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path: root/src/mapgen_flat.h
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* Code modernization: src/m* (part 2)Loic Blot2017-08-19
| | | | | | | | | * empty function * default constructor/destructor * remove unused Map::emergeSector(a,b) * for range-based loops * migrate a dirs[7] table to direction tables * remove various old unused function
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* CavesRandomWalk: Make 'lava_depth' a mapgen parameterparamat2017-06-22
| | | | | | | As with 'large_cave_depth', lava depth was previously a fixed y value and therefore incompatible with the ability to shift terrain vertically. Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
* Cpp11 initializers 2 (#5999)Loïc Blot2017-06-17
| | | | | | | | | | * C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests
* Mapgen files: Update and correct copyright creditsparamat2017-05-26
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* Pass clang-format on various cpp/header files (#5559)Loïc Blot2017-04-23
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* Add MapSettingsManager and new mapgen setting script API functionskwolekr2016-07-03
| | | | | | | | | | | | | | | This commit refactors the majority of the Mapgen settings system. - MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap, instead of the EmergeManager. - New Script API functions added: core.get_mapgen_setting core.get_mapgen_setting_noiseparams, core.set_mapgen_setting, and core.set_mapgen_setting_noiseparams. - minetest.get/set_mapgen_params are deprecated by the above new functions. - It is now possible to view and modify any arbitrary mapgen setting from a mod, rather than the base MapgenParams structure. - MapgenSpecificParams has been removed.
* Mapgen: Refactor mapgen creation and managementkwolekr2016-07-03
| | | | | | - Move mapgen creation logic out of EmergeManager and into Mapgen - Internally represent mapgen type as an enum value, instead of a string - Remove the need for a MapgenFactory per mapgen
* Mapgen: Combine dungeon generation codekwolekr2016-05-27
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* Mapgen: Deduplicate common constructor codekwolekr2016-05-27
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* Mapgen: Remove calculateNoise from most mapgenskwolekr2016-05-27
| | | | | | This commit moves noise calculation to the functions where the noise is actually required, increasing the separation of concerns and level of interdependency for each mapgen method. Valleys Mapgen is left unmodified.
* Mapgen: Combine generateBiomes, dustTopNodes, and generateCaveskwolekr2016-05-27
| | | | | This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
* Move biome calculation to BiomeGenkwolekr2016-05-27
| | | | | | | BiomeGen defines an interface that, given a set of BiomeParams, computes biomes for a given area using the algorithm implemented by that specific BiomeGen. This abstracts away the old system where each mapgen supplied the noises required for biome generation.
* Mapgen: Make 3D noise tunnels' width settableparamat2016-04-28
| | | | | | Correct parameter names mg_valleys to mgvalleys Remove biome NoiseParams from MapgenValleysParams Improve format of parameter code
* Mapgen: Optimise cave noises and tunnel excavationparamat2016-04-08
| | | | | | Instead of doing nothing at node_max.Y + 1 use 1-down overgeneration for tunnel generation and noisemaps Move some old unused code in mgv7 to end of file
* FindSpawnPos: Let mapgens decide what spawn altitude is suitableparamat2016-02-09
| | | | | | | | | | | | To avoid spawn search failing in new specialised mapgens Increase spawn search range to 4000 nodes Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen and all mapgens Remove getGroundLevelAtPoint() functions from all mapgens except mgv6 (possibly to be re-added later in the correct form to return actual ground level) Make mgvalleys flag names consistent with other mapgens Remove now unused 'vertical spawn range' setting
* Mapgen: Add flat mapgen in hidden formparamat2015-11-11
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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.
*/

#include <fstream>
#include <iterator>
#include "shader.h"
#include "irrlichttypes_extrabloated.h"
#include "debug.h"
#include "filesys.h"
#include "util/container.h"
#include "util/thread.h"
#include "settings.h"
#include <ICameraSceneNode.h>
#include <IGPUProgrammingServices.h>
#include <IMaterialRenderer.h>
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
#include "strfnd.h" // trim()
#include "client/tile.h"

/*
	A cache from shader name to shader path
*/
MutexedMap<std::string, std::string> g_shadername_to_path_cache;

/*
	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)
{
	std::string combined = name_of_shader + DIR_DELIM + filename;
	std::string fullpath = "";
	/*
		Check from cache
	*/
	bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
	if(incache)
		return fullpath;

