X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fclient%2Fshader.cpp;h=b3e4911f49bd9ee061ccb7d31c8e62c02a8f61bb;hb=946f3030fc0728de15620896e08ed7e10696c11b;hp=ee6079f7aeaba6423d4d2494e275ed75fd3c49f3;hpb=3e16c3a78fff61c20e63ba730d15e94e3bb877b4;p=dragonfireclient.git diff --git a/src/client/shader.cpp b/src/client/shader.cpp index ee6079f7a..b3e4911f4 100644 --- a/src/client/shader.cpp +++ b/src/client/shader.cpp @@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include "shader.h" #include "irrlichttypes_extrabloated.h" +#include "irr_ptr.h" #include "debug.h" #include "filesys.h" #include "util/container.h" @@ -37,6 +38,22 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "log.h" #include "gamedef.h" #include "client/tile.h" +#include "config.h" + +#if ENABLE_GLES +#ifdef _IRR_COMPILE_WITH_OGLES1_ +#include +#else +#include +#endif +#else +#ifndef __APPLE__ +#include +#else +#define GL_SILENCE_DEPRECATION +#include +#endif +#endif /* A cache from shader name to shader path @@ -173,19 +190,14 @@ class SourceShaderCache class ShaderCallback : public video::IShaderConstantSetCallBack { - std::vector m_setters; + std::vector> m_setters; public: - ShaderCallback(const std::vector &factories) + template + ShaderCallback(const Factories &factories) { - for (IShaderConstantSetterFactory *factory : factories) - m_setters.push_back(factory->create()); - } - - ~ShaderCallback() - { - for (IShaderConstantSetter *setter : m_setters) - delete setter; + for (auto &&factory : factories) + m_setters.push_back(std::unique_ptr(factory->create())); } virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override @@ -193,15 +205,13 @@ class ShaderCallback : public video::IShaderConstantSetCallBack video::IVideoDriver *driver = services->getVideoDriver(); sanity_check(driver != NULL); - bool is_highlevel = userData; - - for (IShaderConstantSetter *setter : m_setters) - setter->onSetConstants(services, is_highlevel); + for (auto &&setter : m_setters) + setter->onSetConstants(services); } virtual void OnSetMaterial(const video::SMaterial& material) override { - for (IShaderConstantSetter *setter : m_setters) + for (auto &&setter : m_setters) setter->onSetMaterial(material); } }; @@ -215,37 +225,61 @@ class MainShaderConstantSetter : public IShaderConstantSetter { CachedVertexShaderSetting m_world_view_proj; CachedVertexShaderSetting m_world; +#if ENABLE_GLES + // Modelview matrix + CachedVertexShaderSetting m_world_view; + // Texture matrix + CachedVertexShaderSetting m_texture; + // Normal matrix + CachedVertexShaderSetting m_normal; +#endif public: MainShaderConstantSetter() : - m_world_view_proj("mWorldViewProj"), - m_world("mWorld") + m_world_view_proj("mWorldViewProj") + , m_world("mWorld") +#if ENABLE_GLES + , m_world_view("mWorldView") + , m_texture("mTexture") + , m_normal("mNormal") +#endif {} ~MainShaderConstantSetter() = default; - virtual void onSetConstants(video::IMaterialRendererServices *services, - bool is_highlevel) + virtual void onSetConstants(video::IMaterialRendererServices *services) override { video::IVideoDriver *driver = services->getVideoDriver(); sanity_check(driver); - // Set clip matrix - core::matrix4 worldViewProj; - worldViewProj = driver->getTransform(video::ETS_PROJECTION); - worldViewProj *= driver->getTransform(video::ETS_VIEW); - worldViewProj *= driver->getTransform(video::ETS_WORLD); - if (is_highlevel) - m_world_view_proj.set(*reinterpret_cast(worldViewProj.pointer()), services); - else - services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4); - // Set world matrix core::matrix4 world = driver->getTransform(video::ETS_WORLD); - if (is_highlevel) - m_world.set(*reinterpret_cast(world.pointer()), services); - else - services->setVertexShaderConstant(world.pointer(), 4, 4); + m_world.set(*reinterpret_cast(world.pointer()), services); + + // Set clip matrix + core::matrix4 worldView; + worldView = driver->getTransform(video::ETS_VIEW); + worldView *= world; + core::matrix4 worldViewProj; + worldViewProj = driver->getTransform(video::ETS_PROJECTION); + worldViewProj *= worldView; + m_world_view_proj.set(*reinterpret_cast(worldViewProj.pointer()), services); + +#if ENABLE_GLES + core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0); + m_world_view.set(*reinterpret_cast(worldView.pointer()), services); + m_texture.set(*reinterpret_cast(texture.pointer()), services); + + core::matrix4 normal; + worldView.getTransposed(normal); + sanity_check(normal.makeInverse()); + float m[9] = { + normal[0], normal[1], normal[2], + normal[4], normal[5], normal[6], + normal[8], normal[9], normal[10], + }; + m_normal.set(m, services); +#endif } }; @@ -266,7 +300,6 @@ class ShaderSource : public IWritableShaderSource { public: ShaderSource(); - ~ShaderSource(); /* - If shader material specified by name is found from cache, @@ -276,7 +309,7 @@ class ShaderSource : public IWritableShaderSource The id 0 points to a null shader. Its material is EMT_SOLID. */ u32 getShaderIdDirect(const std::string &name, - const u8 material_type, const u8 drawtype); + MaterialType material_type, NodeDrawType drawtype) override; /* If shader specified by the name pointed by the id doesn't @@ -288,26 +321,26 @@ class ShaderSource : public IWritableShaderSource */ u32 getShader(const std::string &name, - const u8 material_type, const u8 drawtype); + MaterialType material_type, NodeDrawType drawtype) override; - ShaderInfo getShaderInfo(u32 id); + ShaderInfo getShaderInfo(u32 id) override; // Processes queued shader requests from other threads. // Shall be called from the main thread. - void processQueue(); + void processQueue() override; // Insert a shader program into the cache without touching the // filesystem. Shall be called from the main thread. void insertSourceShader(const std::string &name_of_shader, - const std::string &filename, const std::string &program); + const std::string &filename, const std::string &program) override; // Rebuild shaders from the current set of source shaders // Shall be called from the main thread. - void rebuildShaders(); + void rebuildShaders() override; - void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) + void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) override { - m_setter_factories.push_back(setter); + m_setter_factories.push_back(std::unique_ptr(setter)); } private: @@ -329,10 +362,11 @@ class ShaderSource : public IWritableShaderSource RequestQueue m_get_shader_queue; // Global constant setter factories - std::vector m_setter_factories; + std::vector> m_setter_factories; - // Shader callbacks - std::vector m_callbacks; + // Generate shader given the shader name. + ShaderInfo generateShader(const std::string &name, + MaterialType material_type, NodeDrawType drawtype); }; IWritableShaderSource *createShaderSource() @@ -340,22 +374,6 @@ IWritableShaderSource *createShaderSource() return new ShaderSource(); } -/* - Generate shader given the shader name. -*/ -ShaderInfo generate_shader(const std::string &name, - u8 material_type, u8 drawtype, std::vector &callbacks, - const std::vector &setter_factories, - SourceShaderCache *sourcecache); - -/* - Load shader programs -*/ -void load_shaders(const std::string &name, SourceShaderCache *sourcecache, - video::E_DRIVER_TYPE drivertype, bool enable_shaders, - std::string &vertex_program, std::string &pixel_program, - std::string &geometry_program, bool &is_highlevel); - ShaderSource::ShaderSource() { m_main_thread = std::this_thread::get_id(); @@ -367,18 +385,8 @@ ShaderSource::ShaderSource() addShaderConstantSetterFactory(new MainShaderConstantSetterFactory()); } -ShaderSource::~ShaderSource() -{ - for (ShaderCallback *callback : m_callbacks) { - delete callback; - } - for (IShaderConstantSetterFactory *setter_factorie : m_setter_factories) { - delete setter_factorie; - } -} - u32 ShaderSource::getShader(const