Copyright (C) 2013 Kahrl <kahrl@gmx.net>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef SHADER_HEADER
#define SHADER_HEADER
+#include <IMaterialRendererServices.h>
#include "irrlichttypes_extrabloated.h"
#include "threads.h"
#include <string>
std::string getShaderPath(const std::string &name_of_shader,
const std::string &filename);
-struct ShaderInfo
-{
+struct ShaderInfo {
std::string name;
+ video::E_MATERIAL_TYPE base_material;
video::E_MATERIAL_TYPE material;
+ u8 drawtype;
+ u8 material_type;
+ s32 user_data;
- ShaderInfo(): name(""), material(video::EMT_SOLID) {}
+ ShaderInfo(): name(""), base_material(video::EMT_SOLID),
+ material(video::EMT_SOLID),
+ drawtype(0), material_type(0) {}
virtual ~ShaderInfo() {}
};
class IMaterialRendererServices;
} }
-class IShaderConstantSetter
-{
+
+class IShaderConstantSetter {
public:
virtual ~IShaderConstantSetter(){};
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel) = 0;
};
+
+class IShaderConstantSetterFactory {
+public:
+ virtual ~IShaderConstantSetterFactory() {};
+ virtual IShaderConstantSetter* create() = 0;
+};
+
+
+template <typename T, std::size_t count=1>
+class CachedShaderSetting {
+ const char *m_name;
+ T m_sent[count];
+ bool has_been_set;
+ bool is_pixel;
+protected:
+ CachedShaderSetting(const char *name, bool is_pixel) :
+ m_name(name), has_been_set(false), is_pixel(is_pixel)
+ {}
+public:
+ void set(const T value[count], video::IMaterialRendererServices *services)
+ {
+ if (has_been_set && std::equal(m_sent, m_sent + count, value))
+ return;
+ if (is_pixel)
+ services->setPixelShaderConstant(m_name, value, count);
+ else
+ services->setVertexShaderConstant(m_name, value, count);
+ std::copy(value, value + count, m_sent);
+ has_been_set = true;
+ }
+};
+
+template <typename T, std::size_t count = 1>
+class CachedPixelShaderSetting : public CachedShaderSetting<T, count> {
+public:
+ CachedPixelShaderSetting(const char *name) :
+ CachedShaderSetting<T, count>(name, true){}
+};
+
+template <typename T, std::size_t count = 1>
+class CachedVertexShaderSetting : public CachedShaderSetting<T, count> {
+public:
+ CachedVertexShaderSetting(const char *name) :
+ CachedShaderSetting<T, count>(name, false){}
+};
+
+
/*
ShaderSource creates and caches shaders.
*/
-class IShaderSource
-{
+class IShaderSource {
public:
IShaderSource(){}
virtual ~IShaderSource(){}
- virtual u32 getShaderId(const std::string &name){return 0;}
- virtual u32 getShaderIdDirect(const std::string &name){return 0;}
- virtual std::string getShaderName(u32 id){return "";}
- virtual ShaderInfo getShader(u32 id){return ShaderInfo();}
- virtual ShaderInfo getShader(const std::string &name){return ShaderInfo();}
+ virtual u32 getShaderIdDirect(const std::string &name,
+ const u8 material_type, const u8 drawtype){return 0;}
+ virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
+ virtual u32 getShader(const std::string &name,
+ const u8 material_type, const u8 drawtype){return 0;}
};
-class IWritableShaderSource : public IShaderSource
-{
+class IWritableShaderSource : public IShaderSource {
public:
IWritableShaderSource(){}
virtual ~IWritableShaderSource(){}
- virtual u32 getShaderId(const std::string &name){return 0;}
- virtual u32 getShaderIdDirect(const std::string &name){return 0;}
- virtual std::string getShaderName(u32 id){return "";}
- virtual ShaderInfo getShader(u32 id){return ShaderInfo();}
- virtual ShaderInfo getShader(const std::string &name){return ShaderInfo();}
+ virtual u32 getShaderIdDirect(const std::string &name,
+ const u8 material_type, const u8 drawtype){return 0;}
+ virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
+ virtual u32 getShader(const std::string &name,
+ const u8 material_type, const u8 drawtype){return 0;}
virtual void processQueue()=0;
virtual void insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program)=0;
virtual void rebuildShaders()=0;
- virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
+ virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
+void dumpShaderProgram(std::ostream &output_stream,
+ const std::string &program_type, const std::string &program);
+
#endif