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Minetest Texture Pack Reference
===============================

Texture packs allow you to replace textures provided by a mod with your own
textures.

Texture pack directory structure
--------------------------------

    textures
    |-- Texture Pack
    |   |-- texture_pack.conf
    |   |-- screenshot.png
    |   |-- description.txt
    |   |-- override.txt
    |   |-- your_texture_1.png
    |   |-- your_texture_2.png
    `-- Another Texture Pack

### Texture Pack
This is a directory containing the entire contents of a single texture pack.
It can be chosen more or less freely and will also become the name of the
texture pack. The name must not be “base”.

### `texture_pack.conf`
A key-value config file with the following keys:

* `title` - human readable title
* `description` - short description, shown in the content tab

### `description.txt`
**Deprecated**, you should use texture_pack.conf instead.

A file containing a short description of the texture pack to be shown in the
content tab.

### `screenshot.png`
A preview image showing an in-game screenshot of this texture pack; it will be
shown in the texture packs tab. It should have an aspect ratio of 3:2 and a
minimum size of 300×200 pixels.

### `your_texture_1.png`, `your_texture_2.png`, etc.
Any other PNG files will be interpreted as textures. They must have the same
names as the textures they are supposed to override. For example, to override
the apple texture of Minetest Game, add a PNG file named `default_apple.png`.

The custom textures do not necceessarily require the same size as their
originals, but this might be required for a few particular textures. When
unsure, just test your texture pack in-game.

Texture modifiers
-----------------

See lua_api.txt for texture modifiers

Special textures
----------------

These texture names are hardcoded into the engine but can also be overwritten
by texture packs. All existing fallback textures can be found in the directory
`textures/base/pack`.

### Gameplay textures

* `bubble.png`: the bubble texture when the player is drowning

* `crack_anylength.png`: node overlay texture when digging

* `crosshair.png`
    * the crosshair texture in the center of the screen. The settings
      `crosshair_color` and `crosshair_alpha` are used to create a cross
      when no texture was found

* `halo.png`: used for the node highlighting mesh

* `heart.png`: used to display the health points of the player

* `minimap_mask_round.png`: round minimap mask, white gets replaced by the map
* `minimap_mask_square.png`: mask used for the square minimap
* `minimap_overlay_round.png`: overlay texture for the round minimap
* `minimap_overlay_square.png`: overlay texture for the square minimap
* `object_marker_red.png`: texture for players on the minimap
* `player_marker.png`: texture for the own player on the square minimap

* `player.png`: front texture of the 2D upright sprite player
* `player_back.png`: back texture of the 2D upright sprite player

* `progress_bar.png`: foreground texture of the loading screen's progress bar
* `progress_bar_bg.png`: background texture of the loading screen's progress bar

* `moon.png`: texture of the moon. Default texture is generated by Minetest
* `moon_tonemap.png`: tonemap to be used when `moon.png` was found
* `sun.png`: texture of the sun. Default texture is generated by Minetest
* `sun_tonemap.png`: tonemap to be used when `sun.png` was found
* `sunrisebg.png`: shown sky texture when the sun rises

* `smoke_puff.png`: texture used when an object died by punching

* `unknown_item.png`: shown texture when an item definition was not found
* `unknown_node.png`: shown texture when a node definition was not found
* `unknown_object.png`: shown texture when an entity definition was not found

* `wieldhand.png`: texture of the wieldhand

### Mainmenu textures

* `menu_bg.png`: used as mainmenu background when the clouds are disabled
* `menu_header.png`: header texture when no texture pack is selected

* `no_screenshot.png`
    * texture when no screenshot was found for a texture pack or mod

* `server_flags_creative.png`: icon for creative servers
* `server_flags_damage.png`: icon for enabled damage on servers
* `server_flags_favorite.png`: icon for your favorite servers
* `server_flags_pvp.png`: icon for enabled PvP on servers

### Android textures

* `down_arrow.png`
* `left_arrow.png`
* `right_arrow.png`
* `up_arrow.png`

* `drop_btn.png`
* `fast_btn.png`
* `fly_btn.png`
* `jump_btn.png`
* `noclip_btn.png`