	/*
		Check from shader_path
	*/
	std::string shader_path = g_settings->get("shader_path");
	if(shader_path != "")
	{
		std::string testpath = shader_path + DIR_DELIM + combined;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	/*
		Check from default data directory
	*/
	if(fullpath == "")
	{
		std::string rel_path = std::string("client") + DIR_DELIM
				+ "shaders" + DIR_DELIM
				+ name_of_shader + DIR_DELIM
				+ filename;
		std::string testpath = porting::path_share + DIR_DELIM + rel_path;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	// Add to cache (also an empty result is cached)
	g_shadername_to_path_cache.set(combined, fullpath);

	// Finally return it
	return fullpath;
}

/*
	SourceShaderCache: A cache used for storing source shaders.
*/

class SourceShaderCache
{
public:
	void insert(const std::string &name_of_shader, const std::string &filename,
		const std::string &program, bool prefer_local)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		// Try to use local shader instead if asked to
		if(prefer_local){
			std::string path = getShaderPath(name_of_shader, filename);
			if(path != ""){
				std::string p = readFile(path);
				if(p != ""){
					m_programs[combined] = p;
					return;
				}
			}
		}
		m_programs[combined] = program;
	}

	std::string get(const std::string &name_of_shader,
		const std::string &filename)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		StringMap::iterator n = m_programs.find(combined);
		if (n != m_programs.end())
			return n->second;
		return "";
	}

	// Primarily fetches from cache, secondarily tries to read from filesystem
	std::string getOrLoad(const std::string &name_of_shader,
		const std::string &filename)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		StringMap::iterator n = m_programs.find(combined);
		if (n != m_programs.end())
			return n->second;
		std::string path = getShaderPath(name_of_shader, filename);
		if (path == "") {
			infostream << "SourceShaderCache::getOrLoad(): No path found for \""
				<< combined << "\"" << std::endl;
			return "";
		}
		infostream << "SourceShaderCache::getOrLoad(): Loading path \""
			<< path << "\"" << std::endl;
		std::string p = readFile(path);
		if (p != "") {
			m_programs[combined] = p;
			return p;
		}
		return "";
	}
private:
	StringMap m_programs;

	std::string readFile(const std::string &path)
	{
		std::ifstream is(path.c_str(), std::ios::binary);
		if(!is.is_open())
			return "";
		std::ostringstream tmp_os;
		tmp_os << is.rdbuf();
		return tmp_os.str();
	}
};

/*
	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(IShaderConstantSetterRegistry *scsr, const std::string &name):
		m_scsr(scsr),
		m_name(name)
	{}
	~ShaderCallback() {}

	virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
	{
		video::IVideoDriver *driver = services->getVideoDriver();
		sanity_check(driver != NULL);

		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)
	{}
	~MainShaderConstantSetter() {}

	virtual void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel)
	{
		video::IVideoDriver *driver = services->getVideoDriver();
		sanity_check(driver);

		// set inverted world matrix
		core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
		invWorld.makeInverse();
		if(is_highlevel)
			services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
		else
			services->setVertexShaderConstant(invWorld.pointer(), 0, 4);

		// set clip matrix
		core::matrix4 worldViewProj;
		worldViewProj = driver->getTransform(video::ETS_PROJECTION);
		worldViewProj *= driver->getTransform(video::ETS_VIEW);
		worldViewProj *= driver->getTransform(video::ETS_WORLD);
		if(is_highlevel)
			services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
		else
			services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);

		// set transposed world matrix
		core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
		transWorld = transWorld.getTransposed();
		if(is_highlevel)
			services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
		else
			services->setVertexShaderConstant(transWorld.pointer(), 8, 4);

		// set world matrix
		core::matrix4 world = driver->getTransform(video::ETS_WORLD);
		if(is_highlevel)
			services->setVertexShaderConstant("mWorld", world.pointer(), 16);
		else
			services->setVertexShaderConstant(world.pointer(), 8, 4);

	}
};

/*
	ShaderSource
*/

class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
{
public:
	ShaderSource(IrrlichtDevice *device);
	~ShaderSource();

	/*
		- If shader material specified by name is found from cache,
		  return the cached id.
		- Otherwise generate the shader material, add to cache and return id.

