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			951 lines
		
	
	
	
		
			35 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			951 lines
		
	
	
	
		
			35 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  shader_compiler_gles3.cpp                                            */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "shader_compiler_gles3.h"
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| 
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| #include "os/os.h"
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| 
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| #define SL ShaderLanguage
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| 
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| static String _mktab(int p_level) {
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| 
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| 	String tb;
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| 	for (int i = 0; i < p_level; i++) {
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| 		tb += "\t";
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| 	}
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| 
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| 	return tb;
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| }
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| 
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| static String _typestr(SL::DataType p_type) {
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| 
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| 	return ShaderLanguage::get_datatype_name(p_type);
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| }
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| 
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| static int _get_datatype_size(SL::DataType p_type) {
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| 
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| 	switch (p_type) {
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| 
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| 		case SL::TYPE_VOID: return 0;
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| 		case SL::TYPE_BOOL: return 4;
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| 		case SL::TYPE_BVEC2: return 8;
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| 		case SL::TYPE_BVEC3: return 12;
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| 		case SL::TYPE_BVEC4: return 16;
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| 		case SL::TYPE_INT: return 4;
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| 		case SL::TYPE_IVEC2: return 8;
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| 		case SL::TYPE_IVEC3: return 12;
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| 		case SL::TYPE_IVEC4: return 16;
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| 		case SL::TYPE_UINT: return 4;
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| 		case SL::TYPE_UVEC2: return 8;
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| 		case SL::TYPE_UVEC3: return 12;
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| 		case SL::TYPE_UVEC4: return 16;
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| 		case SL::TYPE_FLOAT: return 4;
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| 		case SL::TYPE_VEC2: return 8;
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| 		case SL::TYPE_VEC3: return 12;
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| 		case SL::TYPE_VEC4: return 16;
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| 		case SL::TYPE_MAT2:
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| 			return 24; //4 * 4 + 4 * 2
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| 		case SL::TYPE_MAT3:
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| 			return 44; // 4 * 4 + 4 * 4 + 4 * 3
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| 		case SL::TYPE_MAT4: return 64;
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| 		case SL::TYPE_SAMPLER2D: return 16;
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| 		case SL::TYPE_ISAMPLER2D: return 16;
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| 		case SL::TYPE_USAMPLER2D: return 16;
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| 		case SL::TYPE_SAMPLERCUBE: return 16;
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| 	}
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| 
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| 	ERR_FAIL_V(0);
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| }
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| 
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| static int _get_datatype_alignment(SL::DataType p_type) {
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| 
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| 	switch (p_type) {
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| 
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| 		case SL::TYPE_VOID: return 0;
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| 		case SL::TYPE_BOOL: return 4;
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| 		case SL::TYPE_BVEC2: return 8;
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| 		case SL::TYPE_BVEC3: return 16;
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| 		case SL::TYPE_BVEC4: return 16;
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| 		case SL::TYPE_INT: return 4;
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| 		case SL::TYPE_IVEC2: return 8;
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| 		case SL::TYPE_IVEC3: return 16;
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| 		case SL::TYPE_IVEC4: return 16;
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| 		case SL::TYPE_UINT: return 4;
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| 		case SL::TYPE_UVEC2: return 8;
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| 		case SL::TYPE_UVEC3: return 16;
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| 		case SL::TYPE_UVEC4: return 16;
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| 		case SL::TYPE_FLOAT: return 4;