std::string &name, - const u8 material_type, const u8 drawtype) + MaterialType material_type, NodeDrawType drawtype) { /* Get shader @@ -420,7 +428,7 @@ u32 ShaderSource::getShader(const std::string &name, This method generates all the shaders */ u32 ShaderSource::getShaderIdDirect(const std::string &name, - const u8 material_type, const u8 drawtype) + MaterialType material_type, NodeDrawType drawtype) { //infostream<<"getShaderIdDirect(): name=\""<name.empty()) { - *info = generate_shader(info->name, info->material_type, - info->drawtype, m_callbacks, - m_setter_factories, &m_sourcecache); + *info = generateShader(info->name, info->material_type, info->drawtype); } } } -ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtype, - std::vector &callbacks, - const std::vector &setter_factories, - SourceShaderCache *sourcecache) +ShaderInfo ShaderSource::generateShader(const std::string &name, + MaterialType material_type, NodeDrawType drawtype) { ShaderInfo shaderinfo; shaderinfo.name = name; shaderinfo.material_type = material_type; shaderinfo.drawtype = drawtype; - shaderinfo.material = video::EMT_SOLID; switch (material_type) { case TILE_MATERIAL_OPAQUE: case TILE_MATERIAL_LIQUID_OPAQUE: @@ -550,326 +552,171 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; break; } + shaderinfo.material = shaderinfo.base_material; bool enable_shaders = g_settings->getBool("enable_shaders"); if (!enable_shaders) return shaderinfo; video::IVideoDriver *driver = RenderingEngine::get_video_driver(); - - video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices(); - if(!gpu){ - errorstream<<"generate_shader(): " - "failed to generate \""<queryFeature(video::EVDF_ARB_GLSL)) { + errorstream << "Shaders are enabled but GLSL is not supported by the driver\n"; return shaderinfo; } - - // Choose shader language depending on driver type and settings - // Then load shaders - std::string vertex_program; - std::string pixel_program; - std::string geometry_program; - bool is_highlevel; - load_shaders(name, sourcecache, driver->getDriverType(), - enable_shaders, vertex_program, pixel_program, - geometry_program, is_highlevel); - // Check hardware/driver support - if (!vertex_program.empty() && - !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) && - !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){ - infostream<<"generate_shader(): vertex shaders disabled " - "because of missing driver/hardware support." - <queryFeature(video::EVDF_PIXEL_SHADER_1_1) && - !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){ - infostream<<"generate_shader(): pixel shaders disabled " - "because of missing driver/hardware support." - <queryFeature(video::EVDF_GEOMETRY_SHADER)){ - infostream<<"generate_shader(): geometry shaders disabled " - "because of missing driver/hardware support." - <getGPUProgrammingServices(); // Create shaders header - std::string shaders_header = "#version 120\n"; - - static const char* drawTypes[] = { - "NDT_NORMAL", - "NDT_AIRLIKE", - "NDT_LIQUID", - "NDT_FLOWINGLIQUID", - "NDT_GLASSLIKE", - "NDT_ALLFACES", - "NDT_ALLFACES_OPTIONAL", - "NDT_TORCHLIKE", - "NDT_SIGNLIKE", - "NDT_PLANTLIKE", - "NDT_FENCELIKE", - "NDT_RAILLIKE", - "NDT_NODEBOX", - "NDT_GLASSLIKE_FRAMED", - "NDT_FIRELIKE", - "NDT_GLASSLIKE_FRAMED_OPTIONAL", - "NDT_PLANTLIKE_ROOTED", - }; - - for (int i = 0; i < 14; i++){ - shaders_header += "#define "; - shaders_header += drawTypes[i]; - shaders_header += " "; - shaders_header += itos(i); - shaders_header += "\n"; - } - - static const char* materialTypes[] = { - "TILE_MATERIAL_BASIC", - "TILE_MATERIAL_ALPHA", - "TILE_MATERIAL_LIQUID_TRANSPARENT", - "TILE_MATERIAL_LIQUID_OPAQUE", - "TILE_MATERIAL_WAVING_LEAVES", - "TILE_MATERIAL_WAVING_PLANTS", - "TILE_MATERIAL_OPAQUE", - "TILE_MATERIAL_WAVING_LIQUID_BASIC", - "TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT", - "TILE_MATERIAL_WAVING_LIQUID_OPAQUE", - "TILE_MATERIAL_PLAIN", - "TILE_MATERIAL_PLAIN_ALPHA", - }; - - for (int i = 0; i < 12; i++){ - shaders_header += "#define "; - shaders_header += materialTypes[i]; - shaders_header += " "; - shaders_header += itos(i); - shaders_header += "\n"; - } - - shaders_header += "#define MATERIAL_TYPE "; - shaders_header += itos(material_type); - shaders_header += "\n"; - shaders_header += "#define DRAW_TYPE "; - shaders_header += itos(drawtype); - shaders_header += "\n"; - - if (g_settings->getBool("generate_normalmaps")) { - shaders_header += "#define GENERATE_NORMALMAPS 1\n"; + bool use_gles = false; +#if ENABLE_GLES + use_gles = driver->getDriverType() == video::EDT_OGLES2; +#endif + std::stringstream shaders_header; + shaders_header + << std::noboolalpha + << std::showpoint // for GLSL ES + ; + std::string vertex_header, fragment_header, geometry_header; + if (use_gles) { + shaders_header << R"( + #version 100 + )"; + vertex_header = R"( + uniform highp mat4 mWorldView; + uniform highp mat4 mWorldViewProj; + uniform mediump mat4 mTexture; + uniform mediump mat3 mNormal; + + attribute highp vec4 inVertexPosition; + attribute lowp vec4 inVertexColor; + attribute mediump vec4 inTexCoord0; + attribute mediump vec3 inVertexNormal; + attribute mediump vec4 inVertexTangent; + attribute mediump vec4 inVertexBinormal; + )"; + fragment_header = R"( + precision mediump float; + )"; } 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(scale); - shaders_header += "\n"; - shaders_header += "#define 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 += "1\n"; - else - shaders_header += "0\n"; - - if (g_settings->getBool("enable_waving_water")){ - shaders_header += "#define ENABLE_WAVING_WATER 1\n"; - shaders_header += "#define WATER_WAVE_HEIGHT "; - shaders_header += ftos(g_settings->getFloat("water_wave_height")); - shaders_header += "\n"; - shaders_header += "#define WATER_WAVE_LENGTH "; - shaders_header += ftos(g_settings->getFloat("water_wave_length")); - shaders_header += "\n"; - shaders_header += "#define WATER_WAVE_SPEED "; - shaders_header += ftos(g_settings->getFloat("water_wave_speed")); - shaders_header += "\n"; - } else{ - shaders_header += "#define ENABLE_WAVING_WATER 0\n"; - } - - shaders_header += "#define ENABLE_WAVING_LEAVES "; - if (g_settings->getBool("enable_waving_leaves")) - shaders_header += "1\n"; - else - shaders_header += "0\n"; - - shaders_header += "#define ENABLE_WAVING_PLANTS "; - if (g_settings->getBool("enable_waving_plants")) - shaders_header += "1\n"; - else - shaders_header += "0\n"; - - if (g_settings->getBool("tone_mapping")) - shaders_header += "#define ENABLE_TONE_MAPPING\n"; - - shaders_header += "#define FOG_START "; - shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f)); - shaders_header += "\n"; - - // Call addHighLevelShaderMaterial() or addShaderMaterial() - const c8* vertex_program_ptr = 0; - const c8* pixel_program_ptr = 0; - const c8* geometry_program_ptr = 0; - if (!vertex_program.empty()) { - vertex_program = shaders_header + vertex_program; - vertex_program_ptr = vertex_program.c_str(); - } - if (!pixel_program.empty()) { - pixel_program = shaders_header + pixel_program; - pixel_program_ptr = pixel_program.c_str(); - } - if (!geometry_program.empty()) { - geometry_program = shaders_header + geometry_program; - geometry_program_ptr = geometry_program.c_str(); - } - ShaderCallback *cb = new ShaderCallback(setter_factories); - s32 shadermat = -1; - if(is_highlevel){ - infostream<<"Compiling high level shaders for "<addHighLevelShaderMaterial( - vertex_program_ptr, // Vertex shader program - "vertexMain", // Vertex shader entry point - video::EVST_VS_1_1, // Vertex shader version - pixel_program_ptr, // Pixel shader program - "pixelMain", // Pixel shader entry point - video::EPST_PS_1_2, // Pixel shader version - geometry_program_ptr, // Geometry shader program - "geometryMain", // Geometry shader entry point - video::EGST_GS_4_0, // Geometry