diff options
Diffstat (limited to 'drivers/gles2/shader_compiler_gles2.cpp')
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 1125 |
1 files changed, 1125 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..2784b156fc --- /dev/null +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -0,0 +1,1125 @@ +/*************************************************************************/ +/* shader_compiler_gles2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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" +#ifdef GLES2_BACKEND_ENABLED + +#include "core/os/os.h" + +//#ifdef GODOT_3 + +#ifdef GODOT_3 +#include "core/project_settings.h" +#include "core/string_buffer.h" +#include "core/string_builder.h" +#else +#include "core/config/project_settings.h" +#include "core/string/string_buffer.h" +#include "core/string/string_builder.h" + +#endif + +#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) { + String id = "m_" + p_id.replace("__", "_dus_"); + return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl +} + +static String f2sp0(float p_float) { + String num = rtoss(p_float); + if (num.find(".") == -1 && num.find("e") == -1) { + num += ".0"; + } + return num; +} + +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); + 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, bool p_use_scope) { + StringBuilder code; + + switch (p_node->type) { + default: { + } break; + 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; + + // use highp if no precision is specified to prevent different default values in fragment and vertex shader + SL::DataPrecision precision = E->get().precision; + if (precision == SL::PRECISION_DEFAULT && E->get().type != SL::TYPE_BOOL) { + precision = SL::PRECISION_HIGHP; + } + + uniform_code += "uniform "; + uniform_code += _prestr(precision); + 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.write[E->get().texture_order] = E->key(); + r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint; + } else { + r_gen_code.uniforms.write[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().precision); + varying_code += _typestr(E->get().type); + varying_code += " "; + varying_code += _mkid(E->key()); + if (E->get().array_size > 0) { + varying_code += "["; + varying_code += itos(E->get().array_size); + varying_code += "]"; + } + varying_code += ";\n"; + + String final_code = varying_code.as_string(); + + vertex_global += final_code; + fragment_global += final_code; + } + + // constants + + for (int i = 0; i < snode->vconstants.size(); i++) { + String gcode; + gcode += "const "; + gcode += _prestr(snode->vconstants[i].precision); + gcode += _typestr(snode->vconstants[i].type); + gcode += " " + _mkid(String(snode->vconstants[i].name)); + gcode += "="; + gcode += _dump_node_code(snode->vconstants[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + gcode += ";\n"; + vertex_global += gcode; + fragment_global += gcode; + } + + // functions + + Map<StringName, String> function_code; + + for (int i = 0; i < snode->functions.size(); i++) { + SL::FunctionNode *fnode = snode->functions[i].function; + current_func_name = fnode->name; + 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; + if (var_dec_node->is_const) { + declaration += "const "; + } + 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]; + String node_name = define.substr(1, define.length()); + + if (define.begins_with("@")) { + define = p_default_actions.usage_defines[node_name]; + } + + if (!used_name_defines.has(node_name)) { + 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_ARRAY_DECLARATION: { + SL::ArrayDeclarationNode *arr_dec_node = (SL::ArrayDeclarationNode *)p_node; + + StringBuffer<> declaration; + declaration += _prestr(arr_dec_node->precision); + declaration += _typestr(arr_dec_node->datatype); + + for (int i = 0; i < arr_dec_node->declarations.size(); i++) { + if (i > 0) { + declaration += ","; + } + + declaration += " "; + + declaration += _mkid(arr_dec_node->declarations[i].name); + declaration += "["; + declaration += itos(arr_dec_node->declarations[i].size); + declaration += "]"; + } + + code += declaration.as_string(); + } break; + case SL::Node::TYPE_ARRAY: { + SL::ArrayNode *arr_node = (SL::ArrayNode *)p_node; + + if (p_assigning && p_actions.write_flag_pointers.has(arr_node->name)) { + *p_actions.write_flag_pointers[arr_node->name] = true; + } + + if (p_default_actions.usage_defines.has(arr_node->name) && !used_name_defines.has(arr_node->name)) { + String define = p_default_actions.usage_defines[arr_node->name]; + String node_name = define.substr(1, define.length()); + + if (define.begins_with("@")) { + define = p_default_actions.usage_defines[node_name]; + } + + if (!used_name_defines.has(node_name)) { + r_gen_code.custom_defines.push_back(define.utf8()); + } + used_name_defines.insert(arr_node->name); + } + + if (p_actions.usage_flag_pointers.has(arr_node->name) && !used_flag_pointers.has(arr_node->name)) { + *p_actions.usage_flag_pointers[arr_node->name] = true; + used_flag_pointers.insert(arr_node->name); + } + + if (p_default_actions.renames.has(arr_node->name)) { + code += p_default_actions.renames[arr_node->name]; + } else { + code += _mkid(arr_node->name); + } + + if (arr_node->call_expression != NULL) { + code += "."; + code += _dump_node_code(arr_node->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false); + } + + if (arr_node->index_expression != NULL) { + code += "["; + code += _dump_node_code(arr_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += "]"; + } + + if (arr_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_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_ASSIGN_MOD: { + String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += a + " = " + n + " == 0 ? 0 : "; + code += a + " - " + n + " * (" + a + " / " + n + ")"; + } 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) { // || + // op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLEREXT) { + code += "texture2D"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { + code += "textureCube"; + } + + } else if (var_node->name == "textureLod") { + // emit texture call + + if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) { + code += "texture2DLod"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { + code += "textureCubeLod"; + } + + } else if (var_node->name == "mix") { + switch (op_node->arguments[3]->get_datatype()) { + case SL::TYPE_BVEC2: { + code += "select2"; + } break; + + case SL::TYPE_BVEC3: { + code += "select3"; + } break; + + case SL::TYPE_BVEC4: { + code += "select4"; + } break; + + case SL::TYPE_VEC2: + case SL::TYPE_VEC3: + case SL::TYPE_VEC4: + case SL::TYPE_FLOAT: { + code += "mix"; + } break; + + default: { + SL::DataType type = op_node->arguments[3]->get_datatype(); + // FIXME: Proper error print or graceful handling + print_line(String("uhhhh invalid mix with type: ") + itos(type)); + } break; + } + + } 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 += ")"; + + 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]; + String node_name = define.substr(1, define.length()); + + if (define.begins_with("@")) { + define = p_default_actions.usage_defines[node_name]; + } + + if (!used_name_defines.has(node_name)) { + r_gen_code.custom_defines.push_back(define.utf8()); + } + used_name_defines.insert(var_node->name); + } + + } 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 += "("; + 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); + code += ")"; + } break; + + case SL::OP_MOD: { + String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += "(" + n + " == 0 ? 