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| 		case SL::TYPE_VEC2: return 8;
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| 		case SL::TYPE_VEC3: return 16;
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| 		case SL::TYPE_VEC4: return 16;
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| 		case SL::TYPE_MAT2: return 16;
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| 		case SL::TYPE_MAT3: return 16;
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| 		case SL::TYPE_MAT4: return 16;
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| 		case SL::TYPE_SAMPLER2D: return 16;
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| 		case SL::TYPE_ISAMPLER2D: return 16;
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| 		case SL::TYPE_USAMPLER2D: return 16;
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| 		case SL::TYPE_SAMPLERCUBE: return 16;
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| 	}
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| 
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| 	ERR_FAIL_V(0);
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| }
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| static String _interpstr(SL::DataInterpolation p_interp) {
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| 
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| 	switch (p_interp) {
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| 		case SL::INTERPOLATION_FLAT: return "flat ";
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| 		case SL::INTERPOLATION_NO_PERSPECTIVE: return "noperspective ";
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| 		case SL::INTERPOLATION_SMOOTH: return "smooth ";
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| 	}
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| 	return "";
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| }
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| 
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| static String _prestr(SL::DataPrecision p_pres) {
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| 
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| 	switch (p_pres) {
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| 		case SL::PRECISION_LOWP: return "lowp ";
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| 		case SL::PRECISION_MEDIUMP: return "mediump ";
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| 		case SL::PRECISION_HIGHP: return "highp ";
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| 		case SL::PRECISION_DEFAULT: return "";
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| 	}
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| 	return "";
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| }
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| 
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| static String _qualstr(SL::ArgumentQualifier p_qual) {
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| 
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| 	switch (p_qual) {
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| 		case SL::ARGUMENT_QUALIFIER_IN: return "";
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| 		case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
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| 		case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
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| 	}
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| 	return "";
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| }
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| 
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| static String _opstr(SL::Operator p_op) {
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| 
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| 	return SL::get_operator_text(p_op);
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| }
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| 
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| static String _mkid(const String &p_id) {
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| 
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| 	return "m_" + p_id;
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| }
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| 
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| static String f2sp0(float p_float) {
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| 
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| 	if (int(p_float) == p_float)
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| 		return itos(p_float) + ".0";
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| 	else
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| 		return rtoss(p_float);
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| }
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| 
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| static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
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| 
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| 	switch (p_type) {
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| 		case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
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| 		case SL::TYPE_BVEC2:
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| 		case SL::TYPE_BVEC3:
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| 		case SL::TYPE_BVEC4: {
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| 
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| 			String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
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| 			for (int i = 0; i < p_values.size(); i++) {
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| 				if (i > 0)
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| 					text += ",";
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| 
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| 				text += p_values[i].boolean ? "true" : "false";
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| 			}
