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* Nodes shader: Decrease amplitude of waving leaves and plantsparamat2016-03-30
* Replace CRLF with LF in shader filesest312016-03-25
* Shaders: fix fog not affecting opaque liquidsRealBadAngel2016-02-23
* Filmic HDR tone mappingRealBadAngel2016-02-09
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
* Speed up and make more accurate relief mappingRealBadAngel2015-12-10
* Shaders: use triple-frequency waving for leaves and plantsparamat2015-09-07
* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-20
* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
* Fix relief mapping issuesRealBadAngel2015-07-16
* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-02
* Bugfix: variable type mismatchRealBadAngel2015-06-28
* Add minimap featureRealBadAngel2015-06-27
* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-21
* Automated whitespace error fix for last commitest312015-06-14
* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
* Optimize bumpmapping mathematicsLoic Blot2015-01-16
* Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-16
* Optimize bumpmapping mathematicsLoic Blot2015-01-15
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-07
* Let lighting be done only CPU side. Remove finalColorBlend implementation fro...RealBadAngel2014-08-16
* Make faces shading correct for all possible modes.RealBadAngel2014-08-14
* Faces shading fixesRealBadAngel2014-07-07
* Improved faces shading with and without shaders.RealBadAngel2014-06-17
* Unite nodes shaders.RealBadAngel2014-06-15
* Fix invalid liquid lighting.RealBadAngel2014-04-16
* Normal maps generation on the fly.RealBadAngel2014-03-21
* Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-09
* Fix shaders on some GPUsNovatux2013-12-08
* Shaders rework.RealBadAngel2013-12-03
* Fix texture bumpmapping on some GPUsZeg92013-08-04
* Add texture bumpmapping feature.RealBadAngel2013-07-04
* Actually fix shader3 alpha this timekwolekr2013-04-27
* Transform alpha channel as well in shaderkwolekr2013-04-25
* Add option to use texture alpha channelkwolekr2013-04-23
* Fix new_style_waterPilzAdam2013-03-17
* Add a list of servers to the "Multiplayer" tabJeija2013-01-21
* Tweak shader randomly a bitPerttu Ahola2012-12-02
* Handle day-night transition in shader and make light sources brighter when sh...Perttu Ahola2012-12-02
* Remove accidental vim swap filePerttu Ahola2012-12-02
* Implement a global shader parameter passing system and useful shadersPerttu Ahola2012-12-02
* ShaderSource and silly example shadersKahrl2012-12-02