* `camera_btn.png`
* `chat_btn.png`
* `inventory_btn.png`
* `rangeview_btn.png`

* `debug_btn.png`
* `gear_icon.png`
* `rare_controls.png`

Texture Overrides
-----------------

You can override the textures of a node from a texture pack using
texture overrides. To do this, create a file in a texture pack
called override.txt

Each line in an override.txt file is a rule. It consists of

	nodename face-selector texture

For example,

	default:dirt_with_grass sides default_stone.png

You can use ^ operators as usual:

	default:dirt_with_grass sides default_stone.png^[brighten

Here are face selectors you can choose from:

| face-selector | behavior                                          |
|---------------|---------------------------------------------------|
| left          | x-                                                |
| right         | x+                                                |
| front         | z-                                                |
| back          | z+                                                |
| top           | y+                                                |
| bottom        | y-                                                |
| sides         | x-, x+, z-, z+                                    |
| all           | All faces. You can also use '*' instead of 'all'. |

Designing leaves textures for the leaves rendering options
----------------------------------------------------------

Minetest has three modes for rendering leaves nodes if the node has the
`allfaces_optional` drawtype.

### Fancy

Uses the texture specified in the `tiles` nodedef field.
The texture should have some transparent pixels and be in the RGBA format so
that the transparent pixels can have color information.
Faces of every leaves node are rendered even if they are inside a solid volume
of leaves; this gives a dense appearance.

### Opaque

Uses the texture specified in `tiles` but makes it opaque by converting each
transparent pixel into an opaque pixel that uses the color information of that
transparent pixel.
Due to this the `tiles` texture format must be RGBA not 'indexed alpha' to allow
each transparent pixel to have color information.

The colors of the transparent pixels should be set for a good appearance in
`opaque` mode. This can be done by painting the pixels the desired colors then
erasing them. Then when saving the texture, use the 'save color information from
transparent pixels' option (or equivalent).

### Simple

Uses the texture specified in the `special_tiles` nodedef field if it exists, if
not, the `tiles` texture.
The `special_tiles` texture should have fewer transparent pixels than the
`tiles` texture and be in the 'indexed alpha' format.

This mode is between the other two in terms of appearance and rendering load.
The nodes are rendered using the `glasslike` drawtype, only showing the surface
faces for any solid volume of leaves, not the internal faces.
Due to this the `tiles` texture might appear lacking in density, so optionally a
`special_tiles` texture can be used to provide a texture with fewer transparent
pixels for a denser appearance.
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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.
*/

#include "shader.h"
#include "irrlichttypes_extrabloated.h"
#include "debug.h"
#include "main.h" // for g_settings
#include "filesys.h"
#include "util/container.h"
#include "util/thread.h"
#include "settings.h"
#include <iterator>
#include <ICameraSceneNode.h>
#include <IGPUProgrammingServices.h>
#include <IMaterialRenderer.h>
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
#include "strfnd.h" // trim()

/*
	A cache from shader name to shader path
*/
MutexedMap<std::string, std::string> g_shadername_to_path_cache;

/*
	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)
{
	std::string combined = name_of_shader + DIR_DELIM + filename;
	std::string fullpath = "";
	/*
		Check from cache
	*/
	bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
	if(incache)
		return fullpath;

	/*
		Check from shader_path
	*/
	std::string shader_path = g_settings->get("shader_path");
	if(shader_path != "")
	{
		std::string testpath = shader_path + DIR_DELIM + combined;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	/*
		Check from default data directory
	*/
	if(fullpath == "")
	{
		std::string rel_path = std::string("client") + DIR_DELIM
				+ "shaders" + DIR_DELIM
				+ name_of_shader + DIR_DELIM
				+ filename;
		std::string testpath = porting::path_share + DIR_DELIM + rel_path;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	// Add to cache (also an empty result is cached)
	g_shadername_to_path_cache.set(combined, fullpath);