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| 			text += ")";
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| 			return text;
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| 		}
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| 
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| 		case SL::TYPE_INT: return itos(p_values[0].sint);
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| 		case SL::TYPE_IVEC2:
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| 		case SL::TYPE_IVEC3:
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| 		case SL::TYPE_IVEC4: {
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| 
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| 			String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
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| 			for (int i = 0; i < p_values.size(); i++) {
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| 				if (i > 0)
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| 					text += ",";
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| 
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| 				text += itos(p_values[i].sint);
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| 			}
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| 			text += ")";
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| 			return text;
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| 
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| 		} break;
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| 		case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
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| 		case SL::TYPE_UVEC2:
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| 		case SL::TYPE_UVEC3:
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| 		case SL::TYPE_UVEC4: {
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| 
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| 			String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
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| 			for (int i = 0; i < p_values.size(); i++) {
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| 				if (i > 0)
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| 					text += ",";
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| 
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| 				text += itos(p_values[i].uint) + "u";
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| 			}
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| 			text += ")";
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| 			return text;
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| 		} break;
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| 		case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
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| 		case SL::TYPE_VEC2:
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| 		case SL::TYPE_VEC3:
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| 		case SL::TYPE_VEC4: {
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| 
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| 			String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
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| 			for (int i = 0; i < p_values.size(); i++) {
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| 				if (i > 0)
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| 					text += ",";
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| 
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| 				text += f2sp0(p_values[i].real);
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| 			}
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| 			text += ")";
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| 			return text;
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| 
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| 		} break;
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| 		case SL::TYPE_MAT2:
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| 		case SL::TYPE_MAT3:
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| 		case SL::TYPE_MAT4: {
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| 
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| 			String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
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| 			for (int i = 0; i < p_values.size(); i++) {
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| 				if (i > 0)
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| 					text += ",";
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| 
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| 				text += f2sp0(p_values[i].real);
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| 			}
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| 			text += ")";
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| 			return text;
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| 
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| 		} break;
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| 		default: ERR_FAIL_V(String());
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| 	}
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| }
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| 
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| void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) {
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| 
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| 	int fidx = -1;
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| 
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| 	for (int i = 0; i < p_node->functions.size(); i++) {
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| 		if (p_node->functions[i].name == p_for_func) {
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| 			fidx = i;
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| 			break;
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| 		}
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| 	}
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| 
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| 	ERR_FAIL_COND(fidx == -1);
