]> git.lizzy.rs Git - dragonfireclient.git/blob - src/shader.cpp
Fix formspec field labels
[dragonfireclient.git] / src / shader.cpp
1 /*
2 Minetest
3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013 Kahrl <kahrl@gmx.net>
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21 #include "shader.h"
22 #include "irrlichttypes_extrabloated.h"
23 #include "debug.h"
24 #include "main.h" // for g_settings
25 #include "filesys.h"
26 #include "util/container.h"
27 #include "util/thread.h"
28 #include "settings.h"
29 #include <iterator>
30 #include <ICameraSceneNode.h>
31 #include <IGPUProgrammingServices.h>
32 #include <IMaterialRenderer.h>
33 #include <IMaterialRendererServices.h>
34 #include <IShaderConstantSetCallBack.h>
35 #include "EShaderTypes.h"
36 #include "log.h"
37 #include "gamedef.h"
38 #include "strfnd.h" // trim()
39
40 /*
41         A cache from shader name to shader path
42 */
43 MutexedMap<std::string, std::string> g_shadername_to_path_cache;
44
45 /*
46         Gets the path to a shader by first checking if the file
47           name_of_shader/filename
48         exists in shader_path and if not, using the data path.
49
50         If not found, returns "".
51
52         Utilizes a thread-safe cache.
53 */
54 std::string getShaderPath(const std::string &name_of_shader,
55                 const std::string &filename)
56 {
57         std::string combined = name_of_shader + DIR_DELIM + filename;
58         std::string fullpath = "";
59         /*
60                 Check from cache
61         */
62         bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
63         if(incache)
64                 return fullpath;
65
66         /*
67                 Check from shader_path
68         */
69         std::string shader_path = g_settings->get("shader_path");
70         if(shader_path != "")
71         {
72                 std::string testpath = shader_path + DIR_DELIM + combined;
73                 if(fs::PathExists(testpath))
74                         fullpath = testpath;
75         }
76
77         /*
78                 Check from default data directory
79         */
80         if(fullpath == "")
81         {
82                 std::string rel_path = std::string("client") + DIR_DELIM
83                                 + "shaders" + DIR_DELIM
84                                 + name_of_shader + DIR_DELIM
85                                 + filename;
86                 std::string testpath = porting::path_share + DIR_DELIM + rel_path;
87                 if(fs::PathExists(testpath))
88                         fullpath = testpath;
89         }
90
91         // Add to cache (also an empty result is cached)
92         g_shadername_to_path_cache.set(combined, fullpath);
93
94         // Finally return it
95         return fullpath;
96 }
97
98 /*
99         SourceShaderCache: A cache used for storing source shaders.
100 */
101
102 class SourceShaderCache
103 {
104 public:
105         void insert(const std::string &name_of_shader,
106                         const std::string &filename,
107                         const std::string &program,
108                         bool prefer_local)
109         {
110                 std::string combined = name_of_shader + DIR_DELIM + filename;
111                 // Try to use local shader instead if asked to
112                 if(prefer_local){
113                         std::string path = getShaderPath(name_of_shader, filename);
114                         if(path != ""){
115                                 std::string p = readFile(path);
116                                 if(p != ""){
117                                         m_programs[combined] = p;
118                                         return;
119                                 }
120                         }
121                 }
122                 m_programs[combined] = program;
123         }
124         std::string get(const std::string &name_of_shader,
125                         const std::string &filename)
126         {
127                 std::string combined = name_of_shader + DIR_DELIM + filename;
128                 std::map<std::string, std::string>::iterator n;
129                 n = m_programs.find(combined);
130                 if(n != m_programs.end())
131                         return n->second;
132                 return "";
133         }
134         // Primarily fetches from cache, secondarily tries to read from filesystem
135         std::string getOrLoad(const std::string &name_of_shader,
136                         const std::string &filename)
137         {
138                 std::string combined = name_of_shader + DIR_DELIM + filename;
139                 std::map<std::string, std::string>::iterator n;
140                 n = m_programs.find(combined);
141                 if(n != m_programs.end())
142                         return n->second;
143                 std::string path = getShaderPath(name_of_shader, filename);
144                 if(path == ""){
145                         infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
146                                         <<combined<<"\""<<std::endl;
147                         return "";
148                 }
149                 infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
