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- /*
- Minetest
- Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- 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 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 Lesser General Public License for more details.
- 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.
- */
- #pragma once
- #include <IMaterialRendererServices.h>
- #include "irrlichttypes_bloated.h"
- #include <string>
- class IGameDef;
- /*
- shader.{h,cpp}: Shader handling stuff.
- */
- /*
- Gets the path to a shader by first checking if the file
- name_of_shader/filename
- exists in shader_path and if not, using the data path.
- If not found, returns "".
- Utilizes a thread-safe cache.
- */
- std::string getShaderPath(const std::string &name_of_shader,
- const std::string &filename);
- struct ShaderInfo {
- std::string name = "";
- video::E_MATERIAL_TYPE base_material = video::EMT_SOLID;
- video::E_MATERIAL_TYPE material = video::EMT_SOLID;
- u8 drawtype = 0;
- u8 material_type = 0;
- ShaderInfo() = default;
- virtual ~ShaderInfo() = default;
- };
- /*
- Setter of constants for shaders
- */
- namespace irr { namespace video {
- class IMaterialRendererServices;
- } }
- class IShaderConstantSetter {
- public:
- virtual ~IShaderConstantSetter() = default;
- virtual void onSetConstants(video::IMaterialRendererServices *services,
- bool is_highlevel) = 0;
- };
- class IShaderConstantSetterFactory {
- public:
- virtual ~IShaderConstantSetterFactory() = default;
- 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 = false;
- bool is_pixel;
- protected:
- CachedShaderSetting(const char *name, bool is_pixel) :
- m_name(name), 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 {
- public:
- IShaderSource() = default;
- virtual ~IShaderSource() = default;
- 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 {
- public:
- IWritableShaderSource() = default;
- virtual ~IWritableShaderSource() = default;
- 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 addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
- };
- IWritableShaderSource *createShaderSource();
- void dumpShaderProgram(std::ostream &output_stream,
- const std::string &program_type, const std::string &program);
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