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author | Perttu Ahola <celeron55@gmail.com> | 2012-12-01 03:02:16 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2012-12-02 00:46:18 +0200 |
commit | 27373919f4369c0c511f9f0ac66854b7f76e101d (patch) | |
tree | e830e623af8b51b72468f9aa04faf85210d66177 | |
parent | 22e6fb7056dcc888e9ccf768fefb6c073077a3b5 (diff) | |
download | minetest-27373919f4369c0c511f9f0ac66854b7f76e101d.tar.gz minetest-27373919f4369c0c511f9f0ac66854b7f76e101d.tar.bz2 minetest-27373919f4369c0c511f9f0ac66854b7f76e101d.zip |
Implement a global shader parameter passing system and useful shaders
-rw-r--r-- | client/shaders/test_shader_1/base.txt | 1 | ||||
-rw-r--r-- | client/shaders/test_shader_1/opengl_fragment.glsl | 25 | ||||
-rw-r--r-- | client/shaders/test_shader_1/opengl_vertex.glsl | 25 | ||||
-rw-r--r-- | client/shaders/test_shader_2/.opengl_fragment.glsl.swo | bin | 0 -> 12288 bytes | |||
-rw-r--r-- | client/shaders/test_shader_2/base.txt | 1 | ||||
-rw-r--r-- | client/shaders/test_shader_2/opengl_fragment.glsl | 23 | ||||
-rw-r--r-- | client/shaders/test_shader_2/opengl_vertex.glsl | 20 | ||||
-rw-r--r-- | client/shaders/the_darkness_of_light/opengl_fragment.asm | 17 | ||||
-rw-r--r-- | client/shaders/the_darkness_of_light/opengl_fragment.glsl | 9 | ||||
-rw-r--r-- | client/shaders/the_darkness_of_light/opengl_vertex.asm | 38 | ||||
-rw-r--r-- | client/shaders/the_darkness_of_light/opengl_vertex.glsl | 16 | ||||
-rw-r--r-- | src/game.cpp | 52 | ||||
-rw-r--r-- | src/mapblock_mesh.cpp | 15 | ||||
-rw-r--r-- | src/shader.cpp | 70 | ||||
-rw-r--r-- | src/shader.h | 17 |
15 files changed, 240 insertions, 89 deletions
diff --git a/client/shaders/test_shader_1/base.txt b/client/shaders/test_shader_1/base.txt new file mode 100644 index 000000000..080df30dd --- /dev/null +++ b/client/shaders/test_shader_1/base.txt @@ -0,0 +1 @@ +trans_alphach_ref diff --git a/client/shaders/test_shader_1/opengl_fragment.glsl b/client/shaders/test_shader_1/opengl_fragment.glsl new file mode 100644 index 000000000..ebf943ced --- /dev/null +++ b/client/shaders/test_shader_1/opengl_fragment.glsl @@ -0,0 +1,25 @@ +
+uniform sampler2D myTexture;
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+void main (void)
+{
+ //vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ float a = col.a;
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
+ col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
+ col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, a);
+}
diff --git a/client/shaders/test_shader_1/opengl_vertex.glsl b/client/shaders/test_shader_1/opengl_vertex.glsl new file mode 100644 index 000000000..498085053 --- /dev/null +++ b/client/shaders/test_shader_1/opengl_vertex.glsl @@ -0,0 +1,25 @@ +
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+
+varying vec3 vPosition;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ if(gl_Normal.y > 0.5)
+ gl_FrontColor = gl_BackColor = gl_Color;
+ else
+ gl_FrontColor = gl_BackColor = gl_Color * 0.7;
+
+ /*if(gl_Normal.y > 0.5)
+ gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
+ else
+ gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+}
diff --git a/client/shaders/test_shader_2/.opengl_fragment.glsl.swo b/client/shaders/test_shader_2/.opengl_fragment.glsl.swo Binary files differnew file mode 100644 index 000000000..e1cac6222 --- /dev/null +++ b/client/shaders/test_shader_2/.opengl_fragment.glsl.swo diff --git a/client/shaders/test_shader_2/base.txt b/client/shaders/test_shader_2/base.txt new file mode 100644 index 000000000..1c2647118 --- /dev/null +++ b/client/shaders/test_shader_2/base.txt @@ -0,0 +1 @@ +trans_alphach diff --git a/client/shaders/test_shader_2/opengl_fragment.glsl b/client/shaders/test_shader_2/opengl_fragment.glsl new file mode 100644 index 000000000..38bc94311 --- /dev/null +++ b/client/shaders/test_shader_2/opengl_fragment.glsl @@ -0,0 +1,23 @@ +
+uniform sampler2D myTexture;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ col *= gl_Color;
+ float a = gl_Color.a;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
+ col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
+ col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ a = mix(a, 0.0, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, a);
+}
diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl new file mode 100644 index 000000000..6286fc0d7 --- /dev/null +++ b/client/shaders/test_shader_2/opengl_vertex.glsl @@ -0,0 +1,20 @@ +
