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diff --git a/src/client/shader.h b/src/client/shader.h
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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);