diff options
Diffstat (limited to 'drivers/gles2/shader_compiler_gles2.cpp')
| -rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 891 | 
1 files changed, 891 insertions, 0 deletions
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp new file mode 100644 index 0000000000..ad6c2f850a --- /dev/null +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -0,0 +1,891 @@ +/*************************************************************************/ +/*  shader_compiler_gles3.cpp                                            */ +/*************************************************************************/ +/*                       This file is part of:                           */ +/*                           GODOT ENGINE                                */ +/*                      https://godotengine.org                          */ +/*************************************************************************/ +/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */ +/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */ +/*                                                                       */ +/* 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.                */ +/*************************************************************************/ +#include "shader_compiler_gles2.h" + +#include "os/os.h" +#include "string_buffer.h" +#include "string_builder.h" + +#define SL ShaderLanguage + +static String _mktab(int p_level) { + +	String tb; +	for (int i = 0; i < p_level; i++) { +		tb += "\t"; +	} + +	return tb; +} + +static String _typestr(SL::DataType p_type) { + +	return ShaderLanguage::get_datatype_name(p_type); +} + +static String _prestr(SL::DataPrecision p_pres) { + +	switch (p_pres) { +		case SL::PRECISION_LOWP: return "lowp "; +		case SL::PRECISION_MEDIUMP: return "mediump "; +		case SL::PRECISION_HIGHP: return "highp "; +		case SL::PRECISION_DEFAULT: return ""; +	} +	return ""; +} + +static String _qualstr(SL::ArgumentQualifier p_qual) { + +	switch (p_qual) { +		case SL::ARGUMENT_QUALIFIER_IN: return "in "; +		case SL::ARGUMENT_QUALIFIER_OUT: return "out "; +		case SL::ARGUMENT_QUALIFIER_INOUT: return "inout "; +	} +	return ""; +} + +static String _opstr(SL::Operator p_op) { + +	return SL::get_operator_text(p_op); +} + +static String _mkid(const String &p_id) { + +	StringBuffer<> id; +	id += "m_"; +	id += p_id; + +	return id.as_string(); +} + +static String f2sp0(float p_float) { + +	if (int(p_float) == p_float) +		return itos(p_float) + ".0"; +	else +		return rtoss(p_float); +} + +static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) { + +	switch (p_type) { +		case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false"; +		case SL::TYPE_BVEC2: +		case SL::TYPE_BVEC3: +		case SL::TYPE_BVEC4: { + +			StringBuffer<> text; + +			text += "bvec"; +			text += itos(p_type - SL::TYPE_BOOL + 1); +			text += "("; + +			for (int i = 0; i < p_values.size(); i++) { +				if (i > 0) +					text += ","; + +				text += p_values[i].boolean ? "true" : "false"; +			} +			text += ")"; +			return text.as_string(); +		} + +		// GLSL ES 2 doesn't support uints, so we just use signed ints instead... +		case SL::TYPE_UINT: return itos(p_values[0].uint); +		case SL::TYPE_UVEC2: +		case SL::TYPE_UVEC3: +		case SL::TYPE_UVEC4: { + +			StringBuffer<> text; + +			text += "ivec"; +			text += itos(p_type - SL::TYPE_UINT + 1); +			text += "("; + +			for (int i = 0; i < p_values.size(); i++) { +				if (i > 0) +					text += ","; + +				text += itos(p_values[i].uint); +			} +			text += ")"; +			return text.as_string(); + +		} break; + +		case SL::TYPE_INT: return itos(p_values[0].sint); +		case SL::TYPE_IVEC2: +		case SL::TYPE_IVEC3: +		case SL::TYPE_IVEC4: { + +			StringBuffer<> text; + +			text += "ivec"; +			text += itos(p_type - SL::TYPE_INT + 1); +			text += "("; + +			for (int i = 0; i < p_values.size(); i++) { +				if (i > 0) +					text += ","; + +				text += itos(p_values[i].sint); +			} +			text += ")"; +			return text.as_string(); + +		} break; +		case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f"; +		case SL::TYPE_VEC2: +		case SL::TYPE_VEC3: +		case SL::TYPE_VEC4: { + +			StringBuffer<> text; + +			text += "vec"; +			text += itos(p_type - SL::TYPE_FLOAT + 1); +			text += "("; + +			for (int i = 0; i < p_values.size(); i++) { +				if (i > 0) +					text += ","; + +				text += f2sp0(p_values[i].real); +			} +			text += ")"; +			return text.as_string(); + +		} break; +		case SL::TYPE_MAT2: +		case SL::TYPE_MAT3: +		case SL::TYPE_MAT4: { + +			StringBuffer<> text; + +			text += "mat"; +			text += itos(p_type - SL::TYPE_MAT2 + 2); +			text += "("; + +			for (int i = 0; i < p_values.size(); i++) { +				if (i > 0) +					text += ","; + +				text += f2sp0(p_values[i].real); +			} +			text += ")"; +			return text.as_string(); + +		} break; +		default: ERR_FAIL_V(String()); +	} +} + +void ShaderCompilerGLES2::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added) { +	int fidx = -1; + +	for (int i = 0; i < p_node->functions.size(); i++) { +		if (p_node->functions[i].name == p_for_func) { +			fidx = i; +			break; +		} +	} + +	ERR_FAIL_COND(fidx == -1); + +	for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) { + +		if (r_added.has(E->get())) { +			continue; +		} + +		_dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_added); + +		SL::FunctionNode *fnode = NULL; + +		for (int i = 0; i < p_node->functions.size(); i++) { +			if (p_node->functions[i].name == E->get()) { +				fnode = p_node->functions[i].function; +				break; +			} +		} + +		ERR_FAIL_COND(!fnode); + +		r_to_add += "\n"; + +		StringBuffer<128> header; + +		header += _typestr(fnode->return_type); +		header += " "; +		header += _mkid(fnode->name); +		header += "("; + +		for (int i = 0; i < fnode->arguments.size(); i++) { +			if (i > 0) +				header += ", "; + +			header += _qualstr(fnode->arguments[i].qualifier); +			header += _prestr(fnode->arguments[i].precision); +			header += _typestr(fnode->arguments[i].type); +			header += " "; +			header += _mkid(fnode->arguments[i].name); +		} + +		header += ")\n"; +		r_to_add += header.as_string(); +		r_to_add += p_func_code[E->get()]; + +		r_added.insert(E->get()); +	} +} + +String ShaderCompilerGLES2::_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) { + +	StringBuilder code; + +	switch (p_node->type) { + +		case SL::Node::TYPE_SHADER: { + +			SL::ShaderNode *snode = (SL::ShaderNode *)p_node; + +			for (int i = 0; i < snode->render_modes.size(); i++) { + +				if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) { + +					r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8()); +					used_rmode_defines.insert(snode->render_modes[i]); +				} + +				if (p_actions.render_mode_flags.has(snode->render_modes[i])) { +					*p_actions.render_mode_flags[snode->render_modes[i]] = true; +				} + +				if (p_actions.render_mode_values.has(snode->render_modes[i])) { +					Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]]; +					*p.first = p.second; +				} +			} + +			int max_texture_uniforms = 0; +			int max_uniforms = 0; + +			for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) { +				if (SL::is_sampler_type(E->get().type)) +					max_texture_uniforms++; +				else +					max_uniforms++; +			} + +			r_gen_code.texture_uniforms.resize(max_texture_uniforms); +			r_gen_code.texture_hints.resize(max_texture_uniforms); + +			r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms); + +			StringBuilder vertex_global; +			StringBuilder fragment_global; + +			// uniforms + +			for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) { +				StringBuffer<> uniform_code; + +				uniform_code += "uniform "; + +				uniform_code += _prestr(E->get().precission); +				uniform_code += _typestr(E->get().type); +				uniform_code += " "; +				uniform_code += _mkid(E->key()); +				uniform_code += ";\n"; + +				if (SL::is_sampler_type(E->get().type)) { +					r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key()); +					r_gen_code.texture_hints[E->get().texture_order] = E->get().hint; +				} else { +					r_gen_code.uniforms[E->get().order] = E->key(); +				} + +				vertex_global += uniform_code.as_string(); +				fragment_global += uniform_code.as_string(); + +				p_actions.uniforms->insert(E->key(), E->get()); +			} + +			// varyings + +			for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) { + +				StringBuffer<> varying_code; + +				varying_code += "varying "; +				varying_code += _prestr(E->get().precission); +				varying_code += _typestr(E->get().type); +				varying_code += " "; +				varying_code += _mkid(E->key()); +				varying_code += ";\n"; + +				String final_code = varying_code.as_string(); + +				vertex_global += final_code; +				fragment_global += final_code; +			} + +			// functions + +			Map<StringName, String> function_code; + +			for (int i = 0; i < snode->functions.size(); i++) { +				SL::FunctionNode *fnode = snode->functions[i].function; +				function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning); +			