0 : "; + code += a + " - " + n + " * (" + a + " / " + n + "))"; + } break; + + default: { + if (p_use_scope) { + 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); + if (p_use_scope) { + 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_DO) { + code += _mktab(p_level); + code += "do"; + code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + 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 += ");"; + } 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) { + if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) { + *p_actions.usage_flag_pointers["DISCARD"] = true; + used_flag_pointers.insert("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(); +} + +ShaderLanguage::DataType ShaderCompilerGLES2::_get_variable_type(const StringName &p_type) { + // RS::GlobalVariableType gvt = ((RasterizerStorageRD *)(RendererStorage::base_singleton))->global_variable_get_type_internal(p_type); + RS::GlobalVariableType gvt = RS::GLOBAL_VAR_TYPE_MAX; + return RS::global_variable_type_get_shader_datatype(gvt); +} + +Error ShaderCompilerGLES2::compile(GD_VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { + + ShaderLanguage::VaryingFunctionNames var_names; + + Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), var_names, ShaderTypes::get_singleton()->get_types(), _get_variable_type); + + // Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) { + if (err != OK) { + Vector<String> shader = p_code.split("\n"); + for (int i = 0; i < shader.size(); i++) { + print_line(itos(i + 1) + " " + 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[GD_VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size"; + + actions[GD_VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom"; + + actions[GD_VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord"; + + actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; + actions[GD_VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec"; + + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["MODULATE"] = "#define MODULATE_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n"; + + // Ported from GLES3 + + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n"; + actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n"; + + /** SPATIAL SHADER **/ + + actions[GD_VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform"; + actions[GD_VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix"; + actions[GD_VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix"; + actions[GD_VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix"; + actions[GD_VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix"; + actions[GD_VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview"; + + actions[GD_VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz"; + actions[GD_VS::SHADER_SPATIAL].renames["NORMAL"] = "normal"; + actions[GD_VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent"; + actions[GD_VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal"; + actions[GD_VS::SHADER_SPATIAL].renames["POSITION"] = "position"; + actions[GD_VS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; + actions[GD_VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; + actions[GD_VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; + actions[GD_VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size"; + // gl_InstanceID is not available in OpenGL ES 2.0 + actions[GD_VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0"; + + //builtins + + actions[GD_VS::SHADER_SPATIAL].renames["TIME"] = "time"; + actions[GD_VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size"; + + actions[GD_VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord"; + actions[GD_VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing"; + actions[GD_VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap"; + actions[GD_VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth"; + actions[GD_VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; + actions[GD_VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; + actions[GD_VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; + actions[GD_VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular"; + actions[GD_VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness"; + actions[GD_VS::SHADER_SPATIAL].renames["RIM"] = "rim"; + actions[GD_VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint"; + actions[GD_VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat"; + actions[GD_VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; + actions[GD_VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; + actions[GD_VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; + actions[GD_VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; + actions[GD_VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; + actions[GD_VS::SHADER_SPATIAL].renames["AO"] = "ao"; + actions[GD_VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; + actions[GD_VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; + actions[GD_VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; + actions[GD_VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; + actions[GD_VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; + actions[GD_VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[GD_VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture"; + // Defined in GLES3, but not available in GLES2 + //actions[GD_VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; + actions[GD_VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; + actions[GD_VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + + //for light + actions[GD_VS::SHADER_SPATIAL].renames["VIEW"] = "view"; + actions[GD_VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color"; + actions[GD_VS::SHADER_SPATIAL].renames["LIGHT"] = "light"; + actions[GD_VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation"; + actions[GD_VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light"; + actions[GD_VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light"; + + actions[GD_VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; + + actions[GD_VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; + + actions[GD_VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + + // Ported from GLES3 + + actions[GD_VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n"; + actions[GD_VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n"; + + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; + + // Defined in GLES3, could be implemented in GLES2 too if there's a need for it + //actions[GD_VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; + // Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available + //actions[GD_VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; + //actions[GD_VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; + + bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley"); + + if (!force_lambert) { + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; + } + + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; + + bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx"); + + if (!force_blinn) { + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; + } else { + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; + } + + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; + actions[GD_VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; + + // No defines for particle shaders in GLES2, there are no GPU particles + + 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()); + } +} + +#endif // GLES2_BACKEND_ENABLED |