/*************************************************************************/ /* 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 &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 &p_func_code, StringBuilder &r_to_add, Set &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::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 &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::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::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::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 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 added_vertex; Set 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 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_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; vertex_name = "vertex"; fragment_name = "fragment"; light_name = "light"; time_name = "TIME"; List func_list; ShaderLanguage::get_builtin_funcs(&func_list); for (List::Element *E = func_list.front(); E; E = E->next()) { internal_functions.insert(E->get()); } }