Implement a global shader parameter passing system and useful shaders

This commit is contained in:
Perttu Ahola 2012-12-01 03:02:16 +02:00
parent 22e6fb7056
commit 27373919f4
15 changed files with 241 additions and 90 deletions

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@ -0,0 +1 @@
trans_alphach_ref

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@ -0,0 +1,25 @@
uniform sampler2D myTexture;
uniform vec4 skyBgColor;
uniform float fogDistance;
varying vec3 vPosition;
void main (void)
{
//vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
float a = col.a;
col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, a);
}

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@ -0,0 +1,25 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
varying vec3 vPosition;
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
if(gl_Normal.y > 0.5)
gl_FrontColor = gl_BackColor = gl_Color;
else
gl_FrontColor = gl_BackColor = gl_Color * 0.7;
/*if(gl_Normal.y > 0.5)
gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
else
gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/
gl_TexCoord[0] = gl_MultiTexCoord0;
}

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@ -0,0 +1 @@
trans_alphach

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@ -0,0 +1,23 @@
uniform sampler2D myTexture;
uniform float fogDistance;
varying vec3 vPosition;
void main (void)
{
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
col *= gl_Color;
float a = gl_Color.a;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
a = mix(a, 0.0, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, a);
}

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@ -0,0 +1,20 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
varying vec3 vPosition;
void main(void)
{
vec4 pos = gl_Vertex;
pos.y -= 2.0;
gl_Position = mWorldViewProj * pos;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
gl_FrontColor = gl_BackColor = gl_Color;
//gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_TexCoord[0] = gl_MultiTexCoord0;
}

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@ -1,17 +0,0 @@
!!ARBfp1.0
#Input
ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
#Output
OUTPUT outColor = result.color;
TEMP texelColor;
TXP texelColor, inTexCoord, texture, 2D;
MUL texelColor, texelColor, inColor; # multiply with color
SUB outColor, {1.0,1.0,1.0,1.0}, texelColor;
MOV outColor.w, 1.0;
END

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@ -1,9 +0,0 @@
uniform sampler2D myTexture;
void main (void)
{
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
col *= gl_Color;
gl_FragColor = vec4(1.0-col.r, 1.0-col.g, 1.0-col.b, 1.0);
}

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@ -1,38 +0,0 @@
!!ARBvp1.0
#input
ATTRIB InPos = vertex.position;
ATTRIB InColor = vertex.color;
ATTRIB InNormal = vertex.normal;
ATTRIB InTexCoord = vertex.texcoord;
#output
OUTPUT OutPos = result.position;
OUTPUT OutColor = result.color;
OUTPUT OutTexCoord = result.texcoord;
PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
TEMP Temp;
TEMP TempColor;
TEMP TempCompare;
#transform position to clip space
DP4 Temp.x, MVP[0], InPos;
DP4 Temp.y, MVP[1], InPos;
DP4 Temp.z, MVP[2], InPos;
DP4 Temp.w, MVP[3], InPos;
# check if normal.y > 0.5
SLT TempCompare, InNormal, {0.5,0.5,0.5,0.5};
MUL TempCompare.z, TempCompare.y, 0.5;
SUB TempCompare.x, 1.0, TempCompare.z;
MOV TempCompare.y, TempCompare.x;
MOV TempCompare.z, TempCompare.x;
# calculate light color
MUL OutColor, InColor, TempCompare;
MOV OutColor.w, 1.0; # we want alpha to be always 1
MOV OutTexCoord, InTexCoord; # store texture coordinate
MOV OutPos, Temp;
END

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@ -1,16 +0,0 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
if(gl_Normal.y > 0.5)
gl_FrontColor = gl_BackColor = gl_Color;
else
gl_FrontColor = gl_BackColor = gl_Color * 0.5;
gl_TexCoord[0] = gl_MultiTexCoord0;
}

