aboutsummaryrefslogtreecommitdiff
path: root/src/gui/StyleSpec.h
blob: 29aae083647ee3dc12fe93f4535efb130cee8917 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
/*
Minetest
Copyright (C) 2019 rubenwardy

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 "irrlichttypes_extrabloated.h"
#include <array>

#pragma once

class StyleSpec
{
public:
	enum Property
	{
		TEXTCOLOR,
		BGCOLOR,
		NOCLIP,
		BORDER,
		BGIMG,
		BGIMG_PRESSED,
		ALPHA,
		NUM_PROPERTIES,
		NONE
	};

private:
	std::array<bool, NUM_PROPERTIES> property_set;
	std::array<std::string, NUM_PROPERTIES> properties;

public:
	static Property GetPropertyByName(const std::string &name)
	{
		if (name == "textcolor") {
			return TEXTCOLOR;
		} else if (name == "bgcolor") {
			return BGCOLOR;
		} else if (name == "noclip") {
			return NOCLIP;
		} else if (name == "border") {
			return BORDER;
		} else if (name == "bgimg") {
			return BGIMG;
		} else if (name == "bgimg_pressed") {
			return BGIMG_PRESSED;
		} else if (name == "alpha") {
			return ALPHA;
		} else {
			return NONE;
		}
	}

	std::string get(Property prop, std::string def) const
	{
		const auto &val = properties[prop];
		return val.empty() ? def : val;
	}

	void set(Property prop, const std::string &value)
	{
		properties[prop] = value;
		property_set[prop] = true;
	}

	video::SColor getColor(Property prop, video::SColor def) const
	{
		const auto &val = properties[prop];
		if (val.empty()) {
			return def;
		}

		parseColorString(val, def, false, 0xFF);
		return def;
	}

	video::SColor getColor(Property prop) const
	{
		const auto &val = properties[prop];
		FATAL_ERROR_IF(val.empty(), "Unexpected missing property");

		video::SColor color;
		parseColorString(val, color, false, 0xFF);
		return color;
	}

	bool getBool(Property prop, bool def) const
	{
		const auto &val = properties[prop];
		if (val.empty()) {
			return def;
		}

		return is_yes(val);
	}

	inline bool isNotDefault(Property prop) const
	{
		return !properties[prop].empty();
	}

	inline bool hasProperty(Property prop) const { return property_set[prop]; }

	StyleSpec &operator|=(const StyleSpec &other)
	{
		for (size_t i = 0; i < NUM_PROPERTIES; i++) {
			auto prop = (Property)i;
			if (other.hasProperty(prop)) {
				set(prop, other.get(prop, ""));
			}
		}

		return *this;
	}

	StyleSpec operator|(const StyleSpec &other) const
	{
		StyleSpec newspec = *this;
		newspec |= other;
		return newspec;
	}
};
9 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829
/*
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 "irr_ptr.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 "client/renderingengine.h"
#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
#include "client/tile.h"
#include "config.h"

#include <mt_opengl.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.empty()) {
		std::string testpath = shader_path + DIR_DELIM + combined;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	/*
		Check from default data directory
	*/
	if (fullpath.empty()) {
		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.empty()){
				std::string p = readFile(path);
				if (!p.empty()) {
					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.empty()) {
			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.empty()) {
			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 ShaderCallback : public video::IShaderConstantSetCallBack
{
	std::vector<std::unique_ptr<IShaderConstantSetter>> m_setters;

public:
	template <typename Factories>
	ShaderCallback(const Factories &factories)
	{
		for (auto &&factory : factories)
			m_setters.push_back(std::unique_ptr<IShaderConstantSetter>(factory->create()));
	}

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

		for (auto &&setter : m_setters)
			setter->onSetConstants(services);
	}

	virtual void OnSetMaterial(const video::SMaterial& material) override
	{
		for (auto &&setter : m_setters)
			setter->onSetMaterial(material);
	}
};


/*
	MainShaderConstantSetter: Set basic constants required for almost everything
*/

class MainShaderConstantSetter : public IShaderConstantSetter
{
	CachedVertexShaderSetting<f32, 16> m_world_view_proj;
	CachedVertexShaderSetting<f32, 16> m_world;

