mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-20 19:45:22 +02:00
Increase flexibility of ShaderSource
This commit is contained in:
@@ -401,8 +401,10 @@ public:
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created_nosky.clear();
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}
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virtual IShaderUniformSetter* create()
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virtual IShaderUniformSetter* create(const std::string &name)
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{
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if (str_starts_with(name, "shadow/"))
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return nullptr;
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auto *scs = new GameGlobalShaderUniformSetter(m_sky, m_client);
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if (!m_sky)
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created_nosky.push_back(scs);
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@@ -101,7 +101,7 @@ public:
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}
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};
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IShaderUniformSetter *FogShaderUniformSetterFactory::create()
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IShaderUniformSetter *FogShaderUniformSetterFactory::create(const std::string &name)
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{
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return new FogShaderUniformSetter();
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}
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@@ -55,7 +55,7 @@ class FogShaderUniformSetterFactory : public IShaderUniformSetterFactory
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{
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public:
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FogShaderUniformSetterFactory() {};
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virtual IShaderUniformSetter *create();
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virtual IShaderUniformSetter *create(const std::string &name);
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};
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/* Rendering engine class */
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@@ -160,28 +160,44 @@ private:
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class ShaderCallback : public video::IShaderConstantSetCallBack
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{
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std::vector<std::unique_ptr<IShaderUniformSetter>> m_setters;
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irr_ptr<IShaderUniformSetterRC> m_extra_setter;
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public:
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template <typename Factories>
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ShaderCallback(const Factories &factories)
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ShaderCallback(const std::string &name, const Factories &factories)
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{
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for (auto &&factory : factories) {
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auto *setter = factory->create();
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if (setter)
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auto *setter = factory->create(name);
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if (setter) {
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// since we use unique_ptr, the object may not be refcounted
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assert(dynamic_cast<IReferenceCounted*>(setter) == nullptr);
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m_setters.emplace_back(setter);
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}
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}
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}
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~ShaderCallback() = default;
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void setExtraSetter(IShaderUniformSetterRC *setter)
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{
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assert(!m_extra_setter);
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m_extra_setter.grab(setter);
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}
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
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{
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for (auto &&setter : m_setters)
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setter->onSetUniforms(services);
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if (m_extra_setter)
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m_extra_setter->onSetUniforms(services);
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}
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virtual void OnSetMaterial(const video::SMaterial& material) override
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{
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for (auto &&setter : m_setters)
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setter->onSetMaterial(material);
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if (m_extra_setter)
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m_extra_setter->onSetMaterial(material);
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}
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};
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@@ -328,7 +344,7 @@ public:
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class MainShaderUniformSetterFactory : public IShaderUniformSetterFactory
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{
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public:
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virtual IShaderUniformSetter* create()
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virtual IShaderUniformSetter* create(const std::string &name)
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{ return new MainShaderUniformSetter(); }
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};
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@@ -350,7 +366,7 @@ public:
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The id 0 points to a null shader. Its material is EMT_SOLID.
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*/
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u32 getShaderIdDirect(const std::string &name, const ShaderConstants &input_const,
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video::E_MATERIAL_TYPE base_mat);
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video::E_MATERIAL_TYPE base_mat, IShaderUniformSetterRC *setter_cb);
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/*
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If shader specified by the name pointed by the id doesn't
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@@ -361,7 +377,8 @@ public:
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for processing.
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*/
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u32 getShader(const std::string &name, const ShaderConstants &input_const,
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video::E_MATERIAL_TYPE base_mat) override;
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video::E_MATERIAL_TYPE base_mat,
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IShaderUniformSetterRC *setter_cb = nullptr) override;
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const ShaderInfo &getShaderInfo(u32 id) override;
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@@ -414,9 +431,8 @@ private:
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// Global uniform setter factories
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std::vector<std::unique_ptr<IShaderUniformSetterFactory>> m_uniform_factories;
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// Generate shader given the shader name.
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ShaderInfo generateShader(const std::string &name,
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const ShaderConstants &input_const, video::E_MATERIAL_TYPE base_mat);
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// Generate shader for given input parameters.