150                                 <<"\""<<std::endl;
151                 std::string p = readFile(path);
152                 if(p != ""){
153                         m_programs[combined] = p;
154                         return p;
155                 }
156                 return "";
157         }
158 private:
159         std::map<std::string, std::string> m_programs;
160         std::string readFile(const std::string &path)
161         {
162                 std::ifstream is(path.c_str(), std::ios::binary);
163                 if(!is.is_open())
164                         return "";
165                 std::ostringstream tmp_os;
166                 tmp_os << is.rdbuf();
167                 return tmp_os.str();
168         }
169 };
170
171 /*
172         ShaderCallback: Sets constants that can be used in shaders
173 */
174
175 class IShaderConstantSetterRegistry
176 {
177 public:
178         virtual ~IShaderConstantSetterRegistry(){};
179         virtual void onSetConstants(video::IMaterialRendererServices *services,
180                         bool is_highlevel, const std::string &name) = 0;
181 };
182
183 class ShaderCallback : public video::IShaderConstantSetCallBack
184 {
185         IShaderConstantSetterRegistry *m_scsr;
186         std::string m_name;
187
188 public:
189         ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
190                 m_scsr(scsr),
191                 m_name(name)
192         {}
193         ~ShaderCallback() {}
194
195         virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
196         {
197                 video::IVideoDriver *driver = services->getVideoDriver();
198                 assert(driver);
199
200                 bool is_highlevel = userData;
201
202                 m_scsr->onSetConstants(services, is_highlevel, m_name);
203         }
204 };
205
206 /*
207         MainShaderConstantSetter: Set basic constants required for almost everything
208 */
209
210 class MainShaderConstantSetter : public IShaderConstantSetter
211 {
212 public:
213         MainShaderConstantSetter(IrrlichtDevice *device):
214                 m_device(device)
215         {}
216         ~MainShaderConstantSetter() {}
217
218         virtual void onSetConstants(video::IMaterialRendererServices *services,
219                         bool is_highlevel)
220         {
221                 video::IVideoDriver *driver = services->getVideoDriver();
222                 assert(driver);
223
224                 // set inverted world matrix
225                 core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
226                 invWorld.makeInverse();
227                 if(is_highlevel)
228                         services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
229                 else
230                         services->setVertexShaderConstant(invWorld.pointer(), 0, 4);
231
232                 // set clip matrix
233                 core::matrix4 worldViewProj;
234                 worldViewProj = driver->getTransform(video::ETS_PROJECTION);
235                 worldViewProj *= driver->getTransform(video::ETS_VIEW);
236                 worldViewProj *= driver->getTransform(video::ETS_WORLD);
237                 if(is_highlevel)
238                         services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
239                 else
240                         services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
241
242                 // set transposed world matrix
243                 core::matrix4 world = driver->getTransform(video::ETS_WORLD);
244                 world = world.getTransposed();
245                 if(is_highlevel)
246                         services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
247                 else
248                         services->setVertexShaderConstant(world.pointer(), 8, 4);
249         }
250
251 private:
252         IrrlichtDevice *m_device;
253 };
254
255 /*
256         ShaderSource
257 */
258
259 class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
260 {
261 public:
262         ShaderSource(IrrlichtDevice *device);
263         ~ShaderSource();
264
265         /*
266                 Gets a shader material id from cache or
267                 - if main thread, from getShaderIdDirect
268                 - if other thread, adds to request queue and waits for main thread
269         */
270         u32 getShaderId(const std::string &name);
271
272         /*
273                 - If shader material specified by name is found from cache,
274                   return the cached id.
275                 - Otherwise generate the shader material, add to cache and return id.
276
277                 The id 0 points to a null shader. Its material is EMT_SOLID.
278         */
279         u32 getShaderIdDirect(const std::string &name);
280
281         // Finds out the name of a cached shader.
282         std::string getShaderName(u32 id);
283
284         /*
285                 If shader specified by the name pointed by the id doesn't
286                 exist, create it, then return the cached shader.
287
288                 Can be called from any thread. If called from some other thread
289                 and not found in cache, the call is queued to the main thread
290                 for processing.
