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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /drivers/gles2/shader_compiler_gles2.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
GODOT IS OPEN SOURCE
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+/*************************************************************************/
+/* shader_compiler_gles2.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef SHADER_COMPILER_GLES2_H
+#define SHADER_COMPILER_GLES2_H
+
+#include "servers/visual/shader_language.h"
+class ShaderCompilerGLES2 {
+
+ class Uniform;
+public:
+ class Flags;
+private:
+
+ ShaderLanguage::ProgramNode *program_node;
+ String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false);
+ void compile_node(ShaderLanguage::ProgramNode *p_program);
+ static void create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);
+
+
+ bool uses_texscreen;
+ bool uses_texpos;
+ bool uses_alpha;
+ bool uses_discard;
+ bool uses_screen_uv;
+ bool vertex_code_writes_vertex;
+ Flags *flags;
+
+ StringName vname_discard;
+ StringName vname_screen_uv;
+ StringName vname_diffuse_alpha;
+ StringName vname_color_interp;
+ StringName vname_uv_interp;
+ StringName vname_uv2_interp;
+ StringName vname_tangent_interp;
+ StringName vname_binormal_interp;
+ StringName vname_var1_interp;
+ StringName vname_var2_interp;
+
+ Map<StringName,ShaderLanguage::Uniform> *uniforms;
+
+ StringName out_vertex_name;
+
+ String global_code;
+ String code;
+ ShaderLanguage::ShaderType type;
+
+ String replace_string(const StringName& p_string);
+
+ Map<StringName,StringName> mode_replace_table[2];
+ Map<StringName,StringName> replace_table;
+
+public:
+
+ struct Flags {
+
+ bool uses_alpha;
+ bool uses_texscreen;
+ bool uses_texpos;
+ bool vertex_code_writes_vertex;
+ bool uses_discard;
+ bool uses_screen_uv;
+ bool use_color_interp;
+ bool use_uv_interp;
+ bool use_uv2_interp;
+ bool use_tangent_interp;
+ bool use_var1_interp;
+ bool use_var2_interp;
+ };
+
+ Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
+
+ ShaderCompilerGLES2();
+
+};
+
+#endif // SHADER_COMPILERL_GL_H