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void generateShader(ShaderInfo &info);
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/// @brief outputs a constant to an ostream
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inline void putConstant(std::ostream &os, const ShaderConstants::mapped_type &it)
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@@ -465,14 +481,15 @@ ShaderSource::~ShaderSource()
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}
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u32 ShaderSource::getShader(const std::string &name,
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const ShaderConstants &input_const, video::E_MATERIAL_TYPE base_mat)
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const ShaderConstants &input_const, video::E_MATERIAL_TYPE base_mat,
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IShaderUniformSetterRC *setter_cb)
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{
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/*
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Get shader
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*/
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if (std::this_thread::get_id() == m_main_thread) {
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return getShaderIdDirect(name, input_const, base_mat);
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return getShaderIdDirect(name, input_const, base_mat, setter_cb);
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}
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errorstream << "ShaderSource::getShader(): getting from "
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@@ -510,7 +527,8 @@ u32 ShaderSource::getShader(const std::string &name,
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This method generates all the shaders
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*/
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u32 ShaderSource::getShaderIdDirect(const std::string &name,
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const ShaderConstants &input_const, video::E_MATERIAL_TYPE base_mat)
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const ShaderConstants &input_const, video::E_MATERIAL_TYPE base_mat,
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IShaderUniformSetterRC *setter_cb)
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{
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// Empty name means shader 0
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if (name.empty()) {
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@@ -522,23 +540,23 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
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for (u32 i = 0; i < m_shaderinfo_cache.size(); i++) {
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auto &info = m_shaderinfo_cache[i];
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if (info.name == name && info.base_material == base_mat &&
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info.input_constants == input_const)
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info.input_constants == input_const && info.setter_cb == setter_cb)
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return i;
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}
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/*
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Calling only allowed from main thread
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*/
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if (std::this_thread::get_id() != m_main_thread) {
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errorstream<<"ShaderSource::getShaderIdDirect() "
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"called not from main thread"<<std::endl;
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return 0;
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}
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// Calling only allowed from main thread
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sanity_check(std::this_thread::get_id() == m_main_thread);
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ShaderInfo info = generateShader(name, input_const, base_mat);
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ShaderInfo info;
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info.name = name;
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info.input_constants = input_const;
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info.base_material = base_mat;
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info.setter_cb.grab(setter_cb);
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generateShader(info);
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/*
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Add shader to caches (add dummy shaders too)
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Add shader to caches
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*/
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MutexAutoLock lock(m_shaderinfo_cache_mutex);
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@@ -597,29 +615,28 @@ void ShaderSource::rebuildShaders()
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// Recreate shaders
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for (ShaderInfo &i : m_shaderinfo_cache) {
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ShaderInfo *info = &i;
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if (!info->name.empty()) {
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*info = generateShader(info->name, info->input_constants, info->base_material);
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if (!i.name.empty()) {
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generateShader(i);
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}
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}
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}
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ShaderInfo ShaderSource::generateShader(const std::string &name,
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const ShaderConstants &input_const, video::E_MATERIAL_TYPE base_mat)
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void ShaderSource::generateShader(ShaderInfo &shaderinfo)
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{
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ShaderInfo shaderinfo;
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shaderinfo.name = name;
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shaderinfo.input_constants = input_const;
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const auto &name = shaderinfo.name;
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const auto &input_const = shaderinfo.input_constants;
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// fixed pipeline materials don't make sense here
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assert(base_mat != video::EMT_TRANSPARENT_VERTEX_ALPHA && base_mat != video::EMT_ONETEXTURE_BLEND);
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shaderinfo.base_material = base_mat;
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shaderinfo.material = shaderinfo.base_material;
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assert(shaderinfo.base_material != video::EMT_TRANSPARENT_VERTEX_ALPHA &&
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shaderinfo.base_material != video::EMT_ONETEXTURE_BLEND);
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auto *driver = RenderingEngine::get_video_driver();
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// The null driver doesn't support shaders (duh), but we can pretend it does.
