cache_mutex);
 
        u32 id = m_shaderinfo_cache.size();
        m_shaderinfo_cache.push_back(info);
@@ -484,7 +473,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
 
 ShaderInfo ShaderSource::getShaderInfo(u32 id)
 {
-       JMutexAutoLock lock(m_shaderinfo_cache_mutex);
+       MutexAutoLock lock(m_shaderinfo_cache_mutex);
 
        if(id >= m_shaderinfo_cache.size())
                return ShaderInfo();
@@ -494,7 +483,7 @@ ShaderInfo ShaderSource::getShaderInfo(u32 id)
 
 void ShaderSource::processQueue()
 {
+
 
 }
 
@@ -505,14 +494,14 @@ void ShaderSource::insertSourceShader(const std::string &name_of_shader,
                        "name_of_shader=\""<<name_of_shader<<"\", "
                        "filename=\""<<filename<<"\""<<std::endl;*/
 
-       sanity_check(get_current_thread_id() == m_main_thread);
+       sanity_check(thr_is_current_thread(m_main_thread));
 
        m_sourcecache.insert(name_of_shader, filename, program, true);
 }
 
 void ShaderSource::rebuildShaders()
 {
-       JMutexAutoLock lock(m_shaderinfo_cache_mutex);
+       MutexAutoLock lock(m_shaderinfo_cache_mutex);
 
        /*// Oh well... just clear everything, they'll load sometime.
        m_shaderinfo_cache.clear();
@@ -529,22 +518,16 @@ void ShaderSource::rebuildShaders()
                ShaderInfo *info = &m_shaderinfo_cache[i];
                if(info->name != ""){
                        *info = generate_shader(info->name, info->material_type,
-                                       info->drawtype, m_device, m_shader_callback, &m_sourcecache);
+                                       info->drawtype, m_device, m_callbacks,
+                                       m_setter_factories, &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, u8 material_type, u8 drawtype,
-               IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback,
+ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtype,
+               IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
+               const std::vector<IShaderConstantSetterFactory*> &setter_factories,
                SourceShaderCache *sourcecache)
 {
        ShaderInfo shaderinfo;
@@ -560,7 +543,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
                        shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
                        break;
                case TILE_MATERIAL_LIQUID_TRANSPARENT:
-                       shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+                       shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
                        break;
                case TILE_MATERIAL_LIQUID_OPAQUE:
                        shaderinfo.base_material = video::EMT_SOLID;
@@ -572,9 +555,9 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
                        shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
                break;
        }
-       
+
        bool enable_shaders = g_settings->getBool("enable_shaders");
-       if(!enable_shaders)
+       if (!enable_shaders)
                return shaderinfo;
 
        video::IVideoDriver* driver = device->getVideoDriver();
@@ -648,7 +631,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
                "NDT_FIRELIKE",
                "NDT_GLASSLIKE_FRAMED_OPTIONAL"
        };
-       
+
        for (int i = 0; i < 14; i++){
                shaders_header += "#define ";
                shaders_header += drawTypes[i];
@@ -681,47 +664,62 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
        shaders_header += itos(drawtype);
        shaders_header += "\n";
 
-       if (g_settings->getBool("generate_normalmaps")){
-               shaders_header += "#define GENERATE_NORMALMAPS\n";
-               shaders_header += "#define NORMALMAPS_STRENGTH ";
-               shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
-               shaders_header += "\n";
-               float sample_step;
-               int smooth = (int)g_settings->getFloat("normalmaps_smooth");
-               switch (smooth){
-               case 0:
-                       sample_step = 0.0078125; // 1.0 / 128.0
-                       break;
-               case 1:
-                       sample_step = 0.00390625; // 1.0 / 256.0
-                       break;
-               case 2:
-                       sample_step = 0.001953125; // 1.0 / 512.0
-                       break;
-               default:
-                       sample_step = 0.0078125;
-                       break;
-               }
-               shaders_header += "#define SAMPLE_STEP ";
-               shaders_header += ftos(sample_step);
-               shaders_header += "\n";
+       if (g_settings->getBool("generate_normalmaps")) {
+               shaders_header += "#define GENERATE_NORMALMAPS 1\n";
+       } else {
+               shaders_header += "#define GENERATE_NORMALMAPS 0\n";
+       }
+       shaders_header += "#define NORMALMAPS_STRENGTH ";
+       shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
+       shaders_header += "\n";
+       float sample_step;
+       int smooth = (int)g_settings->getFloat("normalmaps_smooth");
+       switch (smooth){
+       case 0:
+               sample_step = 0.0078125; // 1.0 / 128.0
+               break;
+       case 1:
+               sample_step = 0.00390625; // 1.0 / 256.0
+               break;
+       case 2:
+               sample_step = 0.001953125; // 1.0 / 512.0
+               break;
+       default:
+               sample_step = 0.0078125;
+               break;
        }
+       shaders_header += "#define SAMPLE_STEP ";
+       shaders_header += ftos(sample_step);
+       shaders_header += "\n";
 
        if (g_settings->getBool("enable_bumpmapping"))
                shaders_header += "#define ENABLE_BUMPMAPPING\n";
 
        if (g_settings->getBool("enable_parallax_occlusion")){
+               int mode = g_settings->getFloat("parallax_occlusion_mode");
+               float scale = g_settings->getFloat("parallax_occlusion_scale");
+               float bias = g_settings->getFloat("parallax_occlusion_bias");
+               int iterations = g_settings->getFloat("parallax_occlusion_iterations");
                shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
+               shaders_header += "#define PARALLAX_OCCLUSION_MODE ";
+               shaders_header += itos(mode);
+               shaders_header += "\n";
                shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
-               shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
+               shaders_header += ftos(scale);
                shaders_header += "\n";
                shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
-               shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
+               shaders_header += ftos(bias);
+               shaders_header += "\n";
+               shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS ";
+               shaders_header += itos(iterations);
                shaders_header += "\n";
        }
 