	// Finally return it
	return fullpath;
}

/*
	SourceShaderCache: A cache used for storing source shaders.
*/

class SourceShaderCache
{
public:
	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
		if(prefer_local){
			std::string path = getShaderPath(name_of_shader, filename);
			if(path != ""){
				std::string p = readFile(path);
				if(p != ""){
					m_programs[combined] = p;
					return;
				}
			}
		}
		m_programs[combined] = program;
	}
	std::string get(const std::string &name_of_shader,
			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())
			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)
	{
		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())
			return n->second;
		std::string path = getShaderPath(name_of_shader, filename);
		if(path == ""){
			infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
					<<combined<<"\""<<std::endl;
			return "";
		}
		infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
				<<"\""<<std::endl;
		std::string p = readFile(path);
		if(p != ""){
			m_programs[combined] = p;
			return p;
		}
		return "";
	}
private:
	std::map<std::string, std::string> m_programs;
	std::string readFile(const std::string &path)
	{
		std::ifstream is(path.c_str(), std::ios::binary);
		if(!is.is_open())
			return "";
		std::ostringstream tmp_os;
		tmp_os << is.rdbuf();
		return tmp_os.str();
	}
};

/*
	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;

public:
	ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
		m_scsr(scsr),
		m_name(name)
	{}
	~ShaderCallback() {}

	virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
	{
		video::IVideoDriver *driver = services->getVideoDriver();
		assert(driver);

		bool is_highlevel = userData;

		m_scsr->onSetConstants(services, is_highlevel, m_name);
	}
};

/*
	MainShaderConstantSetter: Set basic constants required for almost everything
*/

class MainShaderConstantSetter : public IShaderConstantSetter
{
public:
	MainShaderConstantSetter(IrrlichtDevice *device):
		m_device(device)
	{}
	~MainShaderConstantSetter() {}

	virtual void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel)
	{
		video::IVideoDriver *driver = services->getVideoDriver();
		assert(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
		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 world = driver->getTransform(video::ETS_WORLD);
		world = world.getTransposed();
		if(is_highlevel)
			services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
		else
			services->setVertexShaderConstant(world.pointer(), 8, 4);
	}

private:
	IrrlichtDevice *m_device;
};

/*
	ShaderSource
*/

class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
{
public:
	ShaderSource(IrrlichtDevice *device);
	~ShaderSource();

	/*
		Gets a shader material id from cache or
		- if main thread, from getShaderIdDirect
		- if other thread, adds to request queue and waits for main thread
	*/
	u32 getShaderId(const std::string &name);

	/*
		- If shader material specified by name is found from cache,
		  return the cached id.
		- Otherwise generate the shader material, add to cache and return id.

		The id 0 points to a null shader. Its material is EMT_SOLID.
	*/
	u32 getShaderIdDirect(const std::string &name);

	// Finds out the name of a cached shader.
	std::string getShaderName(u32 id);

	/*
		If shader specified by the name pointed by the id doesn't
		exist, create it, then return the cached shader.

		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.
	*/
	ShaderInfo getShader(u32 id);

	ShaderInfo getShader(const std::string &name)
	{
		return getShader(getShaderId(name));
	}

	// Processes queued shader requests from other threads.
	// Shall be called from the main thread.
	void processQueue();

	// Insert a shader program into the cache without touching the
	// filesystem. Shall be called from the main thread.
	void insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program);

	// Rebuild shaders from the current set of source shaders
	// Shall be called from the main thread.
	void rebuildShaders();

	void addGlobalConstantSetter(IShaderConstantSetter *setter)
	{
		m_global_setters.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
	SourceShaderCache m_sourcecache;

	// A shader id is index in this array.
	// The first position contains a dummy shader.
	std::vector<ShaderInfo> m_shaderinfo_cache;
	// Maps a shader name to an index in the former.
	std::map<std::string, u32> m_name_to_id;
	// The two former containers are behind this mutex
	JMutex 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;
};

IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
{
	return new ShaderSource(device);
}