) */ #if SIZE_Bx < LUAI_BITSINT-1 #define MAXARG_Bx ((1<<SIZE_Bx)-1) #define MAXARG_sBx (MAXARG_Bx>>1) /* `sBx' is signed */ #else #define MAXARG_Bx MAX_INT #define MAXARG_sBx MAX_INT #endif #define MAXARG_A ((1<<SIZE_A)-1) #define MAXARG_B ((1<<SIZE_B)-1) #define MAXARG_C ((1<<SIZE_C)-1) /* creates a mask with `n' 1 bits at position `p' */ #define MASK1(n,p) ((~((~(Instruction)0)<<n))<<p) /* creates a mask with `n' 0 bits at position `p' */ #define MASK0(n,p) (~MASK1(n,p)) /* ** the following macros help to manipulate instructions */ #define GET_OPCODE(i) (cast(OpCode, ((i)>>POS_OP) & MASK1(SIZE_OP,0))) #define SET_OPCODE(i,o) ((i) = (((i)&MASK0(SIZE_OP,POS_OP)) | \ ((cast(Instruction, o)<<POS_OP)&MASK1(SIZE_OP,POS_OP)))) #define GETARG_A(i) (cast(int, ((i)>>POS_A) & MASK1(SIZE_A,0))) #define SETARG_A(i,u) ((i) = (((i)&MASK0(SIZE_A,POS_A)) | \ ((cast(Instruction, u)<<POS_A)&MASK1(SIZE_A,POS_A)))) #define GETARG_B(i) (cast(int, ((i)>>POS_B) & MASK1(SIZE_B,0))) #define SETARG_B(i,b) ((i) = (((i)&MASK0(SIZE_B,POS_B)) | \ ((cast(Instruction, b)<<POS_B)&MASK1(SIZE_B,POS_B)))) #define GETARG_C(i) (cast(int, ((i)>>POS_C) & MASK1(SIZE_C,0))) #define SETARG_C(i,b) ((i) = (((i)&MASK0(SIZE_C,POS_C)) | \ ((cast(Instruction, b)<<POS_C)&MASK1(SIZE_C,POS_C)))) #define GETARG_Bx(i) (cast(int, ((i)>>POS_Bx) & MASK1(SIZE_Bx,0))) #define SETARG_Bx(i,b) ((i) = (((i)&MASK0(SIZE_Bx,POS_Bx)) | \ ((cast(Instruction, b)<<POS_Bx)&MASK1(SIZE_Bx,POS_Bx)))) #define GETARG_sBx(i) (GETARG_Bx(i)-MAXARG_sBx) #define SETARG_sBx(i,b) SETARG_Bx((i),cast(unsigned int, (b)+MAXARG_sBx)) #define CREATE_ABC(o,a,b,c) ((cast(Instruction, o)<<POS_OP) \ | (cast(Instruction, a)<<POS_A) \ | (cast(Instruction, b)<<POS_B) \ | (cast(Instruction, c)<<POS_C)) #define CREATE_ABx(o,a,bc) ((cast(Instruction, o)<<POS_OP) \ | (cast(Instruction, a)<<POS_A) \ | (cast(Instruction, bc)<<POS_Bx)) /* ** Macros to operate RK indices */ /* this bit 1 means constant (0 means register) */ #define BITRK (1 << (SIZE_B - 1)) /* test whether value is a constant */ #define ISK(x) ((x) & BITRK) /* gets the index of the constant */ #define INDEXK(r) ((int)(r) & ~BITRK) #define MAXINDEXRK (BITRK - 1) /* code a constant index as a RK value */ #define RKASK(x) ((x) | BITRK) /* ** invalid register that fits in 8 bits */ #define NO_REG MAXARG_A /* ** R(x) - register ** Kst(x) - constant (in constant table) ** RK(x) == if ISK(x) then Kst(INDEXK(x)) else R(x) */ /* ** grep "ORDER OP" if you change these enums */ typedef enum { /*---------------------------------------------------------------------- name args description ------------------------------------------------------------------------*/ OP_MOVE,/* A B R(A) := R(B) */ OP_LOADK,/* A Bx R(A) := Kst(Bx) */ OP_LOADBOOL,/* A B C R(A) := (Bool)B; if (C) pc++ */ OP_LOADNIL,/* A B R(A) := ... := R(B) := nil */ OP_GETUPVAL,/* A B R(A) := UpValue[B] */ OP_GETGLOBAL,/* A Bx R(A) := Gbl[Kst(Bx)] */ OP_GETTABLE,/* A B C R(A) := R(B)[RK(C)] */ OP_SETGLOBAL,/* A Bx Gbl[Kst(Bx)] := R(A) */ OP_SETUPVAL,/* A B UpValue[B] := R(A) */ OP_SETTABLE,/* A B C R(A)[RK(B)] := RK(C) */ OP_NEWTABLE,/* A B C R(A) := {} (size = B,C) */ OP_SELF,/* A B C R(A+1) := R(B); R(A) := R(B)[RK(C)] */ OP_ADD,/* A B C R(A) := RK(B) + RK(C) */ OP_SUB,/* A B C R(A) := RK(B) - RK(C) */ OP_MUL,/* A B C R(A) := RK(B) * RK(C) */ OP_DIV,/* A B C R(A) := RK(B) / RK(C) */ OP_MOD,/* A