291         */
292         ShaderInfo getShader(u32 id);
293
294         ShaderInfo getShader(const std::string &name)
295         {
296                 return getShader(getShaderId(name));
297         }
298
299         // Processes queued shader requests from other threads.
300         // Shall be called from the main thread.
301         void processQueue();
302
303         // Insert a shader program into the cache without touching the
304         // filesystem. Shall be called from the main thread.
305         void insertSourceShader(const std::string &name_of_shader,
306                 const std::string &filename, const std::string &program);
307
308         // Rebuild shaders from the current set of source shaders
309         // Shall be called from the main thread.
310         void rebuildShaders();
311
312         void addGlobalConstantSetter(IShaderConstantSetter *setter)
313         {
314                 m_global_setters.push_back(setter);
315         }
316
317         void onSetConstants(video::IMaterialRendererServices *services,
318                         bool is_highlevel, const std::string &name);
319
320 private:
321
322         // The id of the thread that is allowed to use irrlicht directly
323         threadid_t m_main_thread;
324         // The irrlicht device
325         IrrlichtDevice *m_device;
326         // The set-constants callback
327         ShaderCallback *m_shader_callback;
328
329         // Cache of source shaders
330         // This should be only accessed from the main thread
331         SourceShaderCache m_sourcecache;
332
333         // A shader id is index in this array.
334         // The first position contains a dummy shader.
335         std::vector<ShaderInfo> m_shaderinfo_cache;
336         // Maps a shader name to an index in the former.
337         std::map<std::string, u32> m_name_to_id;
338         // The two former containers are behind this mutex
339         JMutex m_shaderinfo_cache_mutex;
340
341         // Queued shader fetches (to be processed by the main thread)
342         RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
343
344         // Global constant setters
345         // TODO: Delete these in the destructor
346         std::vector<IShaderConstantSetter*> m_global_setters;
347 };
348
349 IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
350 {
351         return new ShaderSource(device);
352 }
353
354 /*
355         Generate shader given the shader name.
356 */
357 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
358                 video::IShaderConstantSetCallBack *callback,
359                 SourceShaderCache *sourcecache);
360
361 /*
362         Load shader programs
363 */
364 void load_shaders(std::string name, SourceShaderCache *sourcecache,
365                 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
366                 std::string &vertex_program, std::string &pixel_program,
367                 std::string &geometry_program, bool &is_highlevel);
368
369 ShaderSource::ShaderSource(IrrlichtDevice *device):
370                 m_device(device)
371 {
372         assert(m_device);
373
374         m_shader_callback = new ShaderCallback(this, "default");
375
376         m_main_thread = get_current_thread_id();
377
378         // Add a dummy ShaderInfo as the first index, named ""
379         m_shaderinfo_cache.push_back(ShaderInfo());
380         m_name_to_id[""] = 0;
381
382         // Add main global constant setter
383         addGlobalConstantSetter(new MainShaderConstantSetter(device));
384 }
385
386 ShaderSource::~ShaderSource()
387 {
388         //m_shader_callback->drop();
389
390         for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
391                         iter != m_global_setters.end(); iter++) {
392                 delete *iter;
393         }
394         m_global_setters.clear();
395 }
396
397 u32 ShaderSource::getShaderId(const std::string &name)
398 {
399         //infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;
400
401         {
402                 /*
403                         See if shader already exists
404                 */
405                 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
406                 std::map<std::string, u32>::iterator n;
407                 n = m_name_to_id.find(name);
408                 if(n != m_name_to_id.end())
409                         return n->second;
410         }
411
412         /*
413                 Get shader
414         */
415         if(get_current_thread_id() == m_main_thread){
416                 return getShaderIdDirect(name);
417         } else {
418                 /*errorstream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;*/
419
420                 // We're gonna ask the result to be put into here
421
422                 static ResultQueue<std::string, u32, u8, u8> result_queue;
423
424                 // Throw a request in
425                 m_get_shader_queue.add(name, 0, 0, &result_queue);
426
427                 /* infostream<<"Waiting for shader from main thread, name=\""
428                                 <<name<<"\""<<std::endl;*/
429
430                 try{
431                         while(true) {