		The id 0 points to a null shader. Its material is EMT_SOLID.
	*/
	u32 getShaderIdDirect(const std::string &name,
		const u8 material_type, const u8 drawtype);

	/*
		If shader specified by the name pointed by the id doesn't
		exist, create it, then return id.

		Can be called from any thread. If called from some other thread
		and not found in cache, the call is queued to the main thread
		for processing.
	*/

	u32 getShader(const std::string &name,
		const u8 material_type, const u8 drawtype);

	ShaderInfo getShaderInfo(u32 id);

	// Processes queued shader requests from other threads.
	// Shall be called from the main thread.
	void processQueue();

	// Insert a shader program into the cache without touching the
	// filesystem. Shall be called from the main thread.
	void insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program);

	// Rebuild shaders from the current set of source shaders
	// 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
	threadid_t m_main_thread;
	// The irrlicht device
	IrrlichtDevice *m_device;
	// The set-constants callback
	ShaderCallback *m_shader_callback;

	// Cache of source shaders
	// This should be only accessed from the main thread
	SourceShaderCache m_sourcecache;

	// A shader id is index in this array.
	// The first position contains a dummy shader.
	std::vector<ShaderInfo> m_shaderinfo_cache;
	// The former container is behind this mutex
	Mutex m_shaderinfo_cache_mutex;

	// 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
	std::vector<IShaderConstantSetter*> m_global_setters;
};

IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
{
	return new ShaderSource(device);
}

/*
	Generate shader given the shader name.
*/
ShaderInfo generate_shader(std::string name,
		u8 material_type, u8 drawtype,
		IrrlichtDevice *device,
		video::IShaderConstantSetCallBack *callback,
		SourceShaderCache *sourcecache);

/*
	Load shader programs
*/
void load_shaders(std::string name, SourceShaderCache *sourcecache,
		video::E_DRIVER_TYPE drivertype, bool enable_shaders,
		std::string &vertex_program, std::string &pixel_program,
		std::string &geometry_program, bool &is_highlevel);

ShaderSource::ShaderSource(IrrlichtDevice *device):
		m_device(device)
{
	assert(m_device); // Pre-condition

	m_shader_callback = new ShaderCallback(this, "default");

	m_main_thread = get_current_thread_id();

	// Add a dummy ShaderInfo as the first index, named ""
	m_shaderinfo_cache.push_back(ShaderInfo());

	// Add main global constant setter
	addGlobalConstantSetter(new MainShaderConstantSetter(device));
}

ShaderSource::~ShaderSource()
{
	for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
			iter != m_global_setters.end(); ++iter) {
		delete *iter;
	}
	m_global_setters.clear();

	if (m_shader_callback) {
		m_shader_callback->drop();
		m_shader_callback = NULL;
	}
}

u32 ShaderSource::getShader(const std::string &name,
		const u8 material_type, const u8 drawtype)
{
	/*
		Get shader
	*/

	if(get_current_thread_id() == m_main_thread){
		return getShaderIdDirect(name, material_type, drawtype);
	} else {
		/*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/

		// We're gonna ask the result to be put into here

		static ResultQueue<std::string, u32, u8, u8> result_queue;

		// Throw a request in
		m_get_shader_queue.add(name, 0, 0, &result_queue);

		/* infostream<<"Waiting for shader from main thread, name=\""
				<<name<<"\""<<std::endl;*/

		while(true) {
			GetResult<std::string, u32, u8, u8>
				result = result_queue.pop_frontNoEx();

			if (result.key == name) {
				return result.item;
			}
			else {
				errorstream << "Got shader with invalid name: " << result.key << std::endl;
			}
		}

	}

	infostream<<"getShader(): Failed"<<std::endl;

	return 0;
}

/*
	This method generates all the shaders
*/
u32 ShaderSource::getShaderIdDirect(const std::string &name,
		const u8 material_type, const u8 drawtype)
{
	//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;

	// Empty name means shader 0
	if(name == ""){
		infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
		return 0;
	}

	// Check if already have such instance
	for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
		ShaderInfo *info = &m_shaderinfo_cache[i];
		if(info->name == name && info->material_type == material_type &&
			info->drawtype == drawtype)
			return i;
	}

	/*
		Calling only allowed from main thread
	*/
	if(get_current_thread_id() != m_main_thread){
		errorstream<<"ShaderSource::getShaderIdDirect() "
				"called not from main thread"<<std::endl;
		return 0;
	}

	ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
			m_shader_callback, &m_sourcecache);

	/*
		Add shader to caches (add dummy shaders too)
	*/

	MutexAutoLock lock(m_shaderinfo_cache_mutex);

	u32 id = m_shaderinfo_cache.size();
	m_shaderinfo_cache.push_back(info);

	infostream<<"getShaderIdDirect(): "
			<<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;

	return id;
}


ShaderInfo ShaderSource::getShaderInfo(u32 id)
{
	MutexAutoLock lock(m_shaderinfo_cache_mutex);

	if(id >= m_shaderinfo_cache.size())
		return ShaderInfo();

	return m_shaderinfo_cache[id];
}

void ShaderSource::processQueue()
{


}

void ShaderSource::insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program)
{
	/*infostream<<"ShaderSource::insertSourceShader(): "
			"name_of_shader=\""<<name_of_shader<<"\", "
			"filename=\""<<filename<<"\""<<std::endl;*/

	sanity_check(get_current_thread_id() == m_main_thread);

	m_sourcecache.insert(name_of_shader, filename, program, true);
}

void ShaderSource::rebuildShaders()
{
	MutexAutoLock lock(m_shaderinfo_cache_mutex);

	/*// Oh well... just clear everything, they'll load sometime.
	m_shaderinfo_cache.clear();
	m_name_to_id.clear();*/

	/*
		FIXME: Old shader materials can't be deleted in Irrlicht,
		or can they?
		(This would be nice to do in the destructor too)
	*/

	// Recreate shaders
	for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
		ShaderInfo *info = &m_shaderinfo_cache[i];
		if(info->name != ""){
			*info = generate_shader(info->name, info->material_type,
					info->drawtype, m_device, 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, u8 material_type, u8 drawtype,
		IrrlichtDevice *device,	video::IShaderConstantSetCallBack *callback,
		SourceShaderCache *sourcecache)
{
	ShaderInfo shaderinfo;
	shaderinfo.name = name;
	shaderinfo.material_type = material_type;
	shaderinfo.drawtype = drawtype;
	shaderinfo.material = video::EMT_SOLID;
	switch(material_type){
		case TILE_MATERIAL_BASIC:
			shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
			break;
		case TILE_MATERIAL_ALPHA:
			shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
			break;
		case TILE_MATERIAL_LIQUID_TRANSPARENT:
			shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA;
			break;
		case TILE_MATERIAL_LIQUID_OPAQUE:
			shaderinfo.base_material = video::EMT_SOLID;
			break;
		case TILE_MATERIAL_WAVING_LEAVES:
			shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
			break;
		case TILE_MATERIAL_WAVING_PLANTS:
			shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		break;
	}

	bool enable_shaders = g_settings->getBool("enable_shaders");
	if(!enable_shaders)
		return shaderinfo;

	video::IVideoDriver* driver = device->getVideoDriver();
	sanity_check(driver);

	video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
	if(!gpu){
		errorstream<<"generate_shader(): "
				"failed to generate \""<<name<<"\", "
				"GPU programming not supported."
				<<std::endl;
		return shaderinfo;
	}

	// Choose shader language depending on driver type and settings
	// Then load shaders
	std::string vertex_program;
	std::string pixel_program;
	std::string geometry_program;
	bool is_highlevel;
	load_shaders(name, sourcecache, driver->getDriverType(),
			enable_shaders, vertex_program, pixel_program,
			geometry_program, is_highlevel);
	// Check hardware/driver support
	if(vertex_program != "" &&
			!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
			!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
		infostream<<"generate_shader(): vertex shaders disabled "
				"because of missing driver/hardware support."
				<<std::endl;
		vertex_program = "";
	}
	if(pixel_program != "" &&
			!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
			!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
		infostream<<"generate_shader(): pixel shaders disabled "
				"because of missing driver/hardware support."
				<<std::endl;
		pixel_program = "";
	}
	if(geometry_program != "" &&
			!driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
		infostream<<"generate_shader(): geometry shaders disabled "
				"because of missing driver/hardware support."
				<<std::endl;
		geometry_program = "";
	}

	// If no shaders are used, don't make a separate material type
	if(vertex_program == "" && pixel_program == "" && geometry_program == "")
		return shaderinfo;