shader version - scene::EPT_TRIANGLES, // Geometry shader input - scene::EPT_TRIANGLE_STRIP, // Geometry shader output - 0, // Support maximum number of vertices - cb, // Set-constant callback - shaderinfo.base_material, // Base material - 1 // Userdata passed to callback - ); - if(shadermat == -1){ - errorstream<<"generate_shader(): " - "failed to generate \""<addShaderMaterial( - vertex_program_ptr, // Vertex shader program - pixel_program_ptr, // Pixel shader program - cb, // Set-constant callback - shaderinfo.base_material, // Base material - 0 // Userdata passed to callback - ); - - if(shadermat == -1){ - errorstream<<"generate_shader(): " - "failed to generate \""<getBool("enable_waving_water"); + shaders_header << "#define ENABLE_WAVING_WATER " << enable_waving_water << "\n"; + if (enable_waving_water) { + shaders_header << "#define WATER_WAVE_HEIGHT " << g_settings->getFloat("water_wave_height") << "\n"; + shaders_header << "#define WATER_WAVE_LENGTH " << g_settings->getFloat("water_wave_length") << "\n"; + shaders_header << "#define WATER_WAVE_SPEED " << g_settings->getFloat("water_wave_speed") << "\n"; + } + + shaders_header << "#define ENABLE_WAVING_LEAVES " << g_settings->getBool("enable_waving_leaves") << "\n"; + shaders_header << "#define ENABLE_WAVING_PLANTS " << g_settings->getBool("enable_waving_plants") << "\n"; + shaders_header << "#define ENABLE_TONE_MAPPING " << g_settings->getBool("tone_mapping") << "\n"; + + shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n"; + + std::string common_header = shaders_header.str(); + + std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl"); + std::string fragment_shader = m_sourcecache.getOrLoad(name, "opengl_fragment.glsl"); + std::string geometry_shader = m_sourcecache.getOrLoad(name, "opengl_geometry.glsl"); + + vertex_shader = common_header + vertex_header + vertex_shader; + fragment_shader = common_header + fragment_header + fragment_shader; + const char *geometry_shader_ptr = nullptr; // optional + if (!geometry_shader.empty()) { + geometry_shader = common_header + geometry_header + geometry_shader; + geometry_shader_ptr = geometry_shader.c_str(); + } + + irr_ptr cb{new ShaderCallback(m_setter_factories)}; + infostream<<"Compiling high level shaders for "<addHighLevelShaderMaterial( + vertex_shader.c_str(), nullptr, video::EVST_VS_1_1, + fragment_shader.c_str(), nullptr, video::EPST_PS_1_1, + geometry_shader_ptr, nullptr, video::EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLES, 0, + cb.get(), shaderinfo.base_material, 1); + if (shadermat == -1) { + errorstream<<"generate_shader(): " + "failed to generate \""<getMaterialRenderer(shadermat)->grab(); // Apply the newly created material type shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat; return shaderinfo; } -void load_shaders(const std::string &name, SourceShaderCache *sourcecache, - video::E_DRIVER_TYPE drivertype, bool enable_shaders, - std::string &vertex_program, std::string &pixel_program, - std::string &geometry_program, bool &is_highlevel) -{ - vertex_program = ""; - pixel_program = ""; - geometry_program = ""; - is_highlevel = false; - - if(enable_shaders){ - // Look for high level shaders - if(drivertype == video::EDT_DIRECT3D9){ - // Direct3D 9: HLSL - // (All shaders in one file) - vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl"); - pixel_program = vertex_program; - geometry_program = vertex_program; - } - else if(drivertype == video::EDT_OPENGL){ - // OpenGL: GLSL - vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl"); - pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl"); - geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl"); - } - if (!vertex_program.empty() || !pixel_program.empty() || !geometry_program.empty()){ - is_highlevel = true; - return; - } - } - -} - void dumpShaderProgram(std::ostream &output_stream, const std::string &program_type, const std::string &program) {