} + +			Set<StringName> added_vertex; +			Set<StringName> added_fragment; + +			for (int i = 0; i < snode->functions.size(); i++) { + +				SL::FunctionNode *fnode = snode->functions[i].function; + +				current_func_name = fnode->name; + +				if (fnode->name == vertex_name) { +					_dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex); +					r_gen_code.vertex = function_code[vertex_name]; + +				} else if (fnode->name == fragment_name) { +					_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment); +					r_gen_code.fragment = function_code[fragment_name]; + +				} else if (fnode->name == light_name) { +					_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment); +					r_gen_code.light = function_code[light_name]; +				} +			} + +			r_gen_code.vertex_global = vertex_global.as_string(); +			r_gen_code.fragment_global = fragment_global.as_string(); + +		} break; + +		case SL::Node::TYPE_FUNCTION: { + +		} break; + +		case SL::Node::TYPE_BLOCK: { + +			SL::BlockNode *bnode = (SL::BlockNode *)p_node; + +			if (!bnode->single_statement) { +				code += _mktab(p_level - 1); +				code += "{\n"; +			} + +			for (int i = 0; i < bnode->statements.size(); i++) { +				String statement_code = _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 += statement_code; +				} else { +					code += _mktab(p_level); +					code += statement_code; +					code += ";\n"; +				} +			} + +			if (!bnode->single_statement) { +				code += _mktab(p_level - 1); +				code += "}\n"; +			} +		} break; + +		case SL::Node::TYPE_VARIABLE_DECLARATION: { +			SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node; + +			StringBuffer<> declaration; + +			declaration += _prestr(var_dec_node->precision); +			declaration += _typestr(var_dec_node->datatype); + +			for (int i = 0; i < var_dec_node->declarations.size(); i++) { + +				if (i > 0) { +					declaration += ","; +				} + +				declaration += " "; + +				declaration += _mkid(var_dec_node->declarations[i].name); + +				if (var_dec_node->declarations[i].initializer) { +					declaration += " = "; +					declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +				} +			} + +			code += declaration.as_string(); +		} break; + +		case SL::Node::TYPE_VARIABLE: { +			SL::VariableNode *var_node = (SL::VariableNode *)p_node; + +			if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) { +				*p_actions.write_flag_pointers[var_node->name] = true; +			} + +			if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) { +				String define = p_default_actions.usage_defines[var_node->name]; + +				if (define.begins_with("@")) { +					define = p_default_actions.usage_defines[define.substr(1, define.length())]; +				} + +				r_gen_code.custom_defines.push_back(define.utf8()); +				used_name_defines.insert(var_node->name); +			} + +			if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) { +				*p_actions.usage_flag_pointers[var_node->name] = true; +				used_flag_pointers.insert(var_node->name); +			} + +			if (p_default_actions.renames.has(var_node->name)) { +				code += p_default_actions.renames[var_node->name]; +			} else { +				code += _mkid(var_node->name); +			} + +			if (var_node->name == time_name) { +				if (current_func_name == vertex_name) { +					r_gen_code.uses_vertex_time = true; +				} +				if (current_func_name == fragment_name || current_func_name == light_name) { +					r_gen_code.uses_fragment_time = true; +				} +			} +		} break; + +		case SL::Node::TYPE_CONSTANT: { +			SL::ConstantNode *const_node = (SL::ConstantNode *)p_node; + +			return get_constant_text(const_node->datatype, const_node->values); +		} break; + +		case SL::Node::TYPE_OPERATOR: { +			SL::OperatorNode *op_node = (SL::OperatorNode *)p_node; + +			switch (op_node->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(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true); +					code += " "; +					code += _opstr(op_node->op); +					code += " "; +					code += _dump_node_code(op_node->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(op_node->op); +					code += _dump_node_code(op_node->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(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +					code += _opstr(op_node->op); +				} break; + +				case SL::OP_CALL: +				case SL::OP_CONSTRUCT: { +					ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String()); + +					SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0]; + +					if (op_node->op == SL::OP_CONSTRUCT) { +						