432                                 // Wait result for a second
433                                 GetResult<std::string, u32, u8, u8>
434                                         result = result_queue.pop_front(1000);
435
436                                 if (result.key == name) {
437                                         return result.item;
438                                 }
439                         }
440                 }
441                 catch(ItemNotFoundException &e){
442                         errorstream<<"Waiting for shader " << name << " timed out."<<std::endl;
443                         return 0;
444                 }
445         }
446
447         infostream<<"getShaderId(): Failed"<<std::endl;
448
449         return 0;
450 }
451
452 /*
453         This method generates all the shaders
454 */
455 u32 ShaderSource::getShaderIdDirect(const std::string &name)
456 {
457         //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
458
459         // Empty name means shader 0
460         if(name == ""){
461                 infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
462                 return 0;
463         }
464
465         /*
466                 Calling only allowed from main thread
467         */
468         if(get_current_thread_id() != m_main_thread){
469                 errorstream<<"ShaderSource::getShaderIdDirect() "
470                                 "called not from main thread"<<std::endl;
471                 return 0;
472         }
473
474         /*
475                 See if shader already exists
476         */
477         {
478                 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
479
480                 std::map<std::string, u32>::iterator n;
481                 n = m_name_to_id.find(name);
482                 if(n != m_name_to_id.end()){
483                         /*infostream<<"getShaderIdDirect(): \""<<name
484                                         <<"\" found in cache"<<std::endl;*/
485                         return n->second;
486                 }
487         }
488
489         /*infostream<<"getShaderIdDirect(): \""<<name
490                         <<"\" NOT found in cache. Creating it."<<std::endl;*/
491
492         ShaderInfo info = generate_shader(name, m_device,
493                         m_shader_callback, &m_sourcecache);
494
495         /*
496                 Add shader to caches (add dummy shaders too)
497         */
498
499         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
500
501         u32 id = m_shaderinfo_cache.size();
502         m_shaderinfo_cache.push_back(info);
503         m_name_to_id[name] = id;
504
505         /*infostream<<"getShaderIdDirect(): "
506                         <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/
507
508         return id;
509 }
510
511 std::string ShaderSource::getShaderName(u32 id)
512 {
513         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
514
515         if(id >= m_shaderinfo_cache.size()){
516                 errorstream<<"ShaderSource::getShaderName(): id="<<id
517                                 <<" >= m_shaderinfo_cache.size()="
518                                 <<m_shaderinfo_cache.size()<<std::endl;
519                 return "";
520         }
521
522         return m_shaderinfo_cache[id].name;
523 }
524
525 ShaderInfo ShaderSource::getShader(u32 id)
526 {
527         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
528
529         if(id >= m_shaderinfo_cache.size())
530                 return ShaderInfo();
531
532         return m_shaderinfo_cache[id];
533 }
534
535 void ShaderSource::processQueue()
536 {
537         /*
538                 Fetch shaders
539         */
540         if(!m_get_shader_queue.empty()){
541                 GetRequest<std::string, u32, u8, u8>
542                                 request = m_get_shader_queue.pop();
543
544                 /**errorstream<<"ShaderSource::processQueue(): "
545                                 <<"got shader request with "
546                                 <<"name=\""<<request.key<<"\""
547                                 <<std::endl;**/
548
549                 m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key));
550         }
551 }
552
553 void ShaderSource::insertSourceShader(const std::string &name_of_shader,
554                 const std::string &filename, const std::string &program)
555 {
556         /*infostream<<"ShaderSource::insertSourceShader(): "
557                         "name_of_shader=\""<<name_of_shader<<"\", "
558                         "filename=\""<<filename<<"\""<<std::endl;*/
559
560         assert(get_current_thread_id() == m_main_thread);
561
562         m_sourcecache.insert(name_of_shader, filename, program, true);
563 }
564
565 void ShaderSource::rebuildShaders()
566 {
567         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
568
569         /*// Oh well... just clear everything, they'll load sometime.
570         m_shaderinfo_cache.clear();
571         m_name_to_id.clear();*/
572
573         /*
574                 FIXME: Old shader materials can't be deleted in Irrlicht,
575                 or can they?
