// 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;
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();
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();
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 += "\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";