New lightmapper

-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
This commit is contained in:
Juan Linietsky 2020-05-01 09:34:23 -03:00
parent 6a0473bcc2
commit 1bea8e1eac
434 changed files with 126122 additions and 3384 deletions

View file

@ -132,6 +132,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
"TYPE_ISAMPLER3D",
"TYPE_USAMPLER3D",
"TYPE_SAMPLERCUBE",
"TYPE_SAMPLERCUBEARRAY",
"INTERPOLATION_FLAT",
"INTERPOLATION_SMOOTH",
"CONST",
@ -283,6 +284,7 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
{ TK_TYPE_ISAMPLER3D, "isampler3D" },
{ TK_TYPE_USAMPLER3D, "usampler3D" },
{ TK_TYPE_SAMPLERCUBE, "samplerCube" },
{ TK_TYPE_SAMPLERCUBEARRAY, "samplerCubeArray" },
{ TK_INTERPOLATION_FLAT, "flat" },
{ TK_INTERPOLATION_SMOOTH, "smooth" },
{ TK_CONST, "const" },
@ -783,7 +785,8 @@ bool ShaderLanguage::is_token_datatype(TokenType p_type) {
p_type == TK_TYPE_SAMPLER3D ||
p_type == TK_TYPE_ISAMPLER3D ||
p_type == TK_TYPE_USAMPLER3D ||
p_type == TK_TYPE_SAMPLERCUBE);
p_type == TK_TYPE_SAMPLERCUBE ||
p_type == TK_TYPE_SAMPLERCUBEARRAY);
}
ShaderLanguage::DataType ShaderLanguage::get_token_datatype(TokenType p_type) {
@ -902,6 +905,8 @@ String ShaderLanguage::get_datatype_name(DataType p_type) {
return "usampler3D";
case TYPE_SAMPLERCUBE:
return "samplerCube";
case TYPE_SAMPLERCUBEARRAY:
return "samplerCubeArray";
case TYPE_STRUCT:
return "struct";
case TYPE_MAX:
@ -2046,6 +2051,7 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "textureSize", TYPE_IVEC3, { TYPE_ISAMPLER3D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
{ "textureSize", TYPE_IVEC3, { TYPE_USAMPLER3D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
{ "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBE, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
{ "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBEARRAY, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
{ "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
{ "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
@ -2067,6 +2073,8 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "texture", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
{ "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
{ "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
{ "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
{ "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
{ "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
{ "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
@ -2097,6 +2105,7 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
{ "textureLod", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
{ "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
{ "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
{ "texelFetch", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
{ "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
@ -2128,6 +2137,7 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
{ "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
{ "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
{ "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
{ "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
{ "dFdx", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
@ -2618,7 +2628,8 @@ bool ShaderLanguage::is_sampler_type(DataType p_type) {
p_type == TYPE_SAMPLER3D ||
p_type == TYPE_ISAMPLER3D ||
p_type == TYPE_USAMPLER3D ||
p_type == TYPE_SAMPLERCUBE;
p_type == TYPE_SAMPLERCUBE ||
p_type == TYPE_SAMPLERCUBEARRAY;
}
Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
@ -2712,7 +2723,9 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2D:
case ShaderLanguage::TYPE_USAMPLER3D:
case ShaderLanguage::TYPE_SAMPLERCUBE: {
case ShaderLanguage::TYPE_SAMPLERCUBE:
case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
// Texture types, likely not relevant here.
break;
}
@ -2814,7 +2827,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "TextureArray";
pi.hint_string = "TextureLayered";
} break;
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
@ -2823,11 +2836,12 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "Texture3D";
} break;
case ShaderLanguage::TYPE_SAMPLERCUBE: {
case ShaderLanguage::TYPE_SAMPLERCUBE:
case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "CubeMap";
pi.hint_string = "TextureLayered";
} break;
case ShaderLanguage::TYPE_STRUCT: {
// FIXME: Implement this.
@ -2878,6 +2892,7 @@ uint32_t ShaderLanguage::get_type_size(DataType p_type) {
case TYPE_ISAMPLER3D:
case TYPE_USAMPLER3D:
case TYPE_SAMPLERCUBE:
case TYPE_SAMPLERCUBEARRAY:
return 4; //not really, but useful for indices
case TYPE_STRUCT:
// FIXME: Implement.
@ -6185,7 +6200,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
} else {
if (uniform_scope == ShaderNode::Uniform::SCOPE_LOCAL && (type == TYPE_MAT2 || type == TYPE_MAT3 || type == TYPE_MAT4)) {
if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE && (type == TYPE_MAT2 || type == TYPE_MAT3 || type == TYPE_MAT4)) {
_set_error("Uniforms with 'instance' qualifiers can't be of matrix type.");
return ERR_PARSE_ERROR;
}