diff options
Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.cpp')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 623 |
1 files changed, 297 insertions, 326 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 260f1787c4..12934a82e7 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -35,8 +35,8 @@ static String _mktab(int p_level) { String tb; - for(int i=0;i<p_level;i++) { - tb+="\t"; + for (int i = 0; i < p_level; i++) { + tb += "\t"; } return tb; @@ -49,7 +49,7 @@ static String _typestr(SL::DataType p_type) { static int _get_datatype_size(SL::DataType p_type) { - switch(p_type) { + switch (p_type) { case SL::TYPE_VOID: return 0; case SL::TYPE_BOOL: return 4; @@ -80,12 +80,9 @@ static int _get_datatype_size(SL::DataType p_type) { ERR_FAIL_V(0); } - - static String _prestr(SL::DataPrecision p_pres) { - - switch(p_pres) { + switch (p_pres) { case SL::PRECISION_LOWP: return "lowp "; case SL::PRECISION_MEDIUMP: return "mediump "; case SL::PRECISION_HIGHP: return "highp "; @@ -94,89 +91,87 @@ static String _prestr(SL::DataPrecision p_pres) { return ""; } - static String _opstr(SL::Operator p_op) { return SL::get_operator_text(p_op); } -static String _mkid(const String& p_id) { +static String _mkid(const String &p_id) { - return "m_"+p_id; + return "m_" + p_id; } static String f2sp0(float p_float) { - if (int(p_float)==p_float) - return itos(p_float)+".0"; + 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) { +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"; + 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: { + String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "("; + for (int i = 0; i < p_values.size(); i++) { + if (i > 0) + text += ","; - String text="bvec"+itos(p_type-SL::TYPE_BOOL+1)+"("; - for(int i=0;i<p_values.size();i++) { - if (i>0) - text+=","; - - text+=p_values[i].boolean?"true":"false"; + text += p_values[i].boolean ? "true" : "false"; } - text+=")"; + text += ")"; return text; } - case SL::TYPE_INT: return itos(p_values[0].sint); + case SL::TYPE_INT: return itos(p_values[0].sint); case SL::TYPE_IVEC2: case SL::TYPE_IVEC3: case SL::TYPE_IVEC4: { - String text="ivec"+itos(p_type-SL::TYPE_INT+1)+"("; - for(int i=0;i<p_values.size();i++) { - if (i>0) - text+=","; + String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "("; + for (int i = 0; i < p_values.size(); i++) { + if (i > 0) + text += ","; - text+=itos(p_values[i].sint); + text += itos(p_values[i].sint); } - text+=")"; + text += ")"; return text; } break; - case SL::TYPE_UINT: return itos(p_values[0].uint)+"u"; + case SL::TYPE_UINT: return itos(p_values[0].uint) + "u"; case SL::TYPE_UVEC2: case SL::TYPE_UVEC3: - case SL::TYPE_UVEC4: { + case SL::TYPE_UVEC4: { - String text="uvec"+itos(p_type-SL::TYPE_UINT+1)+"("; - for(int i=0;i<p_values.size();i++) { - if (i>0) - text+=","; + String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "("; + for (int i = 0; i < p_values.size(); i++) { + if (i > 0) + text += ","; - text+=itos(p_values[i].uint)+"u"; + text += itos(p_values[i].uint) + "u"; } - text+=")"; + text += ")"; return text; } break; - case SL::TYPE_FLOAT: return f2sp0(p_values[0].real)+"f"; + case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f"; case SL::TYPE_VEC2: case SL::TYPE_VEC3: - case SL::TYPE_VEC4: { + case SL::TYPE_VEC4: { - String text="vec"+itos(p_type-SL::TYPE_FLOAT+1)+"("; - for(int i=0;i<p_values.size();i++) { - if (i>0) - text+=","; + String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "("; + for (int i = 0; i < p_values.size(); i++) { + if (i > 0) + text += ","; - text+=f2sp0(p_values[i].real); + text += f2sp0(p_values[i].real); } - text+=")"; + text += ")"; return text; } break; @@ -184,68 +179,68 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo } } -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) { +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) { - int fidx=-1; + int fidx = -1; - for(int i=0;i<p_node->functions.size();i++) { - if (p_node->functions[i].name==p_for_func) { - fidx=i; + 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); + ERR_FAIL_COND(fidx == -1); - for (Set<StringName>::Element *E=p_node->functions[fidx].uses_function.front();E;E=E->next()) { + for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) { if (added.has(E->get())) { continue; //was added already } - _dump_function_deps(p_node,E->get(),p_func_code,r_to_add,added); + _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added); - SL::FunctionNode *fnode=NULL; + 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; + 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"; + r_to_add += "\n"; String header; - header=_typestr(fnode->return_type)+" "+_mkid(fnode->name)+"("; - for(int i=0;i<fnode->arguments.size();i++) { + header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "("; + for (int i = 0; i < fnode->arguments.size(); i++) { - if (i>0) - header+=", "; - header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+_mkid(fnode->arguments[i].name); + if (i > 0) + header += ", "; + header += _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name); } - header+=")\n"; - r_to_add+=header; - r_to_add+=p_func_code[E->get()]; + header += ")\n"; + r_to_add += header; + r_to_add += p_func_code[E->get()]; added.insert(E->get()); } } -String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode& r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) { +String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) { String code; - switch(p_node->type) { + switch (p_node->type) { case SL::Node::TYPE_SHADER: { - SL::ShaderNode *pnode=(SL::ShaderNode*)p_node; + SL::ShaderNode *pnode = (SL::ShaderNode *)p_node; - for(int i=0;i<pnode->render_modes.size();i++) { + for (int i = 0; i < pnode->render_modes.size(); i++) { if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) { @@ -254,20 +249,19 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener } if (p_actions.render_mode_flags.has(pnode->render_modes[i])) { - *p_actions.render_mode_flags[pnode->render_modes[i]]=true; + *p_actions.render_mode_flags[pnode->render_modes[i]] = true; } if (p_actions.render_mode_values.has(pnode->render_modes[i])) { - Pair<int*,int> &p = p_actions.render_mode_values[pnode->render_modes[i]]; - *p.first=p.second; + Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]]; + *p.first = p.second; } } + int max_texture_uniforms = 0; + int max_uniforms = 0; - int max_texture_uniforms=0; - int max_uniforms=0; - - for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) { + for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) { if (SL::is_sampler_type(E->get().type)) max_texture_uniforms++; else @@ -284,66 +278,62 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener uniform_alignments.resize(max_uniforms); uniform_defines.resize(max_uniforms); - for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) { + for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) { String ucode; if (SL::is_sampler_type(E->get().type)) { - ucode="uniform "; + ucode = "uniform "; } - ucode+=_prestr(E->get().precission); - ucode+=_typestr(E->get().type); - ucode+=" "+_mkid(E->key()); - ucode+=";\n"; + ucode += _prestr(E->get().precission); + ucode += _typestr(E->get().type); + ucode += " " + _mkid(E->key()); + ucode += ";\n"; if (SL::is_sampler_type(E->get().type)) { - r_gen_code.vertex_global+=ucode; - r_gen_code.fragment_global+=ucode; - r_gen_code.texture_uniforms[E->get().texture_order]=_mkid(E->key()); - r_gen_code.texture_hints[E->get().texture_order]=E->get().hint; + r_gen_code.vertex_global += ucode; + r_gen_code.fragment_global += ucode; + 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 { if (r_gen_code.uniforms.empty()) { r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii()); } - uniform_defines[E->get().order]=ucode; - uniform_sizes[E->get().order]=_get_datatype_size(E->get().type); - uniform_alignments[E->get().order]=MIN(16,_get_datatype_size(E->get().type)); + uniform_defines[E->get().order] = ucode; + uniform_sizes[E->get().order] = _get_datatype_size(E->get().type); + uniform_alignments[E->get().order] = MIN(16, _get_datatype_size(E->get().type)); } - p_actions.uniforms->insert(E->key(),E->get()); - + p_actions.uniforms->insert(E->key(), E->get()); } - for(int i=0;i<max_uniforms;i++) { - r_gen_code.uniforms+=uniform_defines[i]; + for (int i = 0; i < max_uniforms; i++) { + r_gen_code.uniforms += uniform_defines[i]; } // add up - for(int i=0;i<uniform_sizes.size();i++) { + for (int i = 0; i < uniform_sizes.size(); i++) { - if (i>0) { + if (i > 0) { - int align = uniform_sizes[i-1] % uniform_alignments[i]; - if (align!=0) { - uniform_sizes[i-1]+=uniform_alignments[i]-align; + 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]; - + uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1]; } } //offset r_gen_code.uniform_offsets.resize(uniform_sizes.size()); - for(int i=0;i<uniform_sizes.size();i++) { + for (int i = 0; i < uniform_sizes.size(); i++) { - if (i>0) - r_gen_code.uniform_offsets[i]=uniform_sizes[i-1]; + if (i > 0) + r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1]; else - r_gen_code.uniform_offsets[i]=0; - - + 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)) { @@ -356,28 +346,28 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener */ if (uniform_sizes.size()) { - r_gen_code.uniform_total_size=uniform_sizes[ uniform_sizes.size() -1 ]; + r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1]; } else { - r_gen_code.uniform_total_size=0; + r_gen_code.uniform_total_size = 0; } - for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) { + for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) { String vcode; - vcode+=_prestr(E->get().precission); - vcode+=_typestr(E->get().type); - vcode+=" "+String(E->key()); - vcode+=";\n"; - r_gen_code.vertex_global+="out "+vcode; - r_gen_code.fragment_global+="in "+vcode; + vcode += _prestr(E->get().precission); + vcode += _typestr(E->get().type); + vcode += " " + String(E->key()); + vcode += ";\n"; + r_gen_code.vertex_global += "out " + vcode; + r_gen_code.fragment_global += "in " + vcode; } - Map<StringName,String> function_code; + 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); + 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); } //place functions in actual code @@ -385,28 +375,28 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener Set<StringName> added_vtx; Set<StringName> added_fragment; //share for light - for(int i=0;i<pnode->functions.size();i++) { + for (int i = 0; i < pnode->functions.size(); i++) { - SL::FunctionNode *fnode=pnode->functions[i].function; + SL::FunctionNode *fnode = pnode->functions[i].function; - current_func_name=fnode->name; + current_func_name = fnode->name; - if (fnode->name=="vertex") { + 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"]; + _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") { + 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"]; + _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") { + 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"]; + _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment); + r_gen_code.light = function_code["light"]; } } @@ -416,72 +406,70 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener } break; case SL::Node::TYPE_BLOCK: { - SL::BlockNode *bnode=(SL::BlockNode*)p_node; + SL::BlockNode *bnode = (SL::BlockNode *)p_node; //variables - code+=_mktab(p_level-1)+"{\n"; - for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) { + code += _mktab(p_level - 1) + "{\n"; + for (Map<StringName, SL::BlockNode::Variable>::Element *E = bnode->variables.front(); E; E = E->next()) { - code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+_mkid(E->key())+";\n"; + code += _mktab(p_level) + _prestr(E->get().precision) + _typestr(E->get().type) + " " + _mkid(E->key()) + ";\n"; } - for(int i=0;i<bnode->statements.size();i++) { + 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); + String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions); - if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) { + if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW) { // FIXME: if (A || A) ? I am hesitant to delete one of them, could be copy-paste error. - code+=scode; //use directly + code += scode; //use directly } else { - code+=_mktab(p_level)+scode+";\n"; + code += _mktab(p_level) + scode + ";\n"; } } - code+=_mktab(p_level-1)+"}\n"; - + code += _mktab(p_level - 1) + "}\n"; } break; case SL::Node::TYPE_VARIABLE: { - SL::VariableNode *vnode=(SL::VariableNode*)p_node; + SL::VariableNode *vnode = (SL::VariableNode *)p_node; 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())]; + 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; + *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]; + code = p_default_actions.renames[vnode->name]; else - code=_mkid(vnode->name); + code = _mkid(vnode->name); - if (vnode->name==time_name) { - if (current_func_name==vertex_name) { - r_gen_code.uses_vertex_time=true; + 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; + 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); + 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; + SL::OperatorNode *onode = (SL::OperatorNode *)p_node; - - switch(onode->op) { + switch (onode->op) { case SL::OP_ASSIGN: case SL::OP_ASSIGN_ADD: @@ -494,276 +482,259 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener 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)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions); + code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions); 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); + code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions); 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)+_opstr(onode->op); + code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _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()); + ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String()); - SL::VariableNode *vnode=(SL::VariableNode*)onode->arguments[0]; + SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0]; - if (onode->op==SL::OP_CONSTRUCT) { - code+=String(vnode->name); + if (onode->op == SL::OP_CONSTRUCT) { + code += String(vnode->name); } else { if (internal_functions.has(vnode->name)) { - code+=vnode->name; + code += vnode->name; } else if (p_default_actions.renames.has(vnode->name)) { - code+=p_default_actions.renames[vnode->name]; + code += p_default_actions.renames[vnode->name]; } else { - code+=_mkid(vnode->name); + code += _mkid(vnode->name); } } - code+="("; + 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); + 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); } - code+=")"; + code += ")"; } break; default: { - code="("+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions)+")"; + code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions) + ")"; break; - } } } break; case SL::Node::TYPE_CONTROL_FLOW: { - SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node; - if (cfnode->flow_op==SL::FLOW_OP_IF) { + 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)+")\n"; - code+=_dump_node_code(cfnode->blocks[0],p_level+1,r_gen_code,p_actions,p_default_actions); - if (cfnode->blocks.size()==2) { + code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n"; + code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions); + 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); + code += _mktab(p_level) + "else\n"; + code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions); } - - } else if (cfnode->flow_op==SL::FLOW_OP_RETURN) { + } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) { if (cfnode->blocks.size()) { - code="return "+_dump_node_code(cfnode->blocks[0],p_level,r_gen_code,p_actions,p_default_actions); + code = "return " + _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions); } else { - code="return"; + code = "return"; } } } 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)+"."