~ Fixed switched vertex and pixel shaders on effects. This effectively renders the water effect properly for the nier automata background

~ Updated shader pre-compiler to use the irrlicht functions to read the shaders from

Signed-off-by: Alexis Maiquez Murcia <almamu@almamu.com>
This commit is contained in:
Alexis Maiquez Murcia 2019-04-05 10:01:17 +02:00
parent 2be1bffb6f
commit 83caa05ebf
4 changed files with 23 additions and 54 deletions

View File

@ -14,52 +14,8 @@
int WinID = 0; int WinID = 0;
irr::SIrrlichtCreationParameters _irr_params; irr::SIrrlichtCreationParameters _irr_params;
irr::f32 g_AnimationSpeed = 0.1f;
irr::f32 g_Scale = 2.5f;
irr::f32 g_ScrollSpeed = 0.0f;
irr::f32 g_Direction = 0.0f;
irr::f32 g_Strength = 0.07f;
irr::f32 g_SpecularPower = 1.0f;
irr::f32 g_SpecularStrength = 1.0f;
irr::f32 g_SpecularColor [3] = {1.0f, 1.0f, 1.0f};
irr::f32 g_Texture1Resolution [4] = {1.0f, 1.0f, 1.0f, 1.0f};
irr::f32 g_Texture0 = 0;
irr::f32 g_Texture1 = 1;
irr::f32 g_Texture2 = 2;
irr::f32 g_Time = 0; irr::f32 g_Time = 0;
class MyShaderCallback : public irr::video::IShaderConstantSetCallBack
{
virtual void OnSetConstants (irr::video::IMaterialRendererServices* services, int32_t userData)
{
irr::video::IVideoDriver* driver = services->getVideoDriver ();
irr::core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(irr::video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(irr::video::ETS_VIEW);
worldViewProj *= driver->getTransform(irr::video::ETS_WORLD);
services->setVertexShaderConstant ("g_AnimationSpeed", &g_AnimationSpeed, 1);
services->setVertexShaderConstant ("g_Scale", &g_Scale, 1);
services->setVertexShaderConstant ("g_ScrollSpeed", &g_ScrollSpeed, 1);
services->setVertexShaderConstant ("g_Direction", &g_Direction, 1);
services->setVertexShaderConstant ("g_Time", &g_Time, 1);
services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
services->setVertexShaderConstant ("g_Texture0Resolution", &g_Texture1Resolution [0], 4);
services->setVertexShaderConstant ("g_Texture1Resolution", &g_Texture1Resolution [1], 4);
services->setVertexShaderConstant ("g_Texture2Resolution", &g_Texture1Resolution [2], 4);
// TODO: Support up to 7 materials (as wallpaper engine)
services->setPixelShaderConstant ("g_Strength", &g_Strength, 1);
services->setPixelShaderConstant ("g_SpecularPower", &g_SpecularPower, 1);
services->setPixelShaderConstant ("g_SpecularStrength", &g_SpecularStrength, 1);
services->setPixelShaderConstant ("g_SpecularColor", g_SpecularColor, 3);
services->setPixelShaderConstant ("g_Texture0", &g_Texture0, 1);
services->setPixelShaderConstant ("g_Texture1", &g_Texture1, 1);
services->setPixelShaderConstant ("g_Texture2", &g_Texture2, 1);
}
};
int init_irrlicht() int init_irrlicht()
{ {
// prepare basic configuration for irrlicht // prepare basic configuration for irrlicht
@ -90,6 +46,21 @@ int init_irrlicht()
wp::irrlicht::device->setWindowCaption (L"Test game"); wp::irrlicht::device->setWindowCaption (L"Test game");
wp::irrlicht::driver = wp::irrlicht::device->getVideoDriver(); wp::irrlicht::driver = wp::irrlicht::device->getVideoDriver();
// check for ps and vs support
if (
wp::irrlicht::driver->queryFeature (irr::video::EVDF_PIXEL_SHADER_1_1) == false &&
wp::irrlicht::driver->queryFeature (irr::video::EVDF_ARB_FRAGMENT_PROGRAM_1) == false)
{
wp::irrlicht::device->getLogger ()->log ("WARNING: Pixel shaders disabled because of missing driver/hardware support");
}
if (
wp::irrlicht::driver->queryFeature (irr::video::EVDF_VERTEX_SHADER_1_1) == false &&
wp::irrlicht::driver->queryFeature (irr::video::EVDF_ARB_VERTEX_PROGRAM_1) == false)
{
wp::irrlicht::device->getLogger ()->log ("WARNING: Vertex shaders disabled because of missing driver/hardware support");
}
return 0; return 0;
} }
@ -112,7 +83,6 @@ int main (int argc, char* argv[])
printf ("Initializing X11 to %d\n", WinID); printf ("Initializing X11 to %d\n", WinID);
if (init_irrlicht()) if (init_irrlicht())
{ {
return 1; return 1;