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| 
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| 	for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
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| 
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| 		if (added.has(E->get())) {
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| 			continue; //was added already
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| 		}
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| 
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| 		_dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
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| 
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| 		SL::FunctionNode *fnode = NULL;
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| 
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| 		for (int i = 0; i < p_node->functions.size(); i++) {
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| 			if (p_node->functions[i].name == E->get()) {
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| 				fnode = p_node->functions[i].function;
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| 				break;
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| 			}
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| 		}
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| 
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| 		ERR_FAIL_COND(!fnode);
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| 
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| 		r_to_add += "\n";
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| 
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| 		String header;
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| 		header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
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| 		for (int i = 0; i < fnode->arguments.size(); i++) {
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| 
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| 			if (i > 0)
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| 				header += ", ";
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| 			header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
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| 		}
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| 
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| 		header += ")\n";
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| 		r_to_add += header;
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| 		r_to_add += p_func_code[E->get()];
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| 
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| 		added.insert(E->get());
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| 	}
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| }
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| 
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| String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning) {
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| 
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| 	String code;
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| 
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| 	switch (p_node->type) {
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| 
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| 		case SL::Node::TYPE_SHADER: {
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| 
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| 			SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
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| 
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| 			for (int i = 0; i < pnode->render_modes.size(); i++) {
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| 
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| 				if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
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| 
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| 					r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
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| 					used_rmode_defines.insert(pnode->render_modes[i]);
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| 				}
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| 
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| 				if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
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| 					*p_actions.render_mode_flags[pnode->render_modes[i]] = true;
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| 				}
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| 
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| 				if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
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| 					Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
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| 					*p.first = p.second;
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| 				}
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| 			}
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| 
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| 			int max_texture_uniforms = 0;
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| 			int max_uniforms = 0;
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| 
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| 			for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
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| 				if (SL::is_sampler_type(E->get().type))
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| 					max_texture_uniforms++;
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| 				else
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| 					max_uniforms++;
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| 			}
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| 
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| 			r_gen_code.texture_uniforms.resize(max_texture_uniforms);
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| 			r_gen_code.texture_hints.resize(max_texture_uniforms);