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if (driver->getDriverType() == video::EDT_NULL)
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return shaderinfo;
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if (driver->getDriverType() == video::EDT_NULL) {
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shaderinfo.material = shaderinfo.base_material;
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return;
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}
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auto *gpu = driver->getGPUProgrammingServices();
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if (!driver->queryFeature(video::EVDF_ARB_GLSL) || !gpu) {
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@@ -746,7 +763,9 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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geometry_shader_ptr = geometry_shader.c_str();
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}
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auto cb = make_irr<ShaderCallback>(m_uniform_factories);
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auto cb = make_irr<ShaderCallback>(name, m_uniform_factories);
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cb->setExtraSetter(shaderinfo.setter_cb.get());
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infostream << "Compiling high level shaders for " << log_name << std::endl;
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s32 shadermat = gpu->addHighLevelShaderMaterial(
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vertex_shader.c_str(), fragment_shader.c_str(), geometry_shader_ptr,
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@@ -765,7 +784,6 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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// Apply the newly created material type
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shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
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return shaderinfo;
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}
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/*
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@@ -7,6 +7,7 @@
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#include "irrlichttypes_bloated.h"
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#include <IMaterialRendererServices.h>
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#include "irr_ptr.h"
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#include <string>
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#include <map>
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#include <variant>
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@@ -51,26 +52,41 @@ public:
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Abstraction for updating uniforms used by shaders
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*/
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namespace video {
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class IMaterialRendererServices;
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}
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class IShaderUniformSetter {
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public:
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virtual ~IShaderUniformSetter() = default;
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/**
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* Called when uniforms need to be updated
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* @param services interface for setting uniforms
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*/
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virtual void onSetUniforms(video::IMaterialRendererServices *services) = 0;
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virtual void onSetMaterial(const video::SMaterial& material)
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{ }
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};
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class IShaderUniformSetterRC : public IShaderUniformSetter, public IReferenceCounted
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{
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// Reference counted variant for special use-cases
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};
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class IShaderUniformSetterFactory {
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public:
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virtual ~IShaderUniformSetterFactory() = default;
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virtual IShaderUniformSetter* create() = 0;
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/**
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* Called to create an uniform setter for a specific shader
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* @param name name of the shader
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* @return new uniform setter (or nullptr). caller takes ownership.
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*/
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virtual IShaderUniformSetter *create(const std::string &name) = 0;
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};
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/*
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Helpers to set uniforms only when changed.
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Be warned that when using this you can't attach a IShaderUniformSetter to
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multiple different shaders. But you probably don't want to anyway.
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*/
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template <typename T, std::size_t count, bool cache>
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class CachedShaderSetting {
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@@ -217,6 +233,8 @@ struct ShaderInfo {
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video::E_MATERIAL_TYPE material = video::EMT_SOLID;
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// Input constants
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ShaderConstants input_constants;
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// Extra uniform callback
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irr_ptr<IShaderUniformSetterRC> setter_cb;
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};
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class IShaderSource {
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@@ -239,11 +257,13 @@ public:
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* @param name name of the shader (directory on disk)
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* @param input_const primary key constants for this shader
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* @param base_mat base material to use
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* @param setter_cb additional uniform setter to use
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* @return shader ID
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* @note `base_material` only controls alpha behavior
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*/
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virtual u32 getShader(const std::string &name,
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const ShaderConstants &input_const, video::E_MATERIAL_TYPE base_mat) = 0;
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const ShaderConstants &input_const, video::E_MATERIAL_TYPE base_mat,
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IShaderUniformSetterRC *setter_cb = nullptr) = 0;
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/// @brief Helper: Generates or gets a shader suitable for nodes and entities
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u32 getShader(const std::string &name,
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@@ -42,7 +42,7 @@ public:
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class ShadowUniformSetterFactory : public IShaderUniformSetterFactory
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{
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public:
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virtual IShaderUniformSetter *create() {
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virtual IShaderUniformSetter *create(const std::string &name) {
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return new ShadowUniformSetter();
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}
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};
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