+mnode->name; + SL::MemberNode *mnode = (SL::MemberNode *)p_node; + code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions) + "." + 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 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)); - - - Error err = parser.compile(p_code,ShaderTypes::get_singleton()->get_functions(p_mode),ShaderTypes::get_singleton()->get_modes(p_mode)); - - if (err!=OK) { + if (err != OK) { #if 1 Vector<String> shader = p_code.split("\n"); - for(int i=0;i<shader.size();i++) { - print_line(itos(i)+" "+shader[i]); + for (int i = 0; i < shader.size(); i++) { + print_line(itos(i) + " " + shader[i]); } #endif - _err_print_error(NULL,p_path.utf8().get_data(),parser.get_error_line(),parser.get_error_text().utf8().get_data(),ERR_HANDLER_SHADER); + _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; - - + 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]); + _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode]); return OK; - } - ShaderCompilerGLES3::ShaderCompilerGLES3() { /** CANVAS ITEM SHADER **/ - actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"]="vertex"; - actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"]="outvec.xy"; - actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"]="vertex_color"; - 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["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["SCREEN_UV"]="screen_uv"; - actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"]="screen_texture"; - 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["SRC_VERTEX"] = "vertex"; + actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; + actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"] = "vertex_color"; + 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["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["SCREEN_UV"] = "screen_uv"; + actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture"; + 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].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["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["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["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].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_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["PROJECTION_MATRIX"]="projection_matrix"; - - - 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["WORLD_MATRIX"] = "world_transform"; + actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix"; + actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix"; + + 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["TIME"] = "time"; //actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2; - actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"]="gl_FragCoord"; - actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"]="gl_FrotFacing"; - 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["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["AO"]="ao"; - actions[VS::SHADER_SPATIAL].renames["EMISSION"]="emission"; - actions[VS::SHADER_SPATIAL].renames["DISCARD"]="_discard"; + actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord"; + actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrotFacing"; + 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["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["AO"] = "ao"; + actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; + actions[VS::SHADER_SPATIAL].renames["DISCARD"] = "_discard"; //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; - actions[VS::SHADER_SPATIAL].renames["POINT_COORD"]="gl_PointCoord"; - - - 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["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["SSS_STRENGTH"]="#define ENABLE_SSS_MOTION\n"; + actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; - actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"]="sss_strength"; + 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["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["SSS_STRENGTH"] = "#define ENABLE_SSS_MOTION\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; + actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"] = "#define SKIP_TRANSFORM_USED\n"; /* PARTICLES SHADER */ - actions[VS::SHADER_PARTICLES].renames["COLOR"]="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"]="delta"; - actions[VS::SHADER_PARTICLES].renames["SEED"]="seed"; - actions[VS::SHADER_PARTICLES].renames["ORIGIN"]="origin"; - actions[VS::SHADER_PARTICLES].renames["INDEX"]="index"; - - 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"; - - - vertex_name="vertex"; - fragment_name="fragment"; - time_name="TIME"; - + actions[VS::SHADER_PARTICLES].renames["COLOR"] = "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"] = "delta"; + actions[VS::SHADER_PARTICLES].renames["SEED"] = "seed"; + actions[VS::SHADER_PARTICLES].renames["ORIGIN"] = "origin"; + actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index"; + + 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"; + + 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()) { + for (List<String>::Element *E = func_list.front(); E; E = E->next()) { internal_functions.insert(E->get()); } } |