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| 
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| 			Vector<int> uniform_sizes;
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| 			Vector<int> uniform_alignments;
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| 			Vector<StringName> uniform_defines;
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| 			uniform_sizes.resize(max_uniforms);
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| 			uniform_alignments.resize(max_uniforms);
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| 			uniform_defines.resize(max_uniforms);
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| 			bool uses_uniforms = false;
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| 
 | |
| 			for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
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| 
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| 				String ucode;
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| 
 | |
| 				if (SL::is_sampler_type(E->get().type)) {
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| 					ucode = "uniform ";
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| 				}
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| 
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| 				ucode += _prestr(E->get().precission);
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| 				ucode += _typestr(E->get().type);
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| 				ucode += " " + _mkid(E->key());
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| 				ucode += ";\n";
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| 				if (SL::is_sampler_type(E->get().type)) {
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| 					r_gen_code.vertex_global += ucode;
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| 					r_gen_code.fragment_global += ucode;
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| 					r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key());
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| 					r_gen_code.texture_hints[E->get().texture_order] = E->get().hint;
 | |
| 				} else {
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| 					if (!uses_uniforms) {
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| 
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| 						r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
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| 						uses_uniforms = true;
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| 					}
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| 					uniform_defines[E->get().order] = ucode;
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| 					uniform_sizes[E->get().order] = _get_datatype_size(E->get().type);
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| 					uniform_alignments[E->get().order] = _get_datatype_alignment(E->get().type);
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| 				}
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| 
 | |
| 				p_actions.uniforms->insert(E->key(), E->get());
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| 			}
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| 
 | |
| 			for (int i = 0; i < max_uniforms; i++) {
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| 				r_gen_code.uniforms += uniform_defines[i];
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| 			}
 | |
| #if 1
 | |
| 			// add up
 | |
| 			int offset = 0;
 | |
| 			for (int i = 0; i < uniform_sizes.size(); i++) {
 | |
| 
 | |
| 				int align = offset % uniform_alignments[i];
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| 
 | |
| 				if (align != 0) {
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| 					offset += uniform_alignments[i] - align;
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| 				}
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| 
 | |
| 				r_gen_code.uniform_offsets.push_back(offset);
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| 
 | |
| 				offset += uniform_sizes[i];
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| 			}
 | |
| 
 | |
| 			r_gen_code.uniform_total_size = offset;
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| 			if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
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| 				r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16;
 | |
| 			}
 | |
| #else
 | |
| 			// add up
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| 			for (int i = 0; i < uniform_sizes.size(); i++) {
 | |
| 
 | |
| 				if (i > 0) {
 | |
| 
 | |
| 					int align = uniform_sizes[i - 1] % uniform_alignments[i];
 | |
| 					if (align != 0) {
 | |
| 						uniform_sizes[i - 1] += uniform_alignments[i] - align;
 | |
| 					}
 | |
| 
 | |
| 					uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
 | |
| 				}
 | |
| 			}
 | |
| 			//offset
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| 			r_gen_code.uniform_offsets.resize(uniform_sizes.size());
 | |
| 			for (int i = 0; i < uniform_sizes.size(); i++) {
 | |
| 
 | |
| 				if (i > 0)
 | |
| 					r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
 | |
| 				else
 | |
| 					r_gen_code.uniform_offsets[i] = 0;
 | |
| 			}
 | |
| 			/*
 | |
| 			for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
 | |
| 
 | |
| 				if (SL::is_sampler_type(E->get().type)) {
 | |
| 					continue;
 | |
| 				}
 | |
| 
 | |
| 				print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order]));
 | |
| 
 | |
| 			}
 | |
| 
 | |
| */
 | |
| 			if (uniform_sizes.size()) {
 | |
| 				r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
 | |
| 			} else {
 | |
| 				r_gen_code.uniform_total_size = 0;
 | |
| 			}
 | |
| #endif
 | |
| 
 | |
| 			for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
 | |
| 
 | |
| 				String vcode;
 | |
| 				String interp_mode = _interpstr(E->get().interpolation);
 | |
| 				vcode += _prestr(E->get().precission);
 | |
| 				vcode += _typestr(E->get().type);
 | |
| 				vcode += " " + _mkid(E->key());
 | |
| 				vcode += ";\n";
 | |