	// Create shaders header
	std::string shaders_header = "#version 120\n";

	static const char* drawTypes[] = {
		"NDT_NORMAL",
		"NDT_AIRLIKE",
		"NDT_LIQUID",
		"NDT_FLOWINGLIQUID",
		"NDT_GLASSLIKE",
		"NDT_ALLFACES",
		"NDT_ALLFACES_OPTIONAL",
		"NDT_TORCHLIKE",
		"NDT_SIGNLIKE",
		"NDT_PLANTLIKE",
		"NDT_FENCELIKE",
		"NDT_RAILLIKE",
		"NDT_NODEBOX",
		"NDT_GLASSLIKE_FRAMED",
		"NDT_FIRELIKE",
		"NDT_GLASSLIKE_FRAMED_OPTIONAL"
	};

	for (int i = 0; i < 14; i++){
		shaders_header += "#define ";
		shaders_header += drawTypes[i];
		shaders_header += " ";
		shaders_header += itos(i);
		shaders_header += "\n";
	}

	static const char* materialTypes[] = {
		"TILE_MATERIAL_BASIC",
		"TILE_MATERIAL_ALPHA",
		"TILE_MATERIAL_LIQUID_TRANSPARENT",
		"TILE_MATERIAL_LIQUID_OPAQUE",
		"TILE_MATERIAL_WAVING_LEAVES",
		"TILE_MATERIAL_WAVING_PLANTS"
	};

	for (int i = 0; i < 6; i++){
		shaders_header += "#define ";
		shaders_header += materialTypes[i];
		shaders_header += " ";
		shaders_header += itos(i);
		shaders_header += "\n";
	}

	shaders_header += "#define MATERIAL_TYPE ";
	shaders_header += itos(material_type);
	shaders_header += "\n";
	shaders_header += "#define DRAW_TYPE ";
	shaders_header += itos(drawtype);
	shaders_header += "\n";

	if (g_settings->getBool("generate_normalmaps")) {
		shaders_header += "#define GENERATE_NORMALMAPS 1\n";
	} else {
		shaders_header += "#define GENERATE_NORMALMAPS 0\n";
	}
	shaders_header += "#define NORMALMAPS_STRENGTH ";
	shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
	shaders_header += "\n";
	float sample_step;
	int smooth = (int)g_settings->getFloat("normalmaps_smooth");
	switch (smooth){
	case 0:
		sample_step = 0.0078125; // 1.0 / 128.0
		break;
	case 1:
		sample_step = 0.00390625; // 1.0 / 256.0
		break;
	case 2:
		sample_step = 0.001953125; // 1.0 / 512.0
		break;
	default:
		sample_step = 0.0078125;
		break;
	}
	shaders_header += "#define SAMPLE_STEP ";
	shaders_header += ftos(sample_step);
	shaders_header += "\n";

	if (g_settings->getBool("enable_bumpmapping"))
		shaders_header += "#define ENABLE_BUMPMAPPING\n";

	if (g_settings->getBool("enable_parallax_occlusion")){
		int mode = g_settings->getFloat("parallax_occlusion_mode");
		float scale = g_settings->getFloat("parallax_occlusion_scale");
		float bias = g_settings->getFloat("parallax_occlusion_bias");
		int iterations = g_settings->getFloat("parallax_occlusion_iterations");
		shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
		shaders_header += "#define PARALLAX_OCCLUSION_MODE ";
		shaders_header += itos(mode);
		shaders_header += "\n";
		shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
		shaders_header += ftos(scale);
		shaders_header += "\n";
		shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
		shaders_header += ftos(bias);
		shaders_header += "\n";
		shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS ";
		shaders_header += itos(iterations);
		shaders_header += "\n";
	}

	shaders_header += "#define USE_NORMALMAPS ";
	if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
		shaders_header += "1\n";
	else
		shaders_header += "0\n";

	if (g_settings->getBool("enable_waving_water")){
		shaders_header += "#define ENABLE_WAVING_WATER 1\n";
		shaders_header += "#define WATER_WAVE_HEIGHT ";
		shaders_header += ftos(g_settings->getFloat("water_wave_height"));
		shaders_header += "\n";
		shaders_header += "#define WATER_WAVE_LENGTH ";
		shaders_header += ftos(g_settings->getFloat("water_wave_length"));
		shaders_header += "\n";
		shaders_header += "#define WATER_WAVE_SPEED ";
		shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
		shaders_header += "\n";
	} else{
		shaders_header += "#define ENABLE_WAVING_WATER 0\n";
	}