/*
	Generate shader given the shader name.
*/
ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
		video::IShaderConstantSetCallBack *callback,
		SourceShaderCache *sourcecache);

/*
	Load shader programs
*/
void load_shaders(std::string name, SourceShaderCache *sourcecache,
		video::E_DRIVER_TYPE drivertype, bool enable_shaders,
		std::string &vertex_program, std::string &pixel_program,
		std::string &geometry_program, bool &is_highlevel);

ShaderSource::ShaderSource(IrrlichtDevice *device):
		m_device(device)
{
	assert(m_device);

	m_shader_callback = new ShaderCallback(this, "default");

	m_main_thread = get_current_thread_id();

	// Add a dummy ShaderInfo as the first index, named ""
	m_shaderinfo_cache.push_back(ShaderInfo());
	m_name_to_id[""] = 0;

	// Add main global constant setter
	addGlobalConstantSetter(new MainShaderConstantSetter(device));
}

ShaderSource::~ShaderSource()
{
	//m_shader_callback->drop();

	for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
			iter != m_global_setters.end(); iter++) {
		delete *iter;
	}
	m_global_setters.clear();
}

u32 ShaderSource::getShaderId(const std::string &name)
{
	//infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;

	{
		/*
			See if shader already exists
		*/
		JMutexAutoLock lock(m_shaderinfo_cache_mutex);
		std::map<std::string, u32>::iterator n;
		n = m_name_to_id.find(name);
		if(n != m_name_to_id.end())
			return n->second;
	}

	/*
		Get shader
	*/
	if(get_current_thread_id() == m_main_thread){
		return getShaderIdDirect(name);
	} else {
		/*errorstream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;*/

		// We're gonna ask the result to be put into here

		static ResultQueue<std::string, u32, u8, u8> result_queue;

		// Throw a request in
		m_get_shader_queue.add(name, 0, 0, &result_queue);

		/* infostream<<"Waiting for shader from main thread, name=\""
				<<name<<"\""<<std::endl;*/

		while(true) {
			GetResult<std::string, u32, u8, u8>
				result = result_queue.pop_frontNoEx();

			if (result.key == name) {
				return result.item;
			}
			else {
				errorstream << "Got shader with invalid name: " << result.key << std::endl;
			}
		}

	}

	infostream<<"getShaderId(): Failed"<<std::endl;

	return 0;
}

/*
	This method generates all the shaders
*/
u32 ShaderSource::getShaderIdDirect(const std::string &name)
{
	//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;

	// Empty name means shader 0
	if(name == ""){
		infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
		return 0;
	}

	/*
		Calling only allowed from main thread
	*/
	if(get_current_thread_id() != m_main_thread){
		errorstream<<"ShaderSource::getShaderIdDirect() "
				"called not from main thread"<<std::endl;
		return 0;
	}

	/*
		See if shader already exists
	*/
	{
		JMutexAutoLock lock(m_shaderinfo_cache_mutex);

		std::map<std::string, u32>::iterator n;
		n = m_name_to_id.find(name);
		if(n != m_name_to_id.end()){
			/*infostream<<"getShaderIdDirect(): \""<<name
					<<"\" found in cache"<<std::endl;*/
			return n->second;
		}
	}

	/*infostream<<"getShaderIdDirect(): \""<<name
			<<"\" NOT found in cache. Creating it."<<std::endl;*/

	ShaderInfo info = generate_shader(name, m_device,
			m_shader_callback, &m_sourcecache);

	/*
		Add shader to caches (add dummy shaders too)
	*/

	JMutexAutoLock lock(m_shaderinfo_cache_mutex);

	u32 id = m_shaderinfo_cache.size();
	m_shaderinfo_cache.push_back(info);
	m_name_to_id[name] = id;

