// The first position contains a dummy shader.
std::vector<ShaderInfo> m_shaderinfo_cache;
// The former container is behind this mutex
- JMutex m_shaderinfo_cache_mutex;
+ Mutex m_shaderinfo_cache_mutex;
// Queued shader fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
m_shader_callback = new ShaderCallback(this, "default");
- m_main_thread = get_current_thread_id();
+ m_main_thread = thr_get_current_thread_id();
// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.push_back(ShaderInfo());
ShaderSource::~ShaderSource()
{
for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
- iter != m_global_setters.end(); iter++) {
+ iter != m_global_setters.end(); ++iter) {
delete *iter;
}
m_global_setters.clear();
Get shader
*/
- if(get_current_thread_id() == m_main_thread){
+ if (thr_is_current_thread(m_main_thread)) {
return getShaderIdDirect(name, material_type, drawtype);
} else {
/*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/
/*
Calling only allowed from main thread
*/
- if(get_current_thread_id() != m_main_thread){
+ if (!thr_is_current_thread(m_main_thread)) {
errorstream<<"ShaderSource::getShaderIdDirect() "
"called not from main thread"<<std::endl;
return 0;
Add shader to caches (add dummy shaders too)
*/
- JMutexAutoLock lock(m_shaderinfo_cache_mutex);
+ MutexAutoLock lock(m_shaderinfo_cache_mutex);
u32 id = m_shaderinfo_cache.size();
m_shaderinfo_cache.push_back(info);
ShaderInfo ShaderSource::getShaderInfo(u32 id)
{
- JMutexAutoLock lock(m_shaderinfo_cache_mutex);
+ MutexAutoLock lock(m_shaderinfo_cache_mutex);
if(id >= m_shaderinfo_cache.size())
return ShaderInfo();
"name_of_shader=\""<<name_of_shader<<"\", "
"filename=\""<<filename<<"\""<<std::endl;*/
- sanity_check(get_current_thread_id() == m_main_thread);
+ sanity_check(thr_is_current_thread(m_main_thread));
m_sourcecache.insert(name_of_shader, filename, program, true);
}
void ShaderSource::rebuildShaders()
{
- JMutexAutoLock lock(m_shaderinfo_cache_mutex);
+ MutexAutoLock lock(m_shaderinfo_cache_mutex);
/*// Oh well... just clear everything, they'll load sometime.
m_shaderinfo_cache.clear();
shaders_header += itos(drawtype);
shaders_header += "\n";
- if (g_settings->getBool("generate_normalmaps")){
- shaders_header += "#define GENERATE_NORMALMAPS\n";
- shaders_header += "#define NORMALMAPS_STRENGTH ";
- shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
- shaders_header += "\n";
- float sample_step;
- int smooth = (int)g_settings->getFloat("normalmaps_smooth");
- switch (smooth){
- case 0:
- sample_step = 0.0078125; // 1.0 / 128.0
- break;
- case 1:
- sample_step = 0.00390625; // 1.0 / 256.0
- break;
- case 2:
- sample_step = 0.001953125; // 1.0 / 512.0
- break;
- default:
- sample_step = 0.0078125;
- break;
- }
- shaders_header += "#define SAMPLE_STEP ";
- shaders_header += ftos(sample_step);
- shaders_header += "\n";
+ if (g_settings->getBool("generate_normalmaps")) {
+ shaders_header += "#define GENERATE_NORMALMAPS 1\n";
+ } else {
+ shaders_header += "#define GENERATE_NORMALMAPS 0\n";
}
+ shaders_header += "#define NORMALMAPS_STRENGTH ";
+ shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
+ shaders_header += "\n";
+ float sample_step;
+ int smooth = (int)g_settings->getFloat("normalmaps_smooth");
+ switch (smooth){
+ case 0:
+ sample_step = 0.0078125; // 1.0 / 128.0
+ break;
+ case 1:
+ sample_step = 0.00390625; // 1.0 / 256.0
+ break;
+ case 2:
+ sample_step = 0.001953125; // 1.0 / 512.0
+ break;
+ default:
+ sample_step = 0.0078125;
+ break;
+ }
+ shaders_header += "#define SAMPLE_STEP ";
+ shaders_header += ftos(sample_step);
+ shaders_header += "\n";
if (g_settings->getBool("enable_bumpmapping"))
shaders_header += "#define ENABLE_BUMPMAPPING\n";
if (g_settings->getBool("enable_parallax_occlusion")){
+ int mode = g_settings->getFloat("parallax_occlusion_mode");
+ float scale = g_settings->getFloat("parallax_occlusion_scale");
+ float bias = g_settings->getFloat("parallax_occlusion_bias");
+ int iterations = g_settings->getFloat("parallax_occlusion_iterations");
shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_MODE ";
+ shaders_header += itos(mode);
+ shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
- shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
+ shaders_header += ftos(scale);
shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
- shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
+ shaders_header += ftos(bias);
+ shaders_header += "\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS ";
+ shaders_header += itos(iterations);
shaders_header += "\n";
}
+ shaders_header += "#define USE_NORMALMAPS ";
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
- shaders_header += "#define USE_NORMALMAPS\n";
+ shaders_header += "1\n";
+ else
+ shaders_header += "0\n";
if (g_settings->getBool("enable_waving_water")){
shaders_header += "#define ENABLE_WAVING_WATER 1\n";
vertex_program = shaders_header + vertex_program;
if(geometry_program != "")
geometry_program = shaders_header + geometry_program;
-
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;