	// Shadow-related
	CachedPixelShaderSetting<f32, 16> m_shadow_view_proj;
	CachedPixelShaderSetting<f32, 3> m_light_direction;
	CachedPixelShaderSetting<f32> m_texture_res;
	CachedPixelShaderSetting<f32> m_shadow_strength;
	CachedPixelShaderSetting<f32> m_time_of_day;
	CachedPixelShaderSetting<f32> m_shadowfar;
	CachedPixelShaderSetting<f32, 4> m_camera_pos;
	CachedPixelShaderSetting<s32> m_shadow_texture;
	CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
	CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
	CachedVertexShaderSetting<f32> m_perspective_bias1_vertex;
	CachedPixelShaderSetting<f32> m_perspective_bias1_pixel;
	CachedVertexShaderSetting<f32> m_perspective_zbias_vertex;
	CachedPixelShaderSetting<f32> m_perspective_zbias_pixel;

#if ENABLE_GLES
	// Modelview matrix
	CachedVertexShaderSetting<float, 16> m_world_view;
	// Texture matrix
	CachedVertexShaderSetting<float, 16> m_texture;
	// Normal matrix
	CachedVertexShaderSetting<float, 9> m_normal;
#endif

public:
	MainShaderConstantSetter() :
		  m_world_view_proj("mWorldViewProj")
		, m_world("mWorld")
		, m_shadow_view_proj("m_ShadowViewProj")
		, m_light_direction("v_LightDirection")
		, m_texture_res("f_textureresolution")
		, m_shadow_strength("f_shadow_strength")
		, m_time_of_day("f_timeofday")
		, m_shadowfar("f_shadowfar")
		, m_camera_pos("CameraPos")
		, m_shadow_texture("ShadowMapSampler")
		, m_perspective_bias0_vertex("xyPerspectiveBias0")
		, m_perspective_bias0_pixel("xyPerspectiveBias0")
		, m_perspective_bias1_vertex("xyPerspectiveBias1")
		, m_perspective_bias1_pixel("xyPerspectiveBias1")
		, m_perspective_zbias_vertex("zPerspectiveBias")
		, m_perspective_zbias_pixel("zPerspectiveBias")
#if ENABLE_GLES
		, m_world_view("mWorldView")
		, m_texture("mTexture")
		, m_normal("mNormal")
#endif
	{}
	~MainShaderConstantSetter() = default;

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

		// Set world matrix
		core::matrix4 world = driver->getTransform(video::ETS_WORLD);
		m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);

		// Set clip matrix
		core::matrix4 worldView;
		worldView = driver->getTransform(video::ETS_VIEW);
		worldView *= world;

		core::matrix4 worldViewProj;
		worldViewProj = driver->getTransform(video::ETS_PROJECTION);
		worldViewProj *= worldView;
		m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);

#if ENABLE_GLES
		core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
		m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
		m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);

		core::matrix4 normal;
		worldView.getTransposed(normal);
		sanity_check(normal.makeInverse());
		float m[9] = {
			normal[0], normal[1], normal[2],
			normal[4], normal[5], normal[6],
			normal[8], normal[9], normal[10],
		};
		m_normal.set(m, services);
#endif

		// Set uniforms for Shadow shader
		if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) {
			const auto &light = shadow->getDirectionalLight();

			core::matrix4 shadowViewProj = light.getProjectionMatrix();
			shadowViewProj *= light.getViewMatrix();
			m_shadow_view_proj.set(shadowViewProj.pointer(), services);

			f32 v_LightDirection[3];
			light.getDirection().getAs3Values(v_LightDirection);
			m_light_direction.set(v_LightDirection, services);

			f32 TextureResolution = light.getMapResolution();
			m_texture_res.set(&TextureResolution, services);

			f32 ShadowStrength = shadow->getShadowStrength();
			m_shadow_strength.set(&ShadowStrength, services);

			f32 timeOfDay = shadow->getTimeOfDay();
			m_time_of_day.set(&timeOfDay, services);

			f32 shadowFar = shadow->getMaxShadowFar();
			m_shadowfar.set(&shadowFar, services);

			f32 cam_pos[4];
			shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
			m_camera_pos.set(cam_pos, services);