View File

@ -90,10 +90,10 @@ namespace wp
wp::shaders::compiler* fragcompiler = new wp::shaders::compiler (fragpath, wp::shaders::compiler::Type::Type_Pixel, false); wp::shaders::compiler* fragcompiler = new wp::shaders::compiler (fragpath, wp::shaders::compiler::Type::Type_Pixel, false);
wp::shaders::compiler* vertcompiler = new wp::shaders::compiler (vertpath, wp::shaders::compiler::Type::Type_Vertex, false); wp::shaders::compiler* vertcompiler = new wp::shaders::compiler (vertpath, wp::shaders::compiler::Type::Type_Vertex, false);
wp::irrlicht::driver->getGPUProgrammingServices () this->m_materialType = wp::irrlicht::driver->getGPUProgrammingServices ()
->addHighLevelShaderMaterial ( ->addHighLevelShaderMaterial (
fragcompiler->precompile ().c_str (), "main", irr::video::EVST_VS_2_0, vertcompiler->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
vertcompiler->precompile ().c_str (), "main", irr::video::EPST_PS_2_0, fragcompiler->precompile ().c_str (), "main", irr::video::EPST_PS_2_0,
this, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT this, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT
); );

View File

@ -19,7 +19,7 @@ namespace wp
{ {
namespace shaders namespace shaders
{ {
compiler::compiler (irr::io::path file, Type type, bool recursive) compiler::compiler (irr::io::path& file, Type type, bool recursive)
{ {
// begin with an space so it gets ignored properly on parse // begin with an space so it gets ignored properly on parse
if (recursive == false) if (recursive == false)
@ -41,15 +41,14 @@ namespace wp
"#define atan2 atan\n" "#define atan2 atan\n"
"#define ddx dFdx\n" "#define ddx dFdx\n"
"#define ddy(x) dFdy(-(x))\n" "#define ddy(x) dFdy(-(x))\n"
"#define GLSL 1\n"; "#define GLSL 1\n\n";
} }
else else
{ {
this->m_content = ""; this->m_content = "";
} }
std::ifstream _in (file.c_str ()); this->m_content.append (wp::fs::utils::loadFullFile (file));
this->m_content.append (std::istreambuf_iterator<char> (_in), std::istreambuf_iterator<char> ());
// append file content // append file content
this->m_type = type; this->m_type = type;
@ -235,7 +234,7 @@ namespace wp
std::string compiler::precompile() std::string compiler::precompile()
{ {
#define BREAK_IF_ERROR if (this->m_error == true) { wp::irrlicht::device->getLogger ()->log ("ERROR COMPILING SHADER"); wp::irrlicht::device->getLogger ()->log (this->m_errorInfo.c_str ()); return ""; } #define BREAK_IF_ERROR if (this->m_error == true) { wp::irrlicht::device->getLogger ()->log ("ERROR PRE-COMPILING SHADER"); wp::irrlicht::device->getLogger ()->log (this->m_errorInfo.c_str ()); return ""; }
// parse the shader and find #includes and such things and translate them to the correct name // parse the shader and find #includes and such things and translate them to the correct name
// also remove any #version definition to prevent errors // also remove any #version definition to prevent errors
std::string::const_iterator it = this->m_content.begin (); std::string::const_iterator it = this->m_content.begin ();

View File

@ -62,7 +62,7 @@ namespace wp
* @param type The type of shader * @param type The type of shader
* @param recursive Whether the compiler should add base definitions or not * @param recursive Whether the compiler should add base definitions or not
*/ */
compiler (irr::io::path file, Type type, bool recursive = false); compiler (irr::io::path& file, Type type, bool recursive = false);
/** /**
* Performs the actual pre-compilation/pre-processing over the shader files * Performs the actual pre-compilation/pre-processing over the shader files
* This step is kinda big, replaces variables names on sVariableReplacement, * This step is kinda big, replaces variables names on sVariableReplacement,