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Improve ergonomics of CachedShaderSetting
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sfan5 committed Feb 29, 2024
1 parent e9ab5bc commit 0c3a4cc
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Showing 4 changed files with 75 additions and 47 deletions.
57 changes: 18 additions & 39 deletions src/client/game.cpp
Expand Up @@ -398,7 +398,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<SamplerLayer_t> m_texture3{"texture3"};
CachedVertexShaderSetting<float, 2> m_texel_size0_vertex{"texelSize0"};
CachedPixelShaderSetting<float, 2> m_texel_size0_pixel{"texelSize0"};
std::array<float, 2> m_texel_size0_values;
v2f m_texel_size0;
CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel{
"exposureParams",
std::array<const char*, 7> {
Expand Down Expand Up @@ -477,10 +477,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
void onSetConstants(video::IMaterialRendererServices *services) override
{
video::SColorf fogcolorf(m_sky->getFogColor());
float fogcolorfa[4] = {
fogcolorf.r, fogcolorf.g, fogcolorf.b, fogcolorf.a,
};
m_fog_color.set(fogcolorfa, services);
m_fog_color.set(fogcolorf, services);

float fog_distance = 10000 * BS;
if (m_fog_enabled && !*m_force_fog_off)
Expand All @@ -494,11 +491,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
video::SColorf sunlight;
get_sunlight_color(&sunlight, daynight_ratio);
float dnc[3] = {
sunlight.r,
sunlight.g,
sunlight.b };
m_day_light.set(dnc, services);
m_day_light.set(sunlight, services);

video::SColorf star_color = m_sky->getCurrentStarColor();
float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
Expand All @@ -513,24 +506,18 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);

float eye_position_array[3];
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
epos.getAs3Values(eye_position_array);
m_eye_position_pixel.set(eye_position_array, services);
m_eye_position_vertex.set(eye_position_array, services);
m_eye_position_pixel.set(epos, services);
m_eye_position_vertex.set(epos, services);

if (m_client->getMinimap()) {
float minimap_yaw_array[3];
v3f minimap_yaw = m_client->getMinimap()->getYawVec();
minimap_yaw.getAs3Values(minimap_yaw_array);
m_minimap_yaw.set(minimap_yaw_array, services);
m_minimap_yaw.set(minimap_yaw, services);
}

float camera_offset_array[3];
v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
offset.getAs3Values(camera_offset_array);
m_camera_offset_pixel.set(camera_offset_array, services);
m_camera_offset_vertex.set(camera_offset_array, services);
m_camera_offset_pixel.set(offset, services);
m_camera_offset_vertex.set(offset, services);

SamplerLayer_t tex_id;
tex_id = 0;
Expand All @@ -542,8 +529,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
tex_id = 3;
m_texture3.set(&tex_id, services);

m_texel_size0_vertex.set(m_texel_size0_values.data(), services);
m_texel_size0_pixel.set(m_texel_size0_values.data(), services);
m_texel_size0_vertex.set(m_texel_size0, services);
m_texel_size0_pixel.set(m_texel_size0, services);

const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
std::array<float, 7> exposure_buffer = {
Expand Down Expand Up @@ -577,14 +564,12 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
transform.transformVect(sun_position);
sun_position.normalize();

float sun_position_array[3] = { sun_position.X, sun_position.Y, sun_position.Z};
m_sun_position_pixel.set(sun_position_array, services);
m_sun_position_pixel.set(sun_position, services);

float sun_brightness = rangelim(107.143f * m_sky->getSunDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
m_sun_brightness_pixel.set(&sun_brightness, services);
} else {
float sun_position_array[3] = { 0.f, 0.f, -1.f };
m_sun_position_pixel.set(sun_position_array, services);
m_sun_position_pixel.set(v3f(0.f, 0.f, -1.f), services);

float sun_brightness = 0.f;
m_sun_brightness_pixel.set(&sun_brightness, services);
Expand All @@ -596,15 +581,12 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
transform.transformVect(moon_position);
moon_position.normalize();

float moon_position_array[3] = { moon_position.X, moon_position.Y, moon_position.Z};
m_moon_position_pixel.set(moon_position_array, services);
m_moon_position_pixel.set(moon_position, services);

float moon_brightness = rangelim(107.143f * m_sky->getMoonDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
m_moon_brightness_pixel.set(&moon_brightness, services);
}
else {
float moon_position_array[3] = { 0.f, 0.f, -1.f };
m_moon_position_pixel.set(moon_position_array, services);
} else {
m_moon_position_pixel.set(v3f(0.f, 0.f, -1.f), services);