576                 (This would be nice to do in the destructor too)
577         */
578
579         // Recreate shaders
580         for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
581                 ShaderInfo *info = &m_shaderinfo_cache[i];
582                 if(info->name != ""){
583                         *info = generate_shader(info->name, m_device,
584                                         m_shader_callback, &m_sourcecache);
585                 }
586         }
587 }
588
589 void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
590                 bool is_highlevel, const std::string &name)
591 {
592         for(u32 i=0; i<m_global_setters.size(); i++){
593                 IShaderConstantSetter *setter = m_global_setters[i];
594                 setter->onSetConstants(services, is_highlevel);
595         }
596 }
597
598 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
599                 video::IShaderConstantSetCallBack *callback,
600                 SourceShaderCache *sourcecache)
601 {
602         /*infostream<<"generate_shader(): "
603                         "\""<<name<<"\""<<std::endl;*/
604
605         ShaderInfo shaderinfo;
606         shaderinfo.name = name;
607         shaderinfo.material = video::EMT_SOLID;
608
609         /*
610                 Get the base material
611         */
612         std::string base_material_name =
613                 trim(sourcecache->getOrLoad(name, "base.txt"));
614         for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
615                 if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
616                         shaderinfo.material = (video::E_MATERIAL_TYPE) i;
617                         break;
618                 }
619         }
620
621         bool enable_shaders = g_settings->getBool("enable_shaders");
622         if(!enable_shaders)
623                 return shaderinfo;
624
625         video::IVideoDriver* driver = device->getVideoDriver();
626         assert(driver);
627
628         video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
629         if(!gpu){
630                 errorstream<<"generate_shader(): "
631                                 "failed to generate \""<<name<<"\", "
632                                 "GPU programming not supported."
633                                 <<std::endl;
634                 return shaderinfo;
635         }
636
637         // Choose shader language depending on driver type and settings
638         // Then load shaders
639         std::string vertex_program;
640         std::string pixel_program;
641         std::string geometry_program;
642         bool is_highlevel;
643         load_shaders(name, sourcecache, driver->getDriverType(),
644                         enable_shaders, vertex_program, pixel_program,
645                         geometry_program, is_highlevel);
646
647         // Check hardware/driver support
648         if(vertex_program != "" &&
649                         !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
650                         !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
651                 infostream<<"generate_shader(): vertex shaders disabled "
652                                 "because of missing driver/hardware support."
653                                 <<std::endl;
654                 vertex_program = "";
655         }
656         if(pixel_program != "" &&
657                         !driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
658                         !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
659                 infostream<<"generate_shader(): pixel shaders disabled "
660                                 "because of missing driver/hardware support."
661                                 <<std::endl;
662                 pixel_program = "";
663         }
664         if(geometry_program != "" &&
665                         !driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
666                 infostream<<"generate_shader(): geometry shaders disabled "
667                                 "because of missing driver/hardware support."
668                                 <<std::endl;
669                 geometry_program = "";
670         }
671
672         // If no shaders are used, don't make a separate material type
673         if(vertex_program == "" && pixel_program == "" && geometry_program == "")
674                 return shaderinfo;
675
676         // Create shaders header
677         std::string shaders_header = "#version 120\n";
678         
679         if (g_settings->getBool("enable_bumpmapping"))
680                 shaders_header += "#define ENABLE_BUMPMAPPING\n";
681
682         if (g_settings->getBool("enable_parallax_occlusion")){
683                 shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
684                 shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
685                 shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
686                 shaders_header += "\n";
687                 shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
688                 shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
689                 shaders_header += "\n";
690                 }
691
692         if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
693                 shaders_header += "#define USE_NORMALMAPS\n";
694
695         if (g_settings->getBool("enable_waving_water")){
696                 shaders_header += "#define ENABLE_WAVING_WATER\n";
697                 shaders_header += "#define WATER_WAVE_HEIGHT ";
698                 shaders_header += ftos(g_settings->getFloat("water_wave_height"));
699                 shaders_header += "\n";
700                 shaders_header += "#define WATER_WAVE_LENGTH ";
701                 shaders_header += ftos(g_settings->getFloat("water_wave_length"));
702                 shaders_header += "\n";
703                 shaders_header += "#define WATER_WAVE_SPEED ";
