Fix broken sky shader
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parent
83d54ab2ad
commit
4a16a0d60c
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@ -185,7 +185,7 @@ static String f2sp0(float p_float) {
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return num;
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return num;
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}
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}
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static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p_values, bool p_is_op) {
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static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p_values) {
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switch (p_type) {
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switch (p_type) {
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case SL::TYPE_BOOL:
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case SL::TYPE_BOOL:
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return p_values[0].boolean ? "true" : "false";
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return p_values[0].boolean ? "true" : "false";
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@ -205,7 +205,7 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p
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}
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}
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case SL::TYPE_INT:
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case SL::TYPE_INT:
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return itos(p_is_op ? Math::abs(p_values[0].sint) : p_values[0].sint); // To prevent writing unary minus twice in operator expression parsing.
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return itos(p_values[0].sint);
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case SL::TYPE_IVEC2:
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case SL::TYPE_IVEC2:
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case SL::TYPE_IVEC3:
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case SL::TYPE_IVEC3:
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case SL::TYPE_IVEC4: {
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case SL::TYPE_IVEC4: {
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@ -238,7 +238,7 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p
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return text;
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return text;
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} break;
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} break;
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case SL::TYPE_FLOAT:
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case SL::TYPE_FLOAT:
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return f2sp0(p_is_op ? Math::abs(p_values[0].real) : p_values[0].real); // To prevent writing unary minus twice in operator expression parsing.
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return f2sp0(p_values[0].real);
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case SL::TYPE_VEC2:
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case SL::TYPE_VEC2:
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case SL::TYPE_VEC3:
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case SL::TYPE_VEC3:
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case SL::TYPE_VEC4: {
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case SL::TYPE_VEC4: {
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@ -446,7 +446,7 @@ static String _get_global_shader_uniform_from_type_and_index(const String &p_buf
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}
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}
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}
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}
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String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope, bool p_is_op) {
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String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) {
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String code;
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String code;
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switch (p_node->type) {
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switch (p_node->type) {
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@ -1090,7 +1090,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
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SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
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if (cnode->array_size == 0) {
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if (cnode->array_size == 0) {
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return get_constant_text(cnode->datatype, cnode->values, p_is_op);
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return get_constant_text(cnode->datatype, cnode->values);
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} else {
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} else {
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if (cnode->get_datatype() == SL::TYPE_STRUCT) {
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if (cnode->get_datatype() == SL::TYPE_STRUCT) {
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code += _mkid(cnode->struct_name);
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code += _mkid(cnode->struct_name);
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@ -1128,18 +1128,25 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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case SL::OP_ASSIGN_BIT_AND:
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case SL::OP_ASSIGN_BIT_AND:
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case SL::OP_ASSIGN_BIT_OR:
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case SL::OP_ASSIGN_BIT_OR:
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case SL::OP_ASSIGN_BIT_XOR:
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case SL::OP_ASSIGN_BIT_XOR:
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code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true, true, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
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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);
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break;
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break;
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case SL::OP_BIT_INVERT:
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case SL::OP_BIT_INVERT:
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case SL::OP_NEGATE:
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case SL::OP_NEGATE:
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case SL::OP_NOT:
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case SL::OP_NOT:
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case SL::OP_DECREMENT:
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case SL::OP_DECREMENT:
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case SL::OP_INCREMENT:
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case SL::OP_INCREMENT: {
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code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
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const String node_code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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break;
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if (onode->op == SL::OP_NEGATE && node_code.begins_with("-")) { // To prevent writing unary minus twice.
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code = node_code;
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} else {
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code = _opstr(onode->op) + node_code;
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}
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} break;
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case SL::OP_POST_DECREMENT:
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case SL::OP_POST_DECREMENT:
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case SL::OP_POST_INCREMENT:
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case SL::OP_POST_INCREMENT:
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code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true) + _opstr(onode->op);
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code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
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break;
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break;
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case SL::OP_CALL:
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case SL::OP_CALL:
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case SL::OP_STRUCT:
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case SL::OP_STRUCT:
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@ -1235,7 +1242,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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}
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}
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}
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}
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String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
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String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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if (is_texture_func && i == 1) {
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if (is_texture_func && i == 1) {
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// If we're doing a texture lookup we need to check our texture argument
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// If we're doing a texture lookup we need to check our texture argument
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StringName texture_uniform;
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StringName texture_uniform;
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@ -1352,19 +1359,19 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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}
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}
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} break;
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} break;
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case SL::OP_INDEX: {
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case SL::OP_INDEX: {
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code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
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code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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code += "[";
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code += "[";
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code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
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code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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code += "]";
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code += "]";
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} break;
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} break;
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case SL::OP_SELECT_IF: {
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case SL::OP_SELECT_IF: {
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code += "(";
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code += "(";
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code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
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code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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code += "?";
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code += "?";
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code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
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code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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code += ":";
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code += ":";
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code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
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code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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code += ")";
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code += ")";
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} break;
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} break;
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@ -1376,7 +1383,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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if (p_use_scope) {
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if (p_use_scope) {
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code += "(";
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code += "(";
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}
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}
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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, true, true);
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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);
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if (p_use_scope) {
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if (p_use_scope) {
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code += ")";
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code += ")";
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}
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}
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@ -109,7 +109,7 @@ private:
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String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
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String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
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void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<StringName> &added);
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void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<StringName> &added);
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String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_scope = true, bool p_is_op = false);
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String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_scope = true);
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const ShaderLanguage::ShaderNode *shader = nullptr;
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const ShaderLanguage::ShaderNode *shader = nullptr;
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const ShaderLanguage::FunctionNode *function = nullptr;
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const ShaderLanguage::FunctionNode *function = nullptr;
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