float moon_brightness = 0.f;
m_moon_brightness_pixel.set(&moon_brightness, services);
Expand All @@ -619,12 +601,9 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
video::ITexture *texture = material.getTexture(0);
if (texture) {
core::dimension2du size = texture->getSize();
m_texel_size0_values[0] = 1.f / size.Width;
m_texel_size0_values[1] = 1.f / size.Height;
}
else {
m_texel_size0_values[0] = 0.f;
m_texel_size0_values[1] = 0.f;
m_texel_size0 = v2f(1.f / size.Width, 1.f / size.Height);
} else {
m_texel_size0 = v2f();
}
}
};
Expand Down
8 changes: 4 additions & 4 deletions src/client/shader.cpp
Expand Up @@ -227,7 +227,7 @@ class MainShaderConstantSetter : public IShaderConstantSetter

// Set world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
m_world.set(world, services);

// Set clip matrix
core::matrix4 worldView;
Expand All @@ -237,12 +237,12 @@ class MainShaderConstantSetter : public IShaderConstantSetter
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= worldView;
m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
m_world_view_proj.set(worldViewProj, services);

if (driver->getDriverType() == video::EDT_OGLES2 || driver->getDriverType() == video::EDT_OPENGL3) {
core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
m_world_view.set(worldView, services);
m_texture.set(texture, services);
}
}
};
Expand Down
51 changes: 51 additions & 0 deletions src/client/shader.h
Expand Up @@ -105,6 +105,57 @@ class CachedShaderSetting {
has_been_set = true;
}
}

/* Type specializations */

/*
* T2 looks redundant here but it is necessary so the compiler won't
* resolve the templates at class instantiation and then fail because
* some of these methods don't have valid types (= are not usable).
* ref: <https://stackoverflow.com/a/6972771>
*
* Note: a `bool dummy` template parameter would have been easier but MSVC
* does not like that. Also make sure not to define different specializations
* with the same parameters, MSVC doesn't like that either.
* I extend my thanks to Microsoft®
*/
#define SPECIALIZE(_type, _count_expr) \
template<typename T2 = T> \
std::enable_if_t<std::is_same_v<T, T2> && std::is_same_v<T2, _type> && (_count_expr)>

SPECIALIZE(float, count == 2)
set(const v2f value, video::IMaterialRendererServices *services)
{
float array[2] = { value.X, value.Y };
set(array, services);
}

SPECIALIZE(float, count == 3)
set(const v3f value, video::IMaterialRendererServices *services)
{
float array[3] = { value.X, value.Y, value.Z };
set(array, services);
}

SPECIALIZE(float, count == 3 || count == 4)
set(const video::SColorf value, video::IMaterialRendererServices *services)
{
if constexpr (count == 3) {
float array[3] = { value.r, value.g, value.b };
set(array, services);
} else {
float array[4] = { value.r, value.g, value.b, value.a };
set(array, services);
}
}

SPECIALIZE(float, count == 16)
set(const core::matrix4 &value, video::IMaterialRendererServices *services)
{
set(value.pointer(), services);
}

#undef SPECIALIZE
};

template <typename T, std::size_t count = 1, bool cache=true>
Expand Down
6 changes: 2 additions & 4 deletions src/client/shadows/shadowsshadercallbacks.cpp
Expand Up @@ -32,9 +32,7 @@ void ShadowConstantSetter::onSetConstants(video::IMaterialRendererServices *serv
shadowViewProj *= light.getViewMatrix();
m_shadow_view_proj.set(shadowViewProj.pointer(), services);

f32 v_LightDirection[3];
light.getDirection().getAs3Values(v_LightDirection);
m_light_direction.set(v_LightDirection, services);
m_light_direction.set(light.getDirection(), services);

f32 TextureResolution = light.getMapResolution();
m_texture_res.set(&TextureResolution, services);
Expand Down Expand Up @@ -79,7 +77,7 @@ void ShadowDepthShaderCB::OnSetConstants(

lightMVP *= driver->getTransform(video::ETS_WORLD);

m_light_mvp_setting.set(lightMVP.pointer(), services);
m_light_mvp_setting.set(lightMVP, services);
m_map_resolution_setting.set(&MapRes, services);
m_max_far_setting.set(&MaxFar, services);
s32 TextureId = 0;
Expand Down

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