code += var_node->name; +					} else { + +						if (var_node->name == "texture") { +							// emit texture call + +							if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) { +								code += "texture2D"; +							} else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { +								code += "textureCube"; +							} + +						} else if (p_default_actions.renames.has(var_node->name)) { +							code += p_default_actions.renames[var_node->name]; +						} else if (internal_functions.has(var_node->name)) { +							code += var_node->name; +						} else { +							code += _mkid(var_node->name); +						} +					} + +					code += "("; + +					for (int i = 1; i < op_node->arguments.size(); i++) { +						if (i > 1) { +							code += ", "; +						} + +						code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +					} + +					code += ")"; + +				} break; + +				case SL::OP_INDEX: { +					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +					code += "["; +					code += _dump_node_code(op_node->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(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +					code += " ? "; +					code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +					code += " : "; +					code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +				} break; + +				default: { +					code += "("; +					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +					code += " "; +					code += _opstr(op_node->op); +					code += " "; +					code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +					code += ")"; +				} break; +			} +		} break; + +		case SL::Node::TYPE_CONTROL_FLOW: { +			SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node; + +			if (cf_node->flow_op == SL::FLOW_OP_IF) { + +				code += _mktab(p_level); +				code += "if ("; +				code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +				code += ")\n"; +				code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + +				if (cf_node->blocks.size() == 2) { +					code += _mktab(p_level); +					code += "else\n"; +					code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); +				} +			} else if (cf_node->flow_op == SL::FLOW_OP_WHILE) { +				code += _mktab(p_level); +				code += "while ("; +				code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +				code += ")\n"; +				code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); +			} else if (cf_node->flow_op == SL::FLOW_OP_FOR) { + +				code += _mktab(p_level); +				code += "for ("; +				code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +				code += "; "; +				code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +				code += "; "; +				code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +				code += ")\n"; + +				code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + +			} else if (cf_node->flow_op == SL::FLOW_OP_RETURN) { +				code += _mktab(p_level); +				code += "return"; + +				if (cf_node->expressions.size()) { +					code += " "; +					code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +				} +				code += ";\n"; +			} else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) { +				code += "discard;"; +			} else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) { +				code += "continue;"; +			} else if (cf_node->flow_op == SL::FLOW_OP_BREAK) { +				code += "break;"; +			} +		} break; + +		case SL::Node::TYPE_MEMBER: { +			SL::MemberNode *member_node = (SL::MemberNode *)p_node; +			code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); +			code += "."; +			code += member_node->name; +		} break; +	} + +	return code.as_string(); +} + +Error ShaderCompilerGLES2::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.custom_defines.clear(); +	r_gen_code.uniforms.clear(); +	r_gen_code.texture_uniforms.clear(); +	r_gen_code.texture_hints.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); + +	return OK; +} + +ShaderCompilerGLES2::ShaderCompilerGLES2() { + +	/** 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["SIDE"] = "side"; +	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["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["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_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; +	actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; +	actions[VS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; + +	vertex_name = "vertex"; +	fragment_name = "fragment"; +	light_name = "light"; +	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()); +	} +}  |