X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fshader.cpp;h=e13ab8df30ef264282f2e823851a4c6fc16d2d5c;hb=21079cc8ebae0bf694c1903c07bf3e1517feab99;hp=9cef7f353d321a22cc08fe592ab643324afd4fca;hpb=03ab6aa24c7ca041eeff78f87df245828942e872;p=dragonfireclient.git diff --git a/src/shader.cpp b/src/shader.cpp index 9cef7f353..e13ab8df3 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -18,15 +18,15 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ +#include +#include #include "shader.h" #include "irrlichttypes_extrabloated.h" #include "debug.h" -#include "main.h" // for g_settings #include "filesys.h" #include "util/container.h" #include "util/thread.h" #include "settings.h" -#include #include #include #include @@ -35,7 +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() +#include "client/tile.h" /* A cache from shader name to shader path @@ -102,10 +102,8 @@ std::string getShaderPath(const std::string &name_of_shader, class SourceShaderCache { public: - void insert(const std::string &name_of_shader, - const std::string &filename, - const std::string &program, - bool prefer_local) + void insert(const std::string &name_of_shader, const std::string &filename, + const std::string &program, bool prefer_local) { std::string combined = name_of_shader + DIR_DELIM + filename; // Try to use local shader instead if asked to @@ -121,42 +119,43 @@ class SourceShaderCache } m_programs[combined] = program; } + std::string get(const std::string &name_of_shader, - const std::string &filename) + const std::string &filename) { std::string combined = name_of_shader + DIR_DELIM + filename; - std::map::iterator n; - n = m_programs.find(combined); - if(n != m_programs.end()) + StringMap::iterator n = m_programs.find(combined); + if (n != m_programs.end()) return n->second; return ""; } + // Primarily fetches from cache, secondarily tries to read from filesystem std::string getOrLoad(const std::string &name_of_shader, - const std::string &filename) + const std::string &filename) { std::string combined = name_of_shader + DIR_DELIM + filename; - std::map::iterator n; - n = m_programs.find(combined); - if(n != m_programs.end()) + StringMap::iterator n = m_programs.find(combined); + if (n != m_programs.end()) return n->second; std::string path = getShaderPath(name_of_shader, filename); - if(path == ""){ - infostream<<"SourceShaderCache::getOrLoad(): No path found for \"" - < m_programs; + StringMap m_programs; + std::string readFile(const std::string &path) { std::ifstream is(path.c_str(), std::ios::binary); @@ -195,7 +194,7 @@ class ShaderCallback : public video::IShaderConstantSetCallBack virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) { video::IVideoDriver *driver = services->getVideoDriver(); - assert(driver); + sanity_check(driver != NULL); bool is_highlevel = userData; @@ -210,8 +209,7 @@ class ShaderCallback : public video::IShaderConstantSetCallBack class MainShaderConstantSetter : public IShaderConstantSetter { public: - MainShaderConstantSetter(IrrlichtDevice *device): - m_device(device) + MainShaderConstantSetter(IrrlichtDevice *device) {} ~MainShaderConstantSetter() {} @@ -219,7 +217,7 @@ class MainShaderConstantSetter : public IShaderConstantSetter bool is_highlevel) { video::IVideoDriver *driver = services->getVideoDriver(); - assert(driver); + sanity_check(driver); // set inverted world matrix core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD); @@ -240,16 +238,21 @@ class MainShaderConstantSetter : public IShaderConstantSetter services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4); // set transposed world matrix + core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD); + transWorld = transWorld.getTransposed(); + if(is_highlevel) + services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16); + else + services->setVertexShaderConstant(transWorld.pointer(), 8, 4); + + // set world matrix core::matrix4 world = driver->getTransform(video::ETS_WORLD); - world = world.getTransposed(); if(is_highlevel) - services->setVertexShaderConstant("mTransWorld", world.pointer(), 16); + services->setVertexShaderConstant("mWorld", world.pointer(), 16); else services->setVertexShaderConstant(world.pointer(), 8, 4); - } -private: - IrrlichtDevice *m_device; + } }; /* @@ -262,13 +265,6 @@ class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterR ShaderSource(IrrlichtDevice *device); ~ShaderSource(); - /* - Gets a shader material id from cache or - - if main thread, from getShaderIdDirect - - if other thread, adds to request queue and waits for main thread - */ - u32 getShaderId(const std::string &name); - /* - If shader material specified by name is found from cache, return the cached id. @@ -276,25 +272,22 @@ class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterR The id 0 points to a null shader. Its material is EMT_SOLID. */ - u32 getShaderIdDirect(const