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/*************************************************************************/
/*  shader_compiler_gles2.h                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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.                */
/*************************************************************************/
#ifndef SHADER_COMPILER_GLES2_H
#define SHADER_COMPILER_GLES2_H

#include "servers/visual/shader_language.h"
class ShaderCompilerGLES2 {

	class Uniform;
public:
	class Flags;
private:

	ShaderLanguage::ProgramNode *program_node;
	String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false);
	Error compile_node(ShaderLanguage::ProgramNode *p_program);
	static Error create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);


	bool uses_light;
	bool uses_texscreen;
	bool uses_texpos;
	bool uses_alpha;
	bool uses_discard;
	bool uses_time;
	bool uses_screen_uv;
	bool uses_normalmap;
	bool uses_normal;
	bool vertex_code_writes_vertex;
	Flags *flags;

	StringName vname_discard;
	StringName vname_screen_uv;
	StringName vname_diffuse_alpha;
	StringName vname_color_interp;
	StringName vname_uv_interp;
	StringName vname_uv2_interp;
	StringName vname_tangent_interp;
	StringName vname_binormal_interp;
	StringName vname_var1_interp;
	StringName vname_var2_interp;
	StringName vname_vertex;
	StringName vname_light;
	StringName vname_time;
	StringName vname_normalmap;
	StringName vname_normal;

	Map<StringName,ShaderLanguage::Uniform> *uniforms;

	StringName out_vertex_name;

	String global_code;
	String code;
	ShaderLanguage::ShaderType type;

	String replace_string(const StringName& p_string);

	Map<StringName,StringName> mode_replace_table[9];
	Map<StringName,StringName> replace_table;

public:

	struct Flags {

		bool uses_alpha;
		bool uses_texscreen;
		bool uses_texpos;
		bool uses_normalmap;
		bool vertex_code_writes_vertex;
		bool uses_discard;
		bool uses_screen_uv;
		bool use_color_interp;
		bool use_uv_interp;
		bool use_uv2_interp;
		bool use_tangent_interp;
		bool use_var1_interp;
		bool use_var2_interp;
		bool uses_light;
		bool uses_time;
		bool uses_normal;
	};

	Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);

	ShaderCompilerGLES2();

};

#endif // SHADER_COMPILERL_GL_H