			// I dont like using this hardcoded value. maybe something like
			// MAX_TEXTURE - 1 or somthing like that??
			s32 TextureLayerID = 3;
			m_shadow_texture.set(&TextureLayerID, services);

			f32 bias0 = shadow->getPerspectiveBiasXY();
			m_perspective_bias0_vertex.set(&bias0, services);
			m_perspective_bias0_pixel.set(&bias0, services);
			f32 bias1 = 1.0f - bias0 + 1e-5f;
			m_perspective_bias1_vertex.set(&bias1, services);
			m_perspective_bias1_pixel.set(&bias1, services);
			f32 zbias = shadow->getPerspectiveBiasZ();
			m_perspective_zbias_vertex.set(&zbias, services);
			m_perspective_zbias_pixel.set(&zbias, services);
		}
	}
};


class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory
{
public:
	virtual IShaderConstantSetter* create()
		{ return new MainShaderConstantSetter(); }
};


/*
	ShaderSource
*/

class ShaderSource : public IWritableShaderSource
{
public:
	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,
		MaterialType material_type, NodeDrawType drawtype) override;

	/*
		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,
		MaterialType material_type, NodeDrawType drawtype) override;

	ShaderInfo getShaderInfo(u32 id) override;

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

	// 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) override;

	// Rebuild shaders from the current set of source shaders
	// Shall be called from the main thread.
	void rebuildShaders() override;

	void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) override
	{
		m_setter_factories.push_back(std::unique_ptr<IShaderConstantSetterFactory>(setter));
	}

private:

	// The id of the thread that is allowed to use irrlicht directly
	std::thread::id m_main_thread;

	// 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
	std::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 setter factories
	std::vector<std::unique_ptr<IShaderConstantSetterFactory>> m_setter_factories;

	// Generate shader given the shader name.
	ShaderInfo generateShader(const std::string &name,
			MaterialType material_type, NodeDrawType drawtype);
};

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

ShaderSource::ShaderSource()
{
	m_main_thread = std::this_thread::get_id();

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

	// Add main global constant setter
	addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
}

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

	if (std::this_thread::get_id() == m_main_thread) {
		return getShaderIdDirect(name, material_type, drawtype);
	}

	/*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;
		}

		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,
		MaterialType material_type, NodeDrawType drawtype)
{
	//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;

	// Empty name means shader 0
	if (name.empty()) {
		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 (std::this_thread::get_id() != m_main_thread) {
		errorstream<<"ShaderSource::getShaderIdDirect() "
				"called not from main thread"<<std::endl;
		return 0;
	}

	ShaderInfo info = generateShader(name, material_type, drawtype);

	/*
		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(std::this_thread::get_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 (ShaderInfo &i : m_shaderinfo_cache) {
		ShaderInfo *info = &i;
		if (!info->name.empty()) {
			*info = generateShader(info->name, info->material_type, info->drawtype);
		}
	}
}


ShaderInfo ShaderSource::generateShader(const std::string &name,
		MaterialType material_type, NodeDrawType drawtype)
{
	ShaderInfo shaderinfo;
	shaderinfo.name = name;
	shaderinfo.material_type = material_type;
	shaderinfo.drawtype = drawtype;
	switch (material_type) {
	case TILE_MATERIAL_OPAQUE:
	case TILE_MATERIAL_LIQUID_OPAQUE:
	case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
		shaderinfo.base_material = video::EMT_SOLID;
		break;
	case TILE_MATERIAL_ALPHA:
	case TILE_MATERIAL_PLAIN_ALPHA:
	case TILE_MATERIAL_LIQUID_TRANSPARENT:
	case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
		shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
		break;
	case TILE_MATERIAL_BASIC:
	case TILE_MATERIAL_PLAIN:
	case TILE_MATERIAL_WAVING_LEAVES:
	case TILE_MATERIAL_WAVING_PLANTS:
	case TILE_MATERIAL_WAVING_LIQUID_BASIC:
		shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		break;
	}
	shaderinfo.material = shaderinfo.base_material;

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

	video::IVideoDriver *driver = RenderingEngine::get_video_driver();
	if (!driver->queryFeature(video::EVDF_ARB_GLSL)) {
		errorstream << "Shaders are enabled but GLSL is not supported by the driver\n";
		return shaderinfo;
	}
	video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();