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+
+varying vec3 vPosition;
+
+void main(void)
+{
+ vec4 pos = gl_Vertex;
+ pos.y -= 2.0;
+ gl_Position = mWorldViewProj * pos;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ gl_FrontColor = gl_BackColor = gl_Color;
+ //gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+}
diff --git a/client/shaders/the_darkness_of_light/opengl_fragment.asm b/client/shaders/the_darkness_of_light/opengl_fragment.asm deleted file mode 100644 index 8297f8ec7..000000000 --- a/client/shaders/the_darkness_of_light/opengl_fragment.asm +++ /dev/null @@ -1,17 +0,0 @@ -!!ARBfp1.0
-
-#Input
-ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
-ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
-
-#Output
-OUTPUT outColor = result.color;
-
-TEMP texelColor;
-TXP texelColor, inTexCoord, texture, 2D;
-MUL texelColor, texelColor, inColor; # multiply with color
-SUB outColor, {1.0,1.0,1.0,1.0}, texelColor;
-MOV outColor.w, 1.0;
-
-END
-
diff --git a/client/shaders/the_darkness_of_light/opengl_fragment.glsl b/client/shaders/the_darkness_of_light/opengl_fragment.glsl deleted file mode 100644 index e447918ee..000000000 --- a/client/shaders/the_darkness_of_light/opengl_fragment.glsl +++ /dev/null @@ -1,9 +0,0 @@ -
-uniform sampler2D myTexture;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- col *= gl_Color;
- gl_FragColor = vec4(1.0-col.r, 1.0-col.g, 1.0-col.b, 1.0);
-}
diff --git a/client/shaders/the_darkness_of_light/opengl_vertex.asm b/client/shaders/the_darkness_of_light/opengl_vertex.asm deleted file mode 100644 index adfee130e..000000000 --- a/client/shaders/the_darkness_of_light/opengl_vertex.asm +++ /dev/null @@ -1,38 +0,0 @@ -!!ARBvp1.0
-
-#input
-ATTRIB InPos = vertex.position;
-ATTRIB InColor = vertex.color;
-ATTRIB InNormal = vertex.normal;
-ATTRIB InTexCoord = vertex.texcoord;
-
-#output
-OUTPUT OutPos = result.position;
-OUTPUT OutColor = result.color;
-OUTPUT OutTexCoord = result.texcoord;
-
-PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
-TEMP Temp;
-TEMP TempColor;
-TEMP TempCompare;
-
-#transform position to clip space
-DP4 Temp.x, MVP[0], InPos;
-DP4 Temp.y, MVP[1], InPos;
-DP4 Temp.z, MVP[2], InPos;
-DP4 Temp.w, MVP[3], InPos;
-
-# check if normal.y > 0.5
-SLT TempCompare, InNormal, {0.5,0.5,0.5,0.5};
-MUL TempCompare.z, TempCompare.y, 0.5;
-SUB TempCompare.x, 1.0, TempCompare.z;
-MOV TempCompare.y, TempCompare.x;
-MOV TempCompare.z, TempCompare.x;
-
-# calculate light color
-MUL OutColor, InColor, TempCompare;
-MOV OutColor.w, 1.0; # we want alpha to be always 1
-MOV OutTexCoord, InTexCoord; # store texture coordinate
-MOV OutPos, Temp;
-
-END
diff --git a/client/shaders/the_darkness_of_light/opengl_vertex.glsl b/client/shaders/the_darkness_of_light/opengl_vertex.glsl deleted file mode 100644 index 0182c859d..000000000 --- a/client/shaders/the_darkness_of_light/opengl_vertex.glsl +++ /dev/null @@ -1,16 +0,0 @@ -
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- if(gl_Normal.y > 0.5)
- gl_FrontColor = gl_BackColor = gl_Color;
- else
- gl_FrontColor = gl_BackColor = gl_Color * 0.5;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-}
diff --git a/src/game.cpp b/src/game.cpp index 1339afbf0..0c1a21370 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include <IGUIButton.h> #include <IGUIStaticText.h> #include <IGUIFont.h> +#include <IMaterialRendererServices.h> #include "client.h" #include "server.h" #include "guiPauseMenu.h" @@ -835,6 +836,49 @@ public: } }; +class GameGlobalShaderConstantSetter : public IShaderConstantSetter +{ + Sky *m_sky; + bool *m_force_fog_off; + f32 *m_fog_range; + +public: + GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off, + f32 *fog_range): + m_sky(sky), + m_force_fog_off(force_fog_off), + m_fog_range(fog_range) + {} + ~GameGlobalShaderConstantSetter() {} + + virtual void onSetConstants(video::IMaterialRendererServices *services, + bool is_highlevel) + { + if(!is_highlevel) + return; + + // Background color + video::SColor bgcolor = m_sky->getBgColor(); + video::SColorf bgcolorf(bgcolor); + float bgcolorfa[4] = { + bgcolorf.r, + bgcolorf.g, + bgcolorf.b, + bgcolorf.a, + }; + services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4); + + // Fog distance + float fog_distance = *m_fog_range; + if(*m_force_fog_off) + fog_distance = 10000*BS; + services->setPixelShaderConstant("fogDistance", &fog_distance, 