| 				r_gen_code.vertex_global += interp_mode + "out " + vcode;
 | |
| 				r_gen_code.fragment_global += interp_mode + "in " + vcode;
 | |
| 			}
 | |
| 
 | |
| 			Map<StringName, String> function_code;
 | |
| 
 | |
| 			//code for functions
 | |
| 			for (int i = 0; i < pnode->functions.size(); i++) {
 | |
| 				SL::FunctionNode *fnode = pnode->functions[i].function;
 | |
| 				function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 			}
 | |
| 
 | |
| 			//place functions in actual code
 | |
| 
 | |
| 			Set<StringName> added_vtx;
 | |
| 			Set<StringName> added_fragment; //share for light
 | |
| 
 | |
| 			for (int i = 0; i < pnode->functions.size(); i++) {
 | |
| 
 | |
| 				SL::FunctionNode *fnode = pnode->functions[i].function;
 | |
| 
 | |
| 				current_func_name = fnode->name;
 | |
| 
 | |
| 				if (fnode->name == "vertex") {
 | |
| 
 | |
| 					_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
 | |
| 					r_gen_code.vertex = function_code["vertex"];
 | |
| 				}
 | |
| 
 | |
| 				if (fnode->name == "fragment") {
 | |
| 
 | |
| 					_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
 | |
| 					r_gen_code.fragment = function_code["fragment"];
 | |
| 				}
 | |
| 
 | |
| 				if (fnode->name == "light") {
 | |
| 
 | |
| 					_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
 | |
| 					r_gen_code.light = function_code["light"];
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			//code+=dump_node_code(pnode->body,p_level);
 | |
| 		} break;
 | |
| 		case SL::Node::TYPE_FUNCTION: {
 | |
| 
 | |
| 		} break;
 | |
| 		case SL::Node::TYPE_BLOCK: {
 | |
| 			SL::BlockNode *bnode = (SL::BlockNode *)p_node;
 | |
| 
 | |
| 			//variables
 | |
| 			if (!bnode->single_statement) {
 | |
| 				code += _mktab(p_level - 1) + "{\n";
 | |
| 			}
 | |
| 
 | |
| 			for (int i = 0; i < bnode->statements.size(); i++) {
 | |
| 
 | |
| 				String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 
 | |
| 				if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
 | |
| 					code += scode; //use directly
 | |
| 				} else {
 | |
| 					code += _mktab(p_level) + scode + ";\n";
 | |
| 				}
 | |
| 			}
 | |
| 			if (!bnode->single_statement) {
 | |
| 				code += _mktab(p_level - 1) + "}\n";
 | |
| 			}
 | |
| 
 | |
| 		} break;
 | |
| 		case SL::Node::TYPE_VARIABLE_DECLARATION: {
 | |
| 			SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
 | |
| 
 | |
| 			String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype);
 | |
| 			for (int i = 0; i < vdnode->declarations.size(); i++) {
 | |
| 				if (i > 0) {
 | |
| 					declaration += ",";
 | |
| 				} else {
 | |
| 					declaration += " ";
 | |
| 				}
 | |
| 				declaration += _mkid(vdnode->declarations[i].name);
 | |
| 				if (vdnode->declarations[i].initializer) {
 | |
| 					declaration += "=";
 | |
| 					declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			code += declaration;
 | |
| 		} break;
 | |
| 		case SL::Node::TYPE_VARIABLE: {
 | |
| 			SL::VariableNode *vnode = (SL::VariableNode *)p_node;
 | |
| 
 | |
| 			if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
 | |
| 				*p_actions.write_flag_pointers[vnode->name] = true;
 | |
| 			}
 | |
| 
 | |
| 			if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
 | |
| 				String define = p_default_actions.usage_defines[vnode->name];
 | |
| 				if (define.begins_with("@")) {
 | |
| 					define = p_default_actions.usage_defines[define.substr(1, define.length())];
 | |
| 				}
 | |
| 				r_gen_code.defines.push_back(define.utf8());
 | |
| 				used_name_defines.insert(vnode->name);
 | |
| 			}
 | |
| 
 | |
| 			if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
 | |
| 				*p_actions.usage_flag_pointers[vnode->name] = true;
 | |
| 				used_flag_pointers.insert(vnode->name);
 | |
| 			}
 | |
| 
 | |
| 			if (p_default_actions.renames.has(vnode->name))
 | |
| 				code = p_default_actions.renames[vnode->name];
 | |
| 			else
 | |
| 				code = _mkid(vnode->name);
 | |
| 
 | |
| 			if (vnode->name == time_name) {
 | |
| 				if (current_func_name == vertex_name) {
 | |
| 					r_gen_code.uses_vertex_time = true;
 | |
| 				}
 | |
| 				if (current_func_name == fragment_name) {
 | |
| 					r_gen_code.uses_fragment_time = true;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 		} break;
 | |
| 		case SL::Node::TYPE_CONSTANT: {
 | |
| 			SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
 | |
| 			return get_constant_text(cnode->datatype, cnode->values);
 | |
| 
 | |
| 		} break;
 | |
| 		case SL::Node::TYPE_OPERATOR: {
 | |
| 			SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
 | |
| 
 | |
| 			switch (onode->op) {
 | |
| 
 | |
| 				case SL::OP_ASSIGN:
 | |
| 				case SL::OP_ASSIGN_ADD:
 | |
| 				case SL::OP_ASSIGN_SUB:
 | |
| 				case SL::OP_ASSIGN_MUL:
 | |
| 				case SL::OP_ASSIGN_DIV:
 | |
| 				case SL::OP_ASSIGN_SHIFT_LEFT:
 | |
| 				case SL::OP_ASSIGN_SHIFT_RIGHT:
 | |
| 				case SL::OP_ASSIGN_MOD:
 | |
| 				case SL::OP_ASSIGN_BIT_AND:
 | |
| 				case SL::OP_ASSIGN_BIT_OR:
 | |
| 				case SL::OP_ASSIGN_BIT_XOR:
 | |
| 					code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 					break;
 | |
| 				case SL::OP_BIT_INVERT:
 | |
| 				case SL::OP_NEGATE:
 | |
| 				case SL::OP_NOT:
 | |
| 				case SL::OP_DECREMENT:
 | |
| 				case SL::OP_INCREMENT:
 | |
| 					code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 					break;
 | |
| 				case SL::OP_POST_DECREMENT:
 | |
| 				case SL::OP_POST_INCREMENT:
 | |
| 					code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
 | |
| 					break;
 | |
| 				case SL::OP_CALL:
 | |
| 				case SL::OP_CONSTRUCT: {
 | |
| 
 | |
| 					ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
 | |
| 
 | |
| 					SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
 | |
| 
 | |
| 					if (onode->op == SL::OP_CONSTRUCT) {
 | |
| 						code += String(vnode->name);
 | |
| 					} else {
 | |
| 
 | |
| 						if (internal_functions.has(vnode->name)) {
 | |
| 							code += vnode->name;
 | |
| 						} else if (p_default_actions.renames.has(vnode->name)) {
 | |
| 							code += p_default_actions.renames[vnode->name];
 | |
| 						} else {
 | |
| 							code += _mkid(vnode->name);
 | |
| 						}