	/*infostream<<"getShaderIdDirect(): "
			<<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/

	return id;
}

std::string ShaderSource::getShaderName(u32 id)
{
	JMutexAutoLock lock(m_shaderinfo_cache_mutex);

	if(id >= m_shaderinfo_cache.size()){
		errorstream<<"ShaderSource::getShaderName(): id="<<id
				<<" >= m_shaderinfo_cache.size()="
				<<m_shaderinfo_cache.size()<<std::endl;
		return "";
	}

	return m_shaderinfo_cache[id].name;
}

ShaderInfo ShaderSource::getShader(u32 id)
{
	JMutexAutoLock lock(m_shaderinfo_cache_mutex);

	if(id >= m_shaderinfo_cache.size())
		return ShaderInfo();

	return m_shaderinfo_cache[id];
}

void ShaderSource::processQueue()
{
	/*
		Fetch shaders
	*/
	//NOTE this is only thread safe for ONE consumer thread!
	if(!m_get_shader_queue.empty()){
		GetRequest<std::string, u32, u8, u8>
				request = m_get_shader_queue.pop();

		/**errorstream<<"ShaderSource::processQueue(): "
				<<"got shader request with "
				<<"name=\""<<request.key<<"\""
				<<std::endl;**/

		m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key));
	}
}

void ShaderSource::insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program)
{
	/*infostream<<"ShaderSource::insertSourceShader(): "
			"name_of_shader=\""<<name_of_shader<<"\", "
			"filename=\""<<filename<<"\""<<std::endl;*/

	assert(get_current_thread_id() == m_main_thread);

	m_sourcecache.insert(name_of_shader, filename, program, true);
}

void ShaderSource::rebuildShaders()
{
	JMutexAutoLock lock(m_shaderinfo_cache_mutex);

	/*// Oh well... just clear everything, they'll load sometime.
	m_shaderinfo_cache.clear();
	m_name_to_id.clear();*/

	/*
		FIXME: Old shader materials can't be deleted in Irrlicht,
		or can they?
		(This would be nice to do in the destructor too)
	*/

	// Recreate shaders
	for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
		ShaderInfo *info = &m_shaderinfo_cache[i];
		if(info->name != ""){
			*info = generate_shader(info->name, m_device,
					m_shader_callback, &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, IrrlichtDevice *device,
		video::IShaderConstantSetCallBack *callback,
		SourceShaderCache *sourcecache)
{
	/*infostream<<"generate_shader(): "
			"\""<<name<<"\""<<std::endl;*/

	ShaderInfo shaderinfo;
	shaderinfo.name = name;
	shaderinfo.material = video::EMT_SOLID;

	/*
		Get the base material
	*/
	std::string base_material_name =
		trim(sourcecache->getOrLoad(name, "base.txt"));
	for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
		if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
			shaderinfo.material = (video::E_MATERIAL_TYPE) i;
			break;
		}
	}

	bool enable_shaders = g_settings->getBool("enable_shaders");
	if(!enable_shaders)
		return shaderinfo;

	video::IVideoDriver* driver = device->getVideoDriver();
	assert(driver);

	video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
	if(!gpu){
		errorstream<<"generate_shader(): "
				"failed to generate \""<<name<<"\", "
				"GPU programming not supported."
				<<std::endl;
		return shaderinfo;
	}

	// Choose shader language depending on driver type and settings
	// Then load shaders
	std::string vertex_program;
	std::string pixel_program;
	std::string geometry_program;
	bool is_highlevel;
	load_shaders(name, sourcecache, driver->getDriverType(),
			enable_shaders, vertex_program, pixel_program,
			geometry_program, is_highlevel);

	// Check hardware/driver support
	if(vertex_program != "" &&
			!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
			!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
		infostream<<"generate_shader(): vertex shaders disabled "
				"because of missing driver/hardware support."
				<<std::endl;
		vertex_program = "";
	}
	if(pixel_program != "" &&
			!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
			!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
		infostream<<"generate_shader(): pixel shaders disabled "
				"because of missing driver/hardware support."
				<<std::endl;
		pixel_program = "";
	}
	if(geometry_program != "" &&
			!driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
		infostream<<"generate_shader(): geometry shaders disabled "
				"because of missing driver/hardware support."
				<<std::endl;
		geometry_program = "";
	}