std::string &name); - - // Finds out the name of a cached shader. - std::string getShaderName(u32 id); + u32 getShaderIdDirect(const std::string &name, + const u8 material_type, const u8 drawtype); /* If shader specified by the name pointed by the id doesn't - exist, create it, then return the cached shader. + exist, create it, then return id. Can be called from any thread. If called from some other thread and not found in cache, the call is queued to the main thread for processing. */ - ShaderInfo getShader(u32 id); - ShaderInfo getShader(const std::string &name) - { - return getShader(getShaderId(name)); - } + u32 getShader(const std::string &name, + const u8 material_type, const u8 drawtype); + + ShaderInfo getShaderInfo(u32 id); // Processes queued shader requests from other threads. // Shall be called from the main thread. @@ -333,10 +326,8 @@ class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterR // A shader id is index in this array. // The first position contains a dummy shader. std::vector m_shaderinfo_cache; - // Maps a shader name to an index in the former. - std::map m_name_to_id; - // The two former containers are behind this mutex - JMutex m_shaderinfo_cache_mutex; + // The former container is behind this mutex + Mutex m_shaderinfo_cache_mutex; // Queued shader fetches (to be processed by the main thread) RequestQueue m_get_shader_queue; @@ -354,7 +345,9 @@ IWritableShaderSource* createShaderSource(IrrlichtDevice *device) /* Generate shader given the shader name. */ -ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, +ShaderInfo generate_shader(std::string name, + u8 material_type, u8 drawtype, + IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback, SourceShaderCache *sourcecache); @@ -362,24 +355,21 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, Load shader programs */ void load_shaders(std::string name, SourceShaderCache *sourcecache, - video::E_DRIVER_TYPE drivertype, s32 enable_shaders, + 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(IrrlichtDevice *device): m_device(device) { - assert(m_device); + assert(m_device); // Pre-condition m_shader_callback = new ShaderCallback(this, "default"); - m_shaderinfo_cache_mutex.Init(); - - 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()); - m_name_to_id[""] = 0; // Add main global constant setter addGlobalConstantSetter(new MainShaderConstantSetter(device)); @@ -387,64 +377,55 @@ ShaderSource::ShaderSource(IrrlichtDevice *device): ShaderSource::~ShaderSource() { - //m_shader_callback->drop(); - for (std::vector::iterator iter = m_global_setters.begin(); - iter != m_global_setters.end(); iter++) { + iter != m_global_setters.end(); ++iter) { delete *iter; } m_global_setters.clear(); -} -u32 ShaderSource::getShaderId(const std::string &name) -{ - //infostream<<"getShaderId(): \""<::iterator n; - n = m_name_to_id.find(name); - if(n != m_name_to_id.end()) - return n->second; + if (m_shader_callback) { + m_shader_callback->drop(); + m_shader_callback = NULL; } +} +u32 ShaderSource::getShader(const std::string &name, + const u8 material_type, const u8 drawtype) +{ /* Get shader */ - if(get_current_thread_id() == m_main_thread){ - return getShaderIdDirect(name); + + if (thr_is_current_thread(m_main_thread)) { + return getShaderIdDirect(name, material_type, drawtype); } else { - infostream<<"getShaderId(): Queued: name=\""< result_queue; + + static ResultQueue result_queue; // Throw a request in m_get_shader_queue.add(name, 0, 0, &result_queue); - infostream<<"Waiting for shader from main thread, name=\"" - < - result = result_queue.pop_front(1000); + result = result_queue.pop_frontNoEx(); - // Check that at least something worked OK - assert(result.key == name); - - return result.item; - } - catch(ItemNotFoundException &e){ - infostream<<"Waiting for shader timed out."<name == name && info->material_type == material_type && + info->drawtype == drawtype) + return i; + } + /* 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"<::iterator n; - n = m_name_to_id.find(name); - if(n != m_name_to_id.end()){ - /*infostream<<"getShaderIdDirect(): \""<second; - } - } - - /*infostream<<"getShaderIdDirect(): \""<= m_shaderinfo_cache.size()){ - errorstream<<"ShaderSource::getShaderName(): id="<= m_shaderinfo_cache.size()=" - <= m_shaderinfo_cache.size()) return ShaderInfo(); @@ -534,26 +492,8 @@ ShaderInfo ShaderSource::getShader(u32 id) void ShaderSource::processQueue() { - /* - Fetch shaders - */ - if(!m_get_shader_queue.empty()){ - GetRequest - request = m_get_shader_queue.pop(); - - /*infostream<<"ShaderSource::processQueue(): " - <<"got shader request with " - <<"name=\""< - result; - result.key = request.key; - result.callers = request.callers; - result.item = getShaderIdDirect(request.key); - request.dest->push_back(result); - } } void ShaderSource::insertSourceShader(const std::string &name_of_shader, @@ -563,14 +503,14 @@ void ShaderSource::insertSourceShader(const std::string &name_of_shader, "name_of_shader=\""<name, m_device, - m_shader_callback, &m_sourcecache); + if(info->name != ""){ + *info = generate_shader(info->name, info->material_type, + info->drawtype, m_device, m_shader_callback, &m_sourcecache); + } } } @@ -598,37 +540,43 @@ void ShaderSource::onSetConstants(video::IMaterialRendererServices *services, setter->onSetConstants(services, is_highlevel); } } - -ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, - video::IShaderConstantSetCallBack *callback, + +ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype, + IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback, SourceShaderCache *sourcecache) { - /*infostream<<"generate_shader(): " - "\""<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; + switch(material_type){ + case TILE_MATERIAL_BASIC: + shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; break; - } + case TILE_MATERIAL_ALPHA: + shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + break; + case TILE_MATERIAL_LIQUID_TRANSPARENT: + shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA; + break; + case TILE_MATERIAL_LIQUID_OPAQUE: + shaderinfo.base_material = video::EMT_SOLID; + break; + case TILE_MATERIAL_WAVING_LEAVES: + shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + break; + case TILE_MATERIAL_WAVING_PLANTS: + shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + break; } - // 0 = off, 1 = assembly shaders only, 2 = highlevel or assembly - s32 enable_shaders = g_settings->getS32("enable_shaders"); - if(enable_shaders <= 0) + bool enable_shaders = g_settings->getBool("enable_shaders"); + if(!enable_shaders) return shaderinfo; video::IVideoDriver* driver = device->getVideoDriver(); - assert(driver); + sanity_check(driver); video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices(); if(!gpu){ @@ -648,7 +596,6 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, load_shaders(name, sourcecache, driver->getDriverType(), enable_shaders, vertex_program, pixel_program, geometry_program, is_highlevel); - // Check hardware/driver support if(vertex_program != "" && !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) && @@ -678,16 +625,163 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, if(vertex_program == "" && pixel_program == "" && geometry_program == "") return shaderinfo; + // 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" + }; + + 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" + }; + + for (int i = 0; i < 6; 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"; + } 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"; + // 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 != "") + if (!vertex_program.empty()) { + vertex_program = shaders_header + vertex_program; vertex_program_ptr = vertex_program.c_str(); - if(pixel_program != "") + } + if (!pixel_program.empty()) { + pixel_program = shaders_header + pixel_program; pixel_program_ptr = pixel_program.c_str(); - if(geometry_program != "") + } + if (!geometry_program.empty()) { + geometry_program = shaders_header + geometry_program; geometry_program_ptr = geometry_program.c_str(); + } s32 shadermat = -1; if(is_highlevel){ infostream<<"Compiling high level shaders for "<= 2){ + if(enable_shaders){ // Look for high level shaders if(drivertype == video::EDT_DIRECT3D9){ // Direct3D 9: HLSL @@ -776,24 +874,22 @@ void load_shaders(std::string name, SourceShaderCache *sourcecache, } } - if(enable_shaders >= 1){ - // Look for assembly shaders - if(drivertype == video::EDT_DIRECT3D8){ - // Direct3D 8 assembly shaders - vertex_program = sourcecache->getOrLoad(name, "d3d8_vertex.asm"); - pixel_program = sourcecache->getOrLoad(name, "d3d8_pixel.asm"); - } - else if(drivertype == video::EDT_DIRECT3D9){ - // Direct3D 9 assembly shaders - vertex_program = sourcecache->getOrLoad(name, "d3d9_vertex.asm"); - pixel_program = sourcecache->getOrLoad(name, "d3d9_pixel.asm"); - } - else if(drivertype == video::EDT_OPENGL){ - // OpenGL assembly shaders - vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.asm"); - pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.asm"); - } - if(vertex_program != "" || pixel_program != "") - return; +} + +void dumpShaderProgram(std::ostream &output_stream, + const std::string &program_type, const std::string &program) +{ + output_stream << program_type << " shader program:" << std::endl << + "----------------------------------" << std::endl; + size_t pos = 0; + size_t prev = 0; + s16 line = 1; + while ((pos = program.find("\n", prev)) != std::string::npos) { + output_stream << line++ << ": "<< program.substr(prev, pos - prev) << + std::endl; + prev = pos + 1; } + output_stream << line << ": " << program.substr(prev) << std::endl << + "End of " << program_type << " shader program." << std::endl << + " " << std::endl; }