	// Create shaders header
	bool use_gles = false;
#if ENABLE_GLES
	use_gles = driver->getDriverType() == video::EDT_OGLES2;
#endif
	std::stringstream shaders_header;
	shaders_header
		<< std::noboolalpha
		<< std::showpoint // for GLSL ES
		;
	std::string vertex_header, fragment_header, geometry_header;
	if (use_gles) {
		shaders_header << R"(
			#version 100
		)";
		vertex_header = R"(
			precision mediump float;

			uniform highp mat4 mWorldView;
			uniform highp mat4 mWorldViewProj;
			uniform mediump mat4 mTexture;
			uniform mediump mat3 mNormal;

			attribute highp vec4 inVertexPosition;
			attribute lowp vec4 inVertexColor;
			attribute mediump vec4 inTexCoord0;
			attribute mediump vec3 inVertexNormal;
			attribute mediump vec4 inVertexTangent;
			attribute mediump vec4 inVertexBinormal;
		)";
		fragment_header = R"(
			precision mediump float;
		)";
	} else {
		shaders_header << R"(
			#version 120
			#define lowp
			#define mediump
			#define highp
		)";
		vertex_header = R"(
			#define mWorldView gl_ModelViewMatrix
			#define mWorldViewProj gl_ModelViewProjectionMatrix
			#define mTexture (gl_TextureMatrix[0])
			#define mNormal gl_NormalMatrix

			#define inVertexPosition gl_Vertex
			#define inVertexColor gl_Color
			#define inTexCoord0 gl_MultiTexCoord0
			#define inVertexNormal gl_Normal
			#define inVertexTangent gl_MultiTexCoord1
			#define inVertexBinormal gl_MultiTexCoord2
		)";
	}

	// Since this is the first time we're using the GL bindings be extra careful.
	// This should be removed before 5.6.0 or similar.
	if (!GL.GetString) {
		errorstream << "OpenGL procedures were not loaded correctly, "
			"please open a bug report with details about your platform/OS." << std::endl;
		abort();
	}

	bool use_discard = use_gles;
	// For renderers that should use discard instead of GL_ALPHA_TEST
	const char *renderer = reinterpret_cast<const char*>(GL.GetString(GL.RENDERER));
	if (strstr(renderer, "GC7000"))
		use_discard = true;
	if (use_discard) {
		if (shaderinfo.base_material == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
			shaders_header << "#define USE_DISCARD 1\n";
		else if (shaderinfo.base_material == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
			shaders_header << "#define USE_DISCARD_REF 1\n";
	}

#define PROVIDE(constant) shaders_header << "#define " #constant " " << (int)constant << "\n"

	PROVIDE(NDT_NORMAL);
	PROVIDE(NDT_AIRLIKE);
	PROVIDE(NDT_LIQUID);
	PROVIDE(NDT_FLOWINGLIQUID);
	PROVIDE(NDT_GLASSLIKE);
	PROVIDE(NDT_ALLFACES);
	PROVIDE(NDT_ALLFACES_OPTIONAL);
	PROVIDE(NDT_TORCHLIKE);
	PROVIDE(NDT_SIGNLIKE);
	PROVIDE(NDT_PLANTLIKE);
	PROVIDE(NDT_FENCELIKE);
	PROVIDE(NDT_RAILLIKE);
	PROVIDE(NDT_NODEBOX);
	PROVIDE(NDT_GLASSLIKE_FRAMED);
	PROVIDE(NDT_FIRELIKE);
	PROVIDE(NDT_GLASSLIKE_FRAMED_OPTIONAL);
	PROVIDE(NDT_PLANTLIKE_ROOTED);

	PROVIDE(TILE_MATERIAL_BASIC);
	PROVIDE(TILE_MATERIAL_ALPHA);
	PROVIDE(TILE_MATERIAL_LIQUID_TRANSPARENT);
	PROVIDE(TILE_MATERIAL_LIQUID_OPAQUE);
	PROVIDE(TILE_MATERIAL_WAVING_LEAVES);
	PROVIDE(TILE_MATERIAL_WAVING_PLANTS);
	PROVIDE(TILE_MATERIAL_OPAQUE);
	PROVIDE(TILE_MATERIAL_WAVING_LIQUID_BASIC);
	PROVIDE(TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
	PROVIDE(TILE_MATERIAL_WAVING_LIQUID_OPAQUE);
	PROVIDE(TILE_MATERIAL_PLAIN);
	PROVIDE(TILE_MATERIAL_PLAIN_ALPHA);