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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <IGUIButton.h>
#include <IGUIStaticText.h>
#include <IGUIFont.h>
#include <IMaterialRendererServices.h>
#include "client.h"
#include "server.h"
#include "guiPauseMenu.h"
@ -835,6 +836,49 @@ public:
}
};
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
public:
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
f32 *fog_range):
m_sky(sky),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range)
{}
~GameGlobalShaderConstantSetter() {}
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel)
{
if(!is_highlevel)
return;
// Background color
video::SColor bgcolor = m_sky->getBgColor();
video::SColorf bgcolorf(bgcolor);
float bgcolorfa[4] = {
bgcolorf.r,
bgcolorf.g,
bgcolorf.b,
bgcolorf.a,
};
services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
// Fog distance
float fog_distance = *m_fog_range;
if(*m_force_fog_off)
fog_distance = 10000*BS;
services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
}
private:
IrrlichtDevice *m_device;
};
void the_game(
bool &kill,
bool random_input,
@ -1250,6 +1294,7 @@ void the_game(
bool show_hud = true;
bool show_chat = true;
bool force_fog_off = false;
f32 fog_range = 100*BS;
bool disable_camera_update = false;
bool show_debug = g_settings->getBool("show_debug");
bool show_profiler_graph = false;
@ -1259,6 +1304,12 @@ void the_game(
float time_of_day = 0;
float time_of_day_smooth = 0;
/*
Shader constants
*/
shsrc->addGlobalConstantSetter(
new GameGlobalShaderConstantSetter(sky, &force_fog_off, &fog_range));
/*
Main loop
*/
@ -2434,7 +2485,6 @@ void the_game(
Fog range
*/
f32 fog_range;
if(farmesh)
{
fog_range = BS*farmesh_range;

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@ -1012,8 +1012,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
Convert MeshCollector to SMesh
Also store animation info
*/
video::E_MATERIAL_TYPE shadermat = m_gamedef->getShaderSource()->
getShader("the_darkness_of_light").material;
bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
getShader("test_shader_1").material;
video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
getShader("test_shader_2").material;
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
@ -1080,8 +1083,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
material.setTexture(0, p.tile.texture.atlas);
p.tile.applyMaterialOptions(material);
//if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
material.MaterialType = shadermat;
if(enable_shaders){
if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
material.MaterialType = shadermat1;
if(material.MaterialType == video::EMT_TRANSPARENT_VERTEX_ALPHA)
material.MaterialType = shadermat2;
}
// Create meshbuffer

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@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
#include "strfnd.h" // trim()
/*
A cache from shader name to shader path
@ -171,10 +172,24 @@ private:
ShaderCallback: Sets constants that can be used in shaders
*/
class ShaderCallback : public video::IShaderConstantSetCallBack
class IShaderConstantSetterRegistry
{
public:
ShaderCallback(IrrlichtDevice *device): m_device(device) {}
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)
@ -184,6 +199,28 @@ public:
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):
m_device(device)
{}
~MainShaderConstantSetter() {}
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel)
{
video::IVideoDriver *driver = services->getVideoDriver();
assert(driver);
// set inverted world matrix
core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
invWorld.makeInverse();
@ -219,7 +256,7 @@ private:
ShaderSource
*/
class ShaderSource : public IWritableShaderSource
class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
{
public:
ShaderSource(IrrlichtDevice *device);
@ -272,6 +309,14 @@ public:
// 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
@ -295,6 +340,10 @@ private:
// 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
core::array<IShaderConstantSetter*> m_global_setters;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
@ -322,7 +371,7 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
{
assert(m_device);
m_shader_callback = new ShaderCallback(device);
m_shader_callback = new ShaderCallback(this, "default");
m_shaderinfo_cache_mutex.Init();
@ -331,6 +380,9 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.push_back(ShaderInfo());
m_name_to_id[""] = 0;
// Add main global constant setter
addGlobalConstantSetter(new MainShaderConstantSetter(device));
}
ShaderSource::~ShaderSource()
@ -531,6 +583,15 @@ void ShaderSource::rebuildShaders()
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, IrrlichtDevice *device,
video::IShaderConstantSetCallBack *callback,
@ -546,7 +607,8 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
/*
Get the base material
*/
std::string base_material_name = sourcecache->getOrLoad(name, "base.txt");
std::string base_material_name =
trim(sourcecache->getOrLoad(name, "base.txt"));
for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
shaderinfo.material = (video::E_MATERIAL_TYPE) i;

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@ -51,6 +51,22 @@ struct ShaderInfo
ShaderInfo(): name(""), material(video::EMT_SOLID) {}
};
/*
Setter of constants for shaders
*/
namespace irr { namespace video {
class IMaterialRendererServices;
} }
class IShaderConstantSetter
{
public:
virtual ~IShaderConstantSetter(){};
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel) = 0;
};
/*
ShaderSource creates and caches shaders.
*/
@ -82,6 +98,7 @@ public:
virtual void insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program)=0;
virtual void rebuildShaders()=0;
virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device);