704                 shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
705                 shaders_header += "\n";
706         }
707
708         if (g_settings->getBool("enable_waving_leaves"))
709                 shaders_header += "#define ENABLE_WAVING_LEAVES\n";
710
711         if (g_settings->getBool("enable_waving_plants"))
712                 shaders_header += "#define ENABLE_WAVING_PLANTS\n";
713
714         if(pixel_program != "")
715                 pixel_program = shaders_header + pixel_program;
716         if(vertex_program != "")
717                 vertex_program = shaders_header + vertex_program;
718         if(geometry_program != "")
719                 geometry_program = shaders_header + geometry_program;
720
721         // Call addHighLevelShaderMaterial() or addShaderMaterial()
722         const c8* vertex_program_ptr = 0;
723         const c8* pixel_program_ptr = 0;
724         const c8* geometry_program_ptr = 0;
725         if(vertex_program != "")
726                 vertex_program_ptr = vertex_program.c_str();
727         if(pixel_program != "")
728                 pixel_program_ptr = pixel_program.c_str();
729         if(geometry_program != "")
730                 geometry_program_ptr = geometry_program.c_str();
731         s32 shadermat = -1;
732         if(is_highlevel){
733                 infostream<<"Compiling high level shaders for "<<name<<std::endl;
734                 shadermat = gpu->addHighLevelShaderMaterial(
735                         vertex_program_ptr,   // Vertex shader program
736                         "vertexMain",         // Vertex shader entry point
737                         video::EVST_VS_1_1,   // Vertex shader version
738                         pixel_program_ptr,    // Pixel shader program
739                         "pixelMain",          // Pixel shader entry point
740                         video::EPST_PS_1_1,   // Pixel shader version
741                         geometry_program_ptr, // Geometry shader program
742                         "geometryMain",       // Geometry shader entry point
743                         video::EGST_GS_4_0,   // Geometry shader version
744                         scene::EPT_TRIANGLES,      // Geometry shader input
745                         scene::EPT_TRIANGLE_STRIP, // Geometry shader output
746                         0,                         // Support maximum number of vertices
747                         callback,             // Set-constant callback
748                         shaderinfo.material,  // Base material
749                         1                     // Userdata passed to callback
750                         );
751
752                 if(shadermat == -1){
753                         errorstream<<"generate_shader(): "
754                                         "failed to generate \""<<name<<"\", "
755                                         "addHighLevelShaderMaterial failed."
756                                         <<std::endl;
757                         return shaderinfo;
758                 }
759         }
760         else{
761                 infostream<<"Compiling assembly shaders for "<<name<<std::endl;
762                 shadermat = gpu->addShaderMaterial(
763                         vertex_program_ptr,   // Vertex shader program
764                         pixel_program_ptr,    // Pixel shader program
765                         callback,             // Set-constant callback
766                         shaderinfo.material,  // Base material
767                         0                     // Userdata passed to callback
768                         );
769
770                 if(shadermat == -1){
771                         errorstream<<"generate_shader(): "
772                                         "failed to generate \""<<name<<"\", "
773                                         "addShaderMaterial failed."
774                                         <<std::endl;
775                         return shaderinfo;
776                 }
777         }
778
779         // HACK, TODO: investigate this better
780         // Grab the material renderer once more so minetest doesn't crash on exit
781         driver->getMaterialRenderer(shadermat)->grab();
782
783         // Apply the newly created material type
784         shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
785         return shaderinfo;
786 }
787
788 void load_shaders(std::string name, SourceShaderCache *sourcecache,
789                 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
790                 std::string &vertex_program, std::string &pixel_program,
791                 std::string &geometry_program, bool &is_highlevel)
792 {
793         vertex_program = "";
794         pixel_program = "";
795         geometry_program = "";
796         is_highlevel = false;
797
798         if(enable_shaders){
799                 // Look for high level shaders
800                 if(drivertype == video::EDT_DIRECT3D9){
801                         // Direct3D 9: HLSL
802                         // (All shaders in one file)
803                         vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
804                         pixel_program = vertex_program;
805                         geometry_program = vertex_program;
806                 }
807                 else if(drivertype == video::EDT_OPENGL){
808                         // OpenGL: GLSL
809                         vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
810                         pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
811                         geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
812                 }
813                 if(vertex_program != "" || pixel_program != "" || geometry_program != ""){
814                         is_highlevel = true;
815                         return;
816                 }
817         }
818
819 }