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authorPerttu Ahola <celeron55@gmail.com>2012-12-01 03:02:16 +0200
committerPerttu Ahola <celeron55@gmail.com>2012-12-02 00:46:18 +0200
commit27373919f4369c0c511f9f0ac66854b7f76e101d (patch)
treee830e623af8b51b72468f9aa04faf85210d66177
parent22e6fb7056dcc888e9ccf768fefb6c073077a3b5 (diff)
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Implement a global shader parameter passing system and useful shaders
-rw-r--r--client/shaders/test_shader_1/base.txt1
-rw-r--r--client/shaders/test_shader_1/opengl_fragment.glsl25
-rw-r--r--client/shaders/test_shader_1/opengl_vertex.glsl25
-rw-r--r--client/shaders/test_shader_2/.opengl_fragment.glsl.swobin0 -> 12288 bytes
-rw-r--r--client/shaders/test_shader_2/base.txt1
-rw-r--r--client/shaders/test_shader_2/opengl_fragment.glsl23
-rw-r--r--client/shaders/test_shader_2/opengl_vertex.glsl20
-rw-r--r--client/shaders/the_darkness_of_light/opengl_fragment.asm17
-rw-r--r--client/shaders/the_darkness_of_light/opengl_fragment.glsl9
-rw-r--r--client/shaders/the_darkness_of_light/opengl_vertex.asm38
-rw-r--r--client/shaders/the_darkness_of_light/opengl_vertex.glsl16
-rw-r--r--src/game.cpp52
-rw-r--r--src/mapblock_mesh.cpp15
-rw-r--r--src/shader.cpp70
-rw-r--r--src/shader.h17
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
new file mode 100644
index 000000000..e1cac6222
--- /dev/null
+++ b/client/shaders/test_shader_2/.opengl_fragment.glsl.swo
Binary files differ
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);