 | |
| 					}
 | |
| 
 | |
| 					code += "(";
 | |
| 
 | |
| 					for (int i = 1; i < onode->arguments.size(); i++) {
 | |
| 						if (i > 1)
 | |
| 							code += ", ";
 | |
| 						code += _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 					}
 | |
| 					code += ")";
 | |
| 				} break;
 | |
| 				case SL::OP_INDEX: {
 | |
| 
 | |
| 					code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 					code += "[";
 | |
| 					code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 					code += "]";
 | |
| 
 | |
| 				} break;
 | |
| 				case SL::OP_SELECT_IF: {
 | |
| 
 | |
| 					code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 					code += "?";
 | |
| 					code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 					code += ":";
 | |
| 					code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 
 | |
| 				} break;
 | |
| 
 | |
| 				default: {
 | |
| 
 | |
| 					code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")";
 | |
| 					break;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 		} break;
 | |
| 		case SL::Node::TYPE_CONTROL_FLOW: {
 | |
| 			SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
 | |
| 			if (cfnode->flow_op == SL::FLOW_OP_IF) {
 | |
| 
 | |
| 				code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
 | |
| 				code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 				if (cfnode->blocks.size() == 2) {
 | |
| 
 | |
| 					code += _mktab(p_level) + "else\n";
 | |
| 					code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 				}
 | |
| 			} else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
 | |
| 
 | |
| 				code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
 | |
| 				code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 			} else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
 | |
| 
 | |
| 				String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 				String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 				String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 				code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
 | |
| 				code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | |
| 
 | |
| 			} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
 | |
| 
 | |
| 				if (cfnode->expressions.size()) {
 | |
| 					code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";
 | |
| 				} else {
 | |
| 					code = "return;";
 | |
| 				}
 | |
| 			} else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
 | |
| 
 | |
| 				code = "discard;";
 | |
| 			} else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
 | |
| 
 | |
| 				code = "continue;";
 | |
| 			} else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
 | |
| 
 | |
| 				code = "break;";
 | |
| 			}
 | |
| 
 | |
| 		} break;
 | |
| 		case SL::Node::TYPE_MEMBER: {
 | |
| 			SL::MemberNode *mnode = (SL::MemberNode *)p_node;
 | |
| 			code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
 | |
| 
 | |
| 		} break;
 | |
| 	}
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
 | |
| 
 | |
| 	Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types());
 | |
| 
 | |
| 	if (err != OK) {
 | |
| 
 | |
| 		Vector<String> shader = p_code.split("\n");
 | |
| 		for (int i = 0; i < shader.size(); i++) {
 | |
| 			print_line(itos(i) + " " + shader[i]);
 | |
| 		}
 | |
| 
 | |
| 		_err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
 | |
| 		return err;
 | |
| 	}
 | |
| 
 | |
| 	r_gen_code.defines.clear();
 | |
| 	r_gen_code.vertex = String();
 | |
| 	r_gen_code.vertex_global = String();
 | |
| 	r_gen_code.fragment = String();
 | |
| 	r_gen_code.fragment_global = String();
 | |
| 	r_gen_code.light = String();
 | |
| 	r_gen_code.uses_fragment_time = false;
 | |
| 	r_gen_code.uses_vertex_time = false;
 | |
| 
 | |
| 	used_name_defines.clear();
 | |
| 	used_rmode_defines.clear();
 | |
| 	used_flag_pointers.clear();
 | |
| 
 | |
| 	_dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
 | |
| 
 | |
| 	if (r_gen_code.uniform_total_size) { //uniforms used?
 | |
| 		int md = sizeof(float) * 4;
 | |
| 		if (r_gen_code.uniform_total_size % md) {
 | |
| 			r_gen_code.uniform_total_size += md - (r_gen_code.uniform_total_size % md);
 | |
| 		}
 | |
| 		r_gen_code.uniform_total_size += md; //pad just in case
 | |
| 	}
 | |
| 
 | |
| 	return OK;
 | |
| }
 | |
| 
 | |
| ShaderCompilerGLES3::ShaderCompilerGLES3() {
 | |
| 
 | |
| 	/** CANVAS ITEM SHADER **/
 | |
| 
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
 | |
| 
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
 | |
| 
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
 | |
| 
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
 | |
| 	//actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
 | |
| 
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
 | |
| 
 | |
| 	actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
 | |
| 
 | |
| 	/** SPATIAL SHADER **/
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
 | |
| 	//actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
 | |
| 
 | |
| 	//builtins
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
 | |
| 	//actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
 | |
| 	//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
 | |
| 	actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
 | |
| 
 | |
| 	//for light
 | |
| 	actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
 | |
| 	actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
 | |
| 	actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
 | |
| 
 | |
| 	/* PARTICLES SHADER */
 | |
| 
 | |
| 	actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
 | |
| 	actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
 | |
| 
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
 | |
| 	actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
 | |
| 
 | |
| 	vertex_name = "vertex";
 | |
| 	fragment_name = "fragment";
 | |
| 	time_name = "TIME";
 | |
| 
 | |
| 	List<String> func_list;
 | |
| 
 | |
| 	ShaderLanguage::get_builtin_funcs(&func_list);
 | |
| 
 | |
| 	for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
 | |
| 		internal_functions.insert(E->get());
 | |
| 	}
 | |
| }
 | 
