/*************************************************************************/ /* 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_gles3.h" #include "os/os.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 int _get_datatype_size(SL::DataType p_type) { switch (p_type) { case SL::TYPE_VOID: return 0; case SL::TYPE_BOOL: return 4; case SL::TYPE_BVEC2: return 8; case SL::TYPE_BVEC3: return 12; case SL::TYPE_BVEC4: return 16; case SL::TYPE_INT: return 4; case SL::TYPE_IVEC2: return 8; case SL::TYPE_IVEC3: return 12; case SL::TYPE_IVEC4: return 16; case SL::TYPE_UINT: return 4; case SL::TYPE_UVEC2: return 8; case SL::TYPE_UVEC3: return 12; case SL::TYPE_UVEC4: return 16; case SL::TYPE_FLOAT: return 4; case SL::TYPE_VEC2: return 8; case SL::TYPE_VEC3: return 12; case SL::TYPE_VEC4: return 16; case SL::TYPE_MAT2: return 32; //4 * 4 + 4 * 4 case SL::TYPE_MAT3: return 48; // 4 * 4 + 4 * 4 + 4 * 4 case SL::TYPE_MAT4: return 64; case SL::TYPE_SAMPLER2D: return 16; case SL::TYPE_ISAMPLER2D: return 16; case SL::TYPE_USAMPLER2D: return 16; case SL::TYPE_SAMPLERCUBE: return 16; } ERR_FAIL_V(0); } static int _get_datatype_alignment(SL::DataType p_type) { switch (p_type) { case SL::TYPE_VOID: return 0; case SL::TYPE_BOOL: return 4; case SL::TYPE_BVEC2: return 8; case SL::TYPE_BVEC3: return 16; case SL::TYPE_BVEC4: return 16; case SL::TYPE_INT: return 4; case SL::TYPE_IVEC2: return 8; case SL::TYPE_IVEC3: return 16; case SL::TYPE_IVEC4: return 16; case SL::TYPE_UINT: return 4; case SL::TYPE_UVEC2: return 8; case SL::TYPE_UVEC3: return 16; case SL::TYPE_UVEC4: return 16; case SL::TYPE_FLOAT: return 4; case SL::TYPE_VEC2: return 8; case SL::TYPE_VEC3: return 16; case SL::TYPE_VEC4: return 16; case SL::TYPE_MAT2: return 16; case SL::TYPE_MAT3: return 16; case SL::TYPE_MAT4: return 16; case SL::TYPE_SAMPLER2D: return 16; case SL::TYPE_ISAMPLER2D: return 16; case SL::TYPE_USAMPLER2D: return 16; case SL::TYPE_SAMPLERCUBE: return 16; } ERR_FAIL_V(0); } static String _interpstr(SL::DataInterpolation p_interp) { switch (p_interp) { case SL::INTERPOLATION_FLAT: return "flat "; case SL::INTERPOLATION_NO_PERSPECTIVE: return "noperspective "; case SL::INTERPOLATION_SMOOTH: return "smooth "; } return ""; } 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 ""; 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) { return "m_" + p_id; } 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: { 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 += ")"; return text; } 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 += ","; text += itos(p_values[i].sint); } text += ")"; return text; } break; case SL::TYPE_UINT: return itos(p_values[0].uint) + "u"; case SL::TYPE_UVEC2: case SL::TYPE_UVEC3: 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 += ","; text += itos(p_values[i].uint) + "u"; } text += ")"; return text; } break; case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f"; case SL::TYPE_VEC2: case SL::TYPE_VEC3: 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 += ","; text += f2sp0(p_values[i].real); } text += ")"; return text; } break; case SL::TYPE_MAT2: case SL::TYPE_MAT3: case SL::TYPE_MAT4: { String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "("; for (int i = 0; i < p_values.size(); i++) { if (i > 0) text += ","; text += f2sp0(p_values[i].real); } text += ")"; return text; } break; default: ERR_FAIL_V(String()); } } void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map &p_func_code, String &r_to_add, Set &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 (added.has(E->get())) { continue; //was added already } _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, 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"; String header; header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "("; for (int i = 0; i < fnode->arguments.size(); i++) { if (i > 0) header += ", "; header += _qualstr(fnode->arguments[i].qualifier) + _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()]; 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, bool p_assigning) { String code; switch (p_node->type) { case SL::Node::TYPE_SHADER: { SL::ShaderNode *pnode = (SL::ShaderNode *)p_node; 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])) { r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8()); used_rmode_defines.insert(pnode->render_modes[i]); } if (p_actions.render_mode_flags.has(pnode->render_modes[i])) { *p_actions.render_mode_flags[pnode->render_modes[i]] = true; } if (p_actions.render_mode_values.has(pnode->render_modes[i])) { Pair &p = p_actions.render_mode_values[pnode->render_modes[i]]; *p.first = p.second; } } int max_texture_uniforms = 0; int max_uniforms = 0; for (Map::Element *E = pnode->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); Vector uniform_sizes; Vector uniform_alignments; Vector uniform_defines; uniform_sizes.resize(max_uniforms); uniform_alignments.resize(max_uniforms); uniform_defines.resize(max_uniforms); bool uses_uniforms = false; for (Map::Element *E = pnode->uniforms.front(); E; E = E->next()) { String ucode; if (SL::is_sampler_type(E->get().type)) { ucode = "uniform "; } 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; } else { if (!uses_uniforms) { r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii()); uses_uniforms = true; } uniform_defines[E->get().order] = ucode; uniform_sizes[E->get().order] = _get_datatype_size(E->get().type); uniform_alignments[E->get().order] = _get_datatype_alignment(E->get().type); } p_actions.uniforms->insert(E->key(), E->get()); } for (int i = 0; i < max_uniforms; i++) { r_gen_code.uniforms += uniform_defines[i]; } #if 1 // add up int offset = 0; for (int i = 0; i < uniform_sizes.size(); i++) { int align = offset % uniform_alignments[i]; if (align != 0) { offset += uniform_alignments[i] - align; } r_gen_code.uniform_offsets.push_back(offset); offset += uniform_sizes[i]; } r_gen_code.uniform_total_size = offset; if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16 r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16; } #else // add up for (int i = 0; i < uniform_sizes.size(); i++) { if (i > 0) { 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]; } } //offset r_gen_code.uniform_offsets.resize(uniform_sizes.size()); for (int i = 0; i < uniform_sizes.size(); i++) { if (i > 0) r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1]; else r_gen_code.uniform_offsets[i] = 0; } /* for(Map::Element *E=pnode->uniforms.front();E;E=E->next()) { if (SL::is_sampler_type(E->get().type)) { continue; } print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order])); } */ if (uniform_sizes.size()) { r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1]; } else { r_gen_code.uniform_total_size = 0; } #endif for (Map::Element *E = pnode->varyings.front(); E; E = E->next()) { String vcode; String interp_mode = _interpstr(E->get().interpolation); vcode += _prestr(E->get().precission); vcode += _typestr(E->get().type); vcode += " " + _mkid(E->key()); vcode += ";\n"; r_gen_code.vertex_global += interp_mode + "out " + vcode; r_gen_code.fragment_global += interp_mode + "in " + vcode; } Map 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, p_assigning); } //place functions in actual code Set added_vtx; Set added_fragment; //share for light for (int i = 0; i < pnode->functions.size(); i++) { SL::FunctionNode *fnode = pnode->functions[i].function; current_func_name = fnode->name; if (fnode->name == vertex_name) { _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx); r_gen_code.vertex = function_code[vertex_name]; } if (fnode->name == fragment_name) { _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment); r_gen_code.fragment = function_code[fragment_name]; } if (fnode->name == light_name) { _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment); r_gen_code.light = function_code[light_name]; } } //code+=dump_node_code(pnode->body,p_level); } break; case SL::Node::TYPE_FUNCTION: { } break; case SL::Node::TYPE_BLOCK: { SL::BlockNode *bnode = (SL::BlockNode *)p_node; //variables if (!bnode->single_statement) { code += _mktab(p_level - 1) + "{\n"; } 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, p_assigning); if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) { code += scode; //use directly } else { code += _mktab(p_level) + scode + ";\n"; } } if (!bnode->single_statement) { code += _mktab(p_level - 1) + "}\n"; } } break; case SL::Node::TYPE_VARIABLE_DECLARATION: { SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node; String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype); for (int i = 0; i < vdnode->declarations.size(); i++) { if (i > 0) { declaration += ","; } else { declaration += " "; } declaration += _mkid(vdnode->declarations[i].name); if (vdnode->declarations[i].initializer) { declaration += "="; declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); } } code += declaration; } break; case SL::Node::TYPE_VARIABLE: { SL::VariableNode *vnode = (SL::VariableNode *)p_node; if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) { *p_actions.write_flag_pointers[vnode->name] = true; } 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())]; } 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; used_flag_pointers.insert(vnode->name); } if (p_default_actions.renames.has(vnode->name)) code = p_default_actions.renames[vnode->name]; else code = _mkid(vnode->name); if (vnode->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 *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; switch (onode->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(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->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(onode->op) + _dump_node_code(onode->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(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _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()); SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0]; if (onode->op == SL::OP_CONSTRUCT) { code += String(vnode->name); } else { if (internal_functions.has(vnode->name)) { code += vnode->name; } else if (p_default_actions.renames.has(vnode->name)) { code += p_default_actions.renames[vnode->name]; } else { code += _mkid(vnode->name); } } 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, p_assigning); } code += ")"; } break; case SL::OP_INDEX: { code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += "["; code += _dump_node_code(onode->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(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += "?"; code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += ":"; code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); } break; default: { code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")"; break; } } } break; case SL::Node::TYPE_CONTROL_FLOW: { 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, p_assigning) + ")\n"; code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); 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, p_assigning); } } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) { code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n"; code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); } else if (cfnode->flow_op == SL::FLOW_OP_FOR) { String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n"; code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) { if (cfnode->expressions.size()) { code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";"; } else { code = "return;"; } } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) { code = "discard;"; } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) { code = "continue;"; } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) { code = "break;"; } } 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, p_assigning) + "." + 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 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.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; 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); if (r_gen_code.uniform_total_size) { //uniforms used? int md = sizeof(float) * 4; if (r_gen_code.uniform_total_size % md) { r_gen_code.uniform_total_size += md - (r_gen_code.uniform_total_size % md); } r_gen_code.uniform_total_size += md; //pad just in case } return OK; } ShaderCompilerGLES3::ShaderCompilerGLES3() { /** 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"] = "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["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["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["LIGHT"] = "light"; 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["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\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"; actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_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()); } }