1); + } + +private: + IrrlichtDevice *m_device; +}; + void the_game( bool &kill, bool random_input, @@ -1250,6 +1294,7 @@ void the_game( bool show_hud = true; bool show_chat = true; bool force_fog_off = false; + f32 fog_range = 100*BS; bool disable_camera_update = false; bool show_debug = g_settings->getBool("show_debug"); bool show_profiler_graph = false; @@ -1260,6 +1305,12 @@ void the_game( float time_of_day_smooth = 0; /* + Shader constants + */ + shsrc->addGlobalConstantSetter( + new GameGlobalShaderConstantSetter(sky, &force_fog_off, &fog_range)); + + /* Main loop */ @@ -2434,7 +2485,6 @@ void the_game( Fog range */ - f32 fog_range; if(farmesh) { fog_range = BS*farmesh_range; diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index cbc38ddb5..c871b6dbe 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1012,8 +1012,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): Convert MeshCollector to SMesh Also store animation info */ - video::E_MATERIAL_TYPE shadermat = m_gamedef->getShaderSource()-> - getShader("the_darkness_of_light").material; + bool enable_shaders = (g_settings->getS32("enable_shaders") > 0); + video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()-> + getShader("test_shader_1").material; + video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()-> + getShader("test_shader_2").material; for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; @@ -1080,8 +1083,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): material.setTexture(0, p.tile.texture.atlas); p.tile.applyMaterialOptions(material); - //if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF) - material.MaterialType = shadermat; + if(enable_shaders){ + if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF) + material.MaterialType = shadermat1; + if(material.MaterialType == video::EMT_TRANSPARENT_VERTEX_ALPHA) + material.MaterialType = shadermat2; + } // Create meshbuffer diff --git a/src/shader.cpp b/src/shader.cpp index ba0b8600a..9e1a51f23 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "EShaderTypes.h" #include "log.h" #include "gamedef.h" +#include "strfnd.h" // trim() /* A cache from shader name to shader path @@ -171,10 +172,24 @@ private: 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(IrrlichtDevice *device): m_device(device) {} + ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name): + m_scsr(scsr), + m_name(name) + {} ~ShaderCallback() {} virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) @@ -184,6 +199,28 @@ public: 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(); @@ -219,7 +256,7 @@ private: ShaderSource */ -class ShaderSource : public IWritableShaderSource +class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry { public: ShaderSource(IrrlichtDevice *device); @@ -272,6 +309,14 @@ public: // 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 @@ -295,6 +340,10 @@ private: // 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 + core::array<IShaderConstantSetter*> m_global_setters; }; IWritableShaderSource* createShaderSource(IrrlichtDevice *device) @@ -322,7 +371,7 @@ ShaderSource::ShaderSource(IrrlichtDevice *device): { assert(m_device); - m_shader_callback = new ShaderCallback(device); + m_shader_callback = new ShaderCallback(this, "default"); m_shaderinfo_cache_mutex.Init(); @@ -331,6 +380,9 @@ ShaderSource::ShaderSource(IrrlichtDevice *device): // 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() @@ -531,6 +583,15 @@ void ShaderSource::rebuildShaders() 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, @@ -546,7 +607,8 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, /* Get the base material */ - std::string base_material_name = sourcecache->getOrLoad(name, "base.txt"); + 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; diff --git a/src/shader.h b/src/shader.h index d6a425311..774a17b20 100644 --- a/src/shader.h +++ b/src/shader.h @@ -52,6 +52,22 @@ struct ShaderInfo }; /* + Setter of constants for shaders +*/ + +namespace irr { namespace video { + class IMaterialRendererServices; +} } + +class IShaderConstantSetter +{ +public: + virtual ~IShaderConstantSetter(){}; + virtual void onSetConstants(video::IMaterialRendererServices *services, + bool is_highlevel) = 0; +}; + +/* ShaderSource creates and caches shaders. */ @@ -82,6 +98,7 @@ public: 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; }; IWritableShaderSource* createShaderSource(IrrlichtDevice *device); |