#undef PROVIDE

	shaders_header << "#define MATERIAL_TYPE " << (int)material_type << "\n";
	shaders_header << "#define DRAW_TYPE " << (int)drawtype << "\n";

	bool enable_waving_water = g_settings->getBool("enable_waving_water");
	shaders_header << "#define ENABLE_WAVING_WATER " << enable_waving_water << "\n";
	if (enable_waving_water) {
		shaders_header << "#define WATER_WAVE_HEIGHT " << g_settings->getFloat("water_wave_height") << "\n";
		shaders_header << "#define WATER_WAVE_LENGTH " << g_settings->getFloat("water_wave_length") << "\n";
		shaders_header << "#define WATER_WAVE_SPEED " << g_settings->getFloat("water_wave_speed") << "\n";
	}

	shaders_header << "#define ENABLE_WAVING_LEAVES " << g_settings->getBool("enable_waving_leaves") << "\n";
	shaders_header << "#define ENABLE_WAVING_PLANTS " << g_settings->getBool("enable_waving_plants") << "\n";
	shaders_header << "#define ENABLE_TONE_MAPPING " << g_settings->getBool("tone_mapping") << "\n";

	shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n";

	if (g_settings->getBool("enable_dynamic_shadows")) {
		shaders_header << "#define ENABLE_DYNAMIC_SHADOWS 1\n";
		if (g_settings->getBool("shadow_map_color"))
			shaders_header << "#define COLORED_SHADOWS 1\n";

		if (g_settings->getBool("shadow_poisson_filter"))
			shaders_header << "#define POISSON_FILTER 1\n";

		s32 shadow_filter = g_settings->getS32("shadow_filters");
		shaders_header << "#define SHADOW_FILTER " << shadow_filter << "\n";

		float shadow_soft_radius = g_settings->getFloat("shadow_soft_radius");
		if (shadow_soft_radius < 1.0f)
			shadow_soft_radius = 1.0f;
		shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
	}

	shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics

	std::string common_header = shaders_header.str();

	std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl");
	std::string fragment_shader = m_sourcecache.getOrLoad(name, "opengl_fragment.glsl");
	std::string geometry_shader = m_sourcecache.getOrLoad(name, "opengl_geometry.glsl");

	vertex_shader = common_header + vertex_header + vertex_shader;
	fragment_shader = common_header + fragment_header + fragment_shader;
	const char *geometry_shader_ptr = nullptr; // optional
	if (!geometry_shader.empty()) {
		geometry_shader = common_header + geometry_header + geometry_shader;
		geometry_shader_ptr = geometry_shader.c_str();
	}

	irr_ptr<ShaderCallback> cb{new ShaderCallback(m_setter_factories)};
	infostream<<"Compiling high level shaders for "<<name<<std::endl;
	s32 shadermat = gpu->addHighLevelShaderMaterial(
		vertex_shader.c_str(), nullptr, video::EVST_VS_1_1,
		fragment_shader.c_str(), nullptr, video::EPST_PS_1_1,
		geometry_shader_ptr, nullptr, video::EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLES, 0,
		cb.get(), shaderinfo.base_material,  1);
	if (shadermat == -1) {
		errorstream<<"generate_shader(): "
				"failed to generate \""<<name<<"\", "
				"addHighLevelShaderMaterial failed."
				<<std::endl;
		dumpShaderProgram(warningstream, "Vertex", vertex_shader);
		dumpShaderProgram(warningstream, "Fragment", fragment_shader);
		dumpShaderProgram(warningstream, "Geometry", geometry_shader);
		return shaderinfo;
	}

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

void dumpShaderProgram(std::ostream &output_stream,
		const std::string &program_type, const std::string &program)
{
	output_stream << program_type << " shader program:" << std::endl <<
		"----------------------------------" << std::endl;
	size_t pos = 0;
	size_t prev = 0;
	s16 line = 1;
	while ((pos = program.find('\n', prev)) != std::string::npos) {
		output_stream << line++ << ": "<< program.substr(prev, pos - prev) <<
			std::endl;
		prev = pos + 1;
	}
	output_stream << line << ": " << program.substr(prev) << std::endl <<
		"End of " << program_type << " shader program." << std::endl <<
		" " << std::endl;
}