#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
-#include "strfnd.h" // trim()
#include "client/tile.h"
/*
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
}
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);
}
};
+
/*
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)
{
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() {}
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);
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();
// 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
// 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)
/*
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);
/*
{
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;*/
/*
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;
/*
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);
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();
void ShaderSource::processQueue()
{
-
+
}
"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();
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;
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;
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();
"NDT_FIRELIKE",
"NDT_GLASSLIKE_FRAMED_OPTIONAL"
};
-
+
for (int i = 0; i < 14; i++){
shaders_header += "#define ";
shaders_header += drawTypes[i];
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";
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;
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
);
"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;
}
}
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
);
"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
}
}
+
+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;
+}