	shaders_header += "#define ENABLE_WAVING_LEAVES ";
	if (g_settings->getBool("enable_waving_leaves"))
		shaders_header += "1\n";
	else
		shaders_header += "0\n";

	shaders_header += "#define ENABLE_WAVING_PLANTS ";
	if (g_settings->getBool("enable_waving_plants"))
		shaders_header += "1\n";
	else
		shaders_header += "0\n";

	if(pixel_program != "")
		pixel_program = shaders_header + pixel_program;
	if(vertex_program != "")
		vertex_program = shaders_header + vertex_program;
	if(geometry_program != "")
		geometry_program = shaders_header + geometry_program;
	// Call addHighLevelShaderMaterial() or addShaderMaterial()
	const c8* vertex_program_ptr = 0;
	const c8* pixel_program_ptr = 0;
	const c8* geometry_program_ptr = 0;
	if(vertex_program != "")
		vertex_program_ptr = vertex_program.c_str();
	if(pixel_program != "")
		pixel_program_ptr = pixel_program.c_str();
	if(geometry_program != "")
		geometry_program_ptr = geometry_program.c_str();
	s32 shadermat = -1;
	if(is_highlevel){
		infostream<<"Compiling high level shaders for "<<name<<std::endl;
		shadermat = gpu->addHighLevelShaderMaterial(
			vertex_program_ptr,   // Vertex shader program
			"vertexMain",         // Vertex shader entry point
			video::EVST_VS_1_1,   // Vertex shader version
			pixel_program_ptr,    // Pixel shader program
			"pixelMain",          // Pixel shader entry point
			video::EPST_PS_1_1,   // Pixel shader version
			geometry_program_ptr, // Geometry shader program
			"geometryMain",       // Geometry shader entry point
			video::EGST_GS_4_0,   // Geometry shader version
			scene::EPT_TRIANGLES,      // Geometry shader input
			scene::EPT_TRIANGLE_STRIP, // Geometry shader output
			0,                         // Support maximum number of vertices
			callback,                  // Set-constant callback
			shaderinfo.base_material,  // Base material
			1                          // Userdata passed to callback
			);
		if(shadermat == -1){
			errorstream<<"generate_shader(): "
					"failed to generate \""<<name<<"\", "
					"addHighLevelShaderMaterial failed."
					<<std::endl;
			return shaderinfo;
		}
	}
	else{
		infostream<<"Compiling assembly shaders for "<<name<<std::endl;
		shadermat = gpu->addShaderMaterial(
			vertex_program_ptr,   // Vertex shader program
			pixel_program_ptr,    // Pixel shader program
			callback,             // Set-constant callback
			shaderinfo.base_material,  // Base material
			0                     // Userdata passed to callback
			);

		if(shadermat == -1){
			errorstream<<"generate_shader(): "
					"failed to generate \""<<name<<"\", "
					"addShaderMaterial failed."
					<<std::endl;
			return shaderinfo;
		}
	}

	// HACK, TODO: investigate this better
	// Grab the material renderer once more so minetest doesn't crash on exit
	driver->getMaterialRenderer(shadermat)->grab();

	// Apply the newly created material type
	shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
	return shaderinfo;
}

void load_shaders(std::string name, SourceShaderCache *sourcecache,
		video::E_DRIVER_TYPE drivertype, bool enable_shaders,
		std::string &vertex_program, std::string &pixel_program,
		std::string &geometry_program, bool &is_highlevel)
{
	vertex_program = "";
	pixel_program = "";
	geometry_program = "";
	is_highlevel = false;

	if(enable_shaders){
		// Look for high level shaders
		if(drivertype == video::EDT_DIRECT3D9){
			// Direct3D 9: HLSL
			// (All shaders in one file)
			vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
			pixel_program = vertex_program;
			geometry_program = vertex_program;
		}
		else if(drivertype == video::EDT_OPENGL){
			// OpenGL: GLSL
			vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
			pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
			geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
		}
		if(vertex_program != "" || pixel_program != "" || geometry_program != ""){
			is_highlevel = true;
			return;
		}
	}

}