B C R(A) := RK(B) % RK(C) */ OP_POW,/* A B C R(A) := RK(B) ^ RK(C) */ OP_UNM,/* A B R(A) := -R(B) */ OP_NOT,/* A B R(A) := not R(B) */ OP_LEN,/* A B R(A) := length of R(B) */ OP_CONCAT,/* A B C R(A) := R(B).. ... ..R(C) */ OP_JMP,/* sBx pc+=sBx */ OP_EQ,/* A B C if ((RK(B) == RK(C)) ~= A) then pc++ */ OP_LT,/* A B C if ((RK(B) < RK(C)) ~= A) then pc++ */ OP_LE,/* A B C if ((RK(B) <= RK(C)) ~= A) then pc++ */ OP_TEST,/* A C if not (R(A) <=> C) then pc++ */ OP_TESTSET,/* A B C if (R(B) <=> C) then R(A) := R(B) else pc++ */ OP_CALL,/* A B C R(A), ... ,R(A+C-2) := R(A)(R(A+1), ... ,R(A+B-1)) */ OP_TAILCALL,/* A B C return R(A)(R(A+1), ... ,R(A+B-1)) */ OP_RETURN,/* A B return R(A), ... ,R(A+B-2) (see note) */ OP_FORLOOP,/* A sBx R(A)+=R(A+2); if R(A) <?= R(A+1) then { pc+=sBx; R(A+3)=R(A) }*/ OP_FORPREP,/* A sBx R(A)-=R(A+2); pc+=sBx */ OP_TFORLOOP,/* A C R(A+3), ... ,R(A+2+C) := R(A)(R(A+1), R(A+2)); if R(A+3) ~= nil then R(A+2)=R(A+3) else pc++ */ OP_SETLIST,/* A B C R(A)[(C-1)*FPF+i] := R(A+i), 1 <= i <= B */ OP_CLOSE,/* A close all variables in the stack up to (>=) R(A)*/ OP_CLOSURE,/* A Bx R(A) := closure(KPROTO[Bx], R(A), ... ,R(A+n)) */ OP_VARARG/* A B R(A), R(A+1), ..., R(A+B-1) = vararg */ } OpCode; #define NUM_OPCODES (cast(int, OP_VARARG) + 1) /*=========================================================================== Notes: (*) In OP_CALL, if (B == 0) then B = top. C is the number of returns - 1, and can be 0: OP_CALL then sets `top' to last_result+1, so next open instruction (OP_CALL, OP_RETURN, OP_SETLIST) may use `top'. (*) In OP_VARARG, if (B == 0) then use actual number of varargs and set top (like in OP_CALL with C == 0). (*) In OP_RETURN, if (B == 0) then return up to `top' (*) In OP_SETLIST, if (B == 0) then B = `top'; if (C == 0) then next `instruction' is real C (*) For comparisons, A specifies what condition the test should accept (true or false). (*) All `skips' (pc++) assume that next instruction is a jump ===========================================================================*/ /* ** masks for instruction properties. The format is: ** bits 0-1: op mode ** bits 2-3: C arg mode ** bits 4-5: B arg mode ** bit 6: instruction set register A ** bit 7: operator is a test */ enum OpArgMask { OpArgN, /* argument is not used */ OpArgU, /* argument is used */ OpArgR, /* argument is a register or a jump offset */ OpArgK /* argument is a constant or register/constant */ }; LUAI_DATA const lu_byte luaP_opmodes[NUM_OPCODES]; #define getOpMode(m) (cast(enum OpMode, luaP_opmodes[m] & 3)) #define getBMode(m) (cast(enum OpArgMask, (luaP_opmodes[m] >> 4) & 3)) #define getCMode(m) (cast(enum OpArgMask, (luaP_opmodes[m] >> 2) & 3)) #define testAMode(m) (luaP_opmodes[m] & (1 << 6)) #define testTMode(m) (luaP_opmodes[m] & (1 << 7)) LUAI_DATA const char *const luaP_opnames[NUM_OPCODES+1]; /* opcode names */ /* number of list items to accumulate before a SETLIST instruction */ #define LFIELDS_PER_FLUSH 50 #endif