1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162/* 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; virtual void onSetMaterial(const video::SMaterial& material) { } }; 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(con/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com> OpenAL support based on work by: Copyright (C) 2011 Sebastian 'Bahamada' Rühl Copyright (C) 2011 Cyriaque 'Cisoun' Skrapits <cysoun@gmail.com> Copyright (C) 2011 Giuseppe Bilotta <giuseppe.bilotta@gmail.com> 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; ifnot, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "sound_openal.h" #if defined(_WIN32) #include <al.h> #include <alc.h> //#include <alext.h> #elif defined(__APPLE__) #include <OpenAL/al.h> #include <OpenAL/alc.h> //#include <OpenAL/alext.h> #else #include <AL/al.h> #include <AL/alc.h> #include <AL/alext.h> #endif #include <vorbis/vorbisfile.h> #include <assert.h> #include "log.h" #include "filesys.h" #include "util/numeric.h" // myrand() #include "porting.h" #include <map> #include <vector> #include <fstream> #define BUFFER_SIZE 30000 static const char *alcErrorString(ALCenum err) { switch (err) { case ALC_NO_ERROR: return "no error"; case ALC_INVALID_DEVICE: return void dumpShaderProgram(std::ostream &output_stream, const std::string &program_type, const std::string &program);