	// If no shaders are used, don't make a separate material type
	if(vertex_program == "" && pixel_program == "" && geometry_program == "")
		return shaderinfo;

	// Create shaders header
	std::string shaders_header = "#version 120\n";
	
	if (g_settings->getBool("enable_bumpmapping"))
		shaders_header += "#define ENABLE_BUMPMAPPING\n";

	if (g_settings->getBool("enable_parallax_occlusion")){
		shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
		shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
		shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
		shaders_header += "\n";
		shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
		shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
		shaders_header += "\n";
		}

	if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
		shaders_header += "#define USE_NORMALMAPS\n";

	if (g_settings->getBool("enable_waving_water")){
		shaders_header += "#define ENABLE_WAVING_WATER\n";
		shaders_header += "#define WATER_WAVE_HEIGHT ";
		shaders_header += ftos(g_settings->getFloat("water_wave_height"));
		shaders_header += "\n";
		shaders_header += "#define WATER_WAVE_LENGTH ";
		shaders_header += ftos(g_settings->getFloat("water_wave_length"));
		shaders_header += "\n";
		shaders_header += "#define WATER_WAVE_SPEED ";
		shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
		shaders_header += "\n";
	}

	if (g_settings->getBool("enable_waving_leaves"))
		shaders_header += "#define ENABLE_WAVING_LEAVES\n";

	if (g_settings->getBool("enable_waving_plants"))
		shaders_header += "#define ENABLE_WAVING_PLANTS\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;

	// 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 != "")
		vertex_program_ptr = vertex_program.c_str();
	if(pixel_program != "")
		pixel_program_ptr = pixel_program.c_str();
	if(geometry_program != "")
		geometry_program_ptr = geometry_program.c_str();
	s32 shadermat = -1;
	if(is_highlevel){
		infostream<<"Compiling high level shaders for "<<name<<std::endl;
		shadermat = gpu->addHighLevelShaderMaterial(
			vertex_program_ptr,   // Vertex shader program
			"vertexMain",         // Vertex shader entry point
			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
			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
			shaderinfo.material,  // Base material
			1                     // Userdata passed to callback
			);

		if(shadermat == -1){
			errorstream<<"generate_shader(): "
					"failed to generate \""<<name<<"\", "
					"addHighLevelShaderMaterial failed."
					<<std::endl;
			return shaderinfo;
		}
	}
	else{
		infostream<<"Compiling assembly shaders for "<<name<<std::endl;
		shadermat = gpu->addShaderMaterial(
			vertex_program_ptr,   // Vertex shader program
			pixel_program_ptr,    // Pixel shader program
			callback,             // Set-constant callback
			shaderinfo.material,  // Base material
			0                     // Userdata passed to callback
			);

		if(shadermat == -1){
			errorstream<<"generate_shader(): "
					"failed to generate \""<<name<<"\", "
					"addShaderMaterial failed."
					<<std::endl;
			return shaderinfo;
		}
	}

	// HACK, TODO: investigate this better
	// Grab the material renderer once more so minetest doesn't crash on exit
	driver->getMaterialRenderer(shadermat)->grab();

	// Apply the newly created material type
	shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
	return shaderinfo;
}

void load_shaders(std::string name, SourceShaderCache *sourcecache,
		video::E_DRIVER_TYPE drivertype, bool enable_shaders,
		std::string &vertex_program, std::string &pixel_program,
		std::string &geometry_program, bool &is_highlevel)
{
	vertex_program = "";
	pixel_program = "";
	geometry_program = "";
	is_highlevel = false;

	if(enable_shaders){
		// Look for high level shaders
		if(drivertype == video::EDT_DIRECT3D9){
			// Direct3D 9: HLSL
			// (All shaders in one file)
			vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
			pixel_program = vertex_program;
			geometry_program = vertex_program;
		}
		else if(drivertype == video::EDT_OPENGL){
			// OpenGL: GLSL
			vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
			pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
			geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
		}
		if(vertex_program != "" || pixel_program != "" || geometry_program != ""){
			is_highlevel = true;
			return;
		}
	}

}