+       shaders_header += "#define USE_NORMALMAPS ";
        if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
-               shaders_header += "#define USE_NORMALMAPS\n";
+               shaders_header += "1\n";
+       else
+               shaders_header += "0\n";
 
        if (g_settings->getBool("enable_waving_water")){
                shaders_header += "#define ENABLE_WAVING_WATER 1\n";
@@ -741,32 +739,39 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
        shaders_header += "#define ENABLE_WAVING_LEAVES ";
        if (g_settings->getBool("enable_waving_leaves"))
                shaders_header += "1\n";
-       else    
+       else
                shaders_header += "0\n";
 
-       shaders_header += "#define ENABLE_WAVING_PLANTS ";              
+       shaders_header += "#define ENABLE_WAVING_PLANTS ";
        if (g_settings->getBool("enable_waving_plants"))
                shaders_header += "1\n";
        else
                shaders_header += "0\n";
 
-       if(pixel_program != "")
-               pixel_program = shaders_header + pixel_program;
-       if(vertex_program != "")
-               vertex_program = shaders_header + vertex_program;
-       if(geometry_program != "")
-               geometry_program = shaders_header + geometry_program;
+       if (g_settings->getBool("tone_mapping"))
+               shaders_header += "#define ENABLE_TONE_MAPPING\n";
+
+       shaders_header += "#define FOG_START ";
+       shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
+       shaders_header += "\n";
 
        // 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 != "")
+       if (!vertex_program.empty()) {
+               vertex_program = shaders_header + vertex_program;
                vertex_program_ptr = vertex_program.c_str();
-       if(pixel_program != "")
+       }
+       if (!pixel_program.empty()) {
+               pixel_program = shaders_header + pixel_program;
                pixel_program_ptr = pixel_program.c_str();
-       if(geometry_program != "")
+       }
+       if (!geometry_program.empty()) {
+               geometry_program = shaders_header + geometry_program;
                geometry_program_ptr = geometry_program.c_str();
+       }
+       ShaderCallback *cb = new ShaderCallback(setter_factories);
        s32 shadermat = -1;
        if(is_highlevel){
                infostream<<"Compiling high level shaders for "<<name<<std::endl;
@@ -776,14 +781,14 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
                        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
+                       video::EPST_PS_1_2,   // 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
+                       cb, // Set-constant callback
                        shaderinfo.base_material,  // Base material
                        1                          // Userdata passed to callback
                        );
@@ -792,6 +797,10 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
                                        "failed to generate \""<<name<<"\", "
                                        "addHighLevelShaderMaterial failed."
                                        <<std::endl;
+                       dumpShaderProgram(warningstream, "Vertex", vertex_program);
+                       dumpShaderProgram(warningstream, "Pixel", pixel_program);
+                       dumpShaderProgram(warningstream, "Geometry", geometry_program);
+                       delete cb;
                        return shaderinfo;
                }
        }
@@ -800,7 +809,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
                shadermat = gpu->addShaderMaterial(
                        vertex_program_ptr,   // Vertex shader program
                        pixel_program_ptr,    // Pixel shader program
-                       callback,             // Set-constant callback
+                       cb, // Set-constant callback
                        shaderinfo.base_material,  // Base material
                        0                     // Userdata passed to callback
                        );
@@ -810,9 +819,13 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
                                        "failed to generate \""<<name<<"\", "
                                        "addShaderMaterial failed."
                                        <<std::endl;
+                       dumpShaderProgram(warningstream, "Vertex", vertex_program);
+                       dumpShaderProgram(warningstream,"Pixel", pixel_program);
+                       delete cb;
                        return shaderinfo;
                }
        }
+       callbacks.push_back(cb);
 
        // HACK, TODO: investigate this better
        // Grab the material renderer once more so minetest doesn't crash on exit
@@ -855,3 +868,21 @@ void load_shaders(std::string name, SourceShaderCache *sourcecache,
        }
 
 }
+
+void dumpShaderProgram(std::ostream &output_stream,
+               const std::string &program_type, const std::string &program)
+{
+       output_stream << program_type << " shader program:" << std::endl <<
+               "----------------------------------" << std::endl;
+       size_t pos = 0;
+       size_t prev = 0;
+       s16 line = 1;
+       while ((pos = program.find("\n", prev)) != std::string::npos) {
+               output_stream << line++ << ": "<< program.substr(prev, pos - prev) <<
+                       std::endl;
+               prev = pos + 1;
+       }
+       output_stream << line << ": " << program.substr(prev) << std::endl <<
+               "End of " << program_type << " shader program." << std::endl <<
+               " " << std::endl;
+}