Line data Source code
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 : #ifndef SHADER_HEADER
22 : #define SHADER_HEADER
23 :
24 : #include "irrlichttypes_extrabloated.h"
25 : #include "threads.h"
26 : #include <string>
27 :
28 : class IGameDef;
29 :
30 : /*
31 : shader.{h,cpp}: Shader handling stuff.
32 : */
33 :
34 : /*
35 : Gets the path to a shader by first checking if the file
36 : name_of_shader/filename
37 : exists in shader_path and if not, using the data path.
38 :
39 : If not found, returns "".
40 :
41 : Utilizes a thread-safe cache.
42 : */
43 : std::string getShaderPath(const std::string &name_of_shader,
44 : const std::string &filename);
45 :
46 31123 : struct ShaderInfo
47 : {
48 : std::string name;
49 : video::E_MATERIAL_TYPE base_material;
50 : video::E_MATERIAL_TYPE material;
51 : u8 drawtype;
52 : u8 material_type;
53 : s32 user_data;
54 :
55 26 : ShaderInfo(): name(""), base_material(video::EMT_SOLID),
56 : material(video::EMT_SOLID),
57 26 : drawtype(0), material_type(0) {}
58 31149 : virtual ~ShaderInfo() {}
59 : };
60 :
61 : /*
62 : Setter of constants for shaders
63 : */
64 :
65 : namespace irr { namespace video {
66 : class IMaterialRendererServices;
67 : } }
68 :
69 2 : class IShaderConstantSetter
70 : {
71 : public:
72 2 : virtual ~IShaderConstantSetter(){};
73 : virtual void onSetConstants(video::IMaterialRendererServices *services,
74 : bool is_highlevel) = 0;
75 : };
76 :
77 : /*
78 : ShaderSource creates and caches shaders.
79 : */
80 :
81 : class IShaderSource
82 : {
83 : public:
84 1 : IShaderSource(){}
85 1 : virtual ~IShaderSource(){}
86 0 : virtual u32 getShaderIdDirect(const std::string &name,
87 0 : const u8 material_type, const u8 drawtype){return 0;}
88 0 : virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
89 0 : virtual u32 getShader(const std::string &name,
90 0 : const u8 material_type, const u8 drawtype){return 0;}
91 : };
92 :
93 : class IWritableShaderSource : public IShaderSource
94 : {
95 : public:
96 1 : IWritableShaderSource(){}
97 1 : virtual ~IWritableShaderSource(){}
98 0 : virtual u32 getShaderIdDirect(const std::string &name,
99 0 : const u8 material_type, const u8 drawtype){return 0;}
100 0 : virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
101 0 : virtual u32 getShader(const std::string &name,
102 0 : const u8 material_type, const u8 drawtype){return 0;}
103 :
104 : virtual void processQueue()=0;
105 : virtual void insertSourceShader(const std::string &name_of_shader,
106 : const std::string &filename, const std::string &program)=0;
107 : virtual void rebuildShaders()=0;
108 : virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
109 : };
110 :
111 : IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
112 :
113 : #endif
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