/*************************************************************************/ /* shader_compiler_gles2.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 "print_string.h" #include "stdio.h" //#define DEBUG_SHADER_ENABLED typedef ShaderLanguage SL; struct CodeGLSL2 { String code; }; 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) { switch (p_type) { case SL::TYPE_VOID: return "void"; case SL::TYPE_BOOL: return "bool"; case SL::TYPE_FLOAT: return "float"; case SL::TYPE_VEC2: return "vec2"; case SL::TYPE_VEC3: return "vec3"; case SL::TYPE_VEC4: return "vec4"; case SL::TYPE_MAT2: return "mat2"; case SL::TYPE_MAT3: return "mat3"; case SL::TYPE_MAT4: return "mat4"; case SL::TYPE_TEXTURE: return "sampler2D"; case SL::TYPE_CUBEMAP: return "samplerCube"; } return ""; } static String _mknum(float p_num) { return String::num_real(p_num); } static String _opstr(SL::Operator p_op) { switch (p_op) { case SL::OP_ASSIGN: return "="; case SL::OP_ADD: return "+"; case SL::OP_SUB: return "-"; case SL::OP_MUL: return "*"; case SL::OP_DIV: return "/"; case SL::OP_ASSIGN_ADD: return "+="; case SL::OP_ASSIGN_SUB: return "-="; case SL::OP_ASSIGN_MUL: return "*="; case SL::OP_ASSIGN_DIV: return "/="; case SL::OP_NEG: return "-"; case SL::OP_NOT: return "!"; case SL::OP_CMP_EQ: return "=="; case SL::OP_CMP_NEQ: return "!="; case SL::OP_CMP_LEQ: return "<="; case SL::OP_CMP_GEQ: return ">="; case SL::OP_CMP_LESS: return "<"; case SL::OP_CMP_GREATER: return ">"; case SL::OP_CMP_OR: return "||"; case SL::OP_CMP_AND: return "&&"; default: return ""; } return ""; } //#ifdef DEBUG_SHADER_ENABLED #if 1 #define ENDL "\n" #else #define ENDL "" #endif String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node, int p_level, bool p_assign_left) { String code; switch (p_node->type) { case SL::Node::TYPE_PROGRAM: { SL::ProgramNode *pnode = (SL::ProgramNode *)p_node; 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 code += "{" ENDL; for (Map::Element *E = bnode->variables.front(); E; E = E->next()) { code += _mktab(p_level) + _typestr(E->value()) + " " + replace_string(E->key()) + ";" ENDL; } for (int i = 0; i < bnode->statements.size(); i++) { code += _mktab(p_level) + dump_node_code(bnode->statements[i], p_level) + ";" ENDL; } code += "}" ENDL; } break; case SL::Node::TYPE_VARIABLE: { SL::VariableNode *vnode = (SL::VariableNode *)p_node; if (type == ShaderLanguage::SHADER_MATERIAL_VERTEX) { if (vnode->name == vname_vertex && p_assign_left) { vertex_code_writes_vertex = true; } if (vnode->name == vname_position && p_assign_left) { vertex_code_writes_position = true; } if (vnode->name == vname_color_interp) { flags->use_color_interp = true; } if (vnode->name == vname_uv_interp) { flags->use_uv_interp = true; } if (vnode->name == vname_uv2_interp) { flags->use_uv2_interp = true; } if (vnode->name == vname_var1_interp) { flags->use_var1_interp = true; } if (vnode->name == vname_var2_interp) { flags->use_var2_interp = true; } if (vnode->name == vname_tangent_interp || vnode->name == vname_binormal_interp) { flags->use_tangent_interp = true; } } if (type == ShaderLanguage::SHADER_MATERIAL_FRAGMENT) { if (vnode->name == vname_discard) { uses_discard = true; } if (vnode->name == vname_normalmap) { uses_normalmap = true; } if (vnode->name == vname_screen_uv) { uses_screen_uv = true; } if (vnode->name == vname_diffuse_alpha && p_assign_left) { uses_alpha = true; } if (vnode->name == vname_color_interp) { flags->use_color_interp = true; } if (vnode->name == vname_uv_interp) { flags->use_uv_interp = true; } if (vnode->name == vname_uv2_interp) { flags->use_uv2_interp = true; } if (vnode->name == vname_var1_interp) { flags->use_var1_interp = true; } if (vnode->name == vname_var2_interp) { flags->use_var2_interp = true; } if (vnode->name == vname_tangent_interp || vnode->name == vname_binormal_interp) { flags->use_tangent_interp = true; } } if (type == ShaderLanguage::SHADER_MATERIAL_LIGHT) { if (vnode->name == vname_light) { uses_light = true; } if (vnode->name == vname_shadow) { uses_shadow_color = true; } } if (type == ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) { if (vnode->name == vname_var1_interp) { flags->use_var1_interp = true; } if (vnode->name == vname_var2_interp) { flags->use_var2_interp = true; } if (vnode->name == vname_world_vec) { uses_worldvec = true; } } if (type == ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT) { if (vnode->name == vname_texpixel_size) { uses_texpixel_size = true; } if (vnode->name == vname_normal) { uses_normal = true; } if (vnode->name == vname_normalmap || vnode->name == vname_normalmap_depth) { uses_normalmap = true; uses_normal = true; } if (vnode->name == vname_screen_uv) { uses_screen_uv = true; } if (vnode->name == vname_var1_interp) { flags->use_var1_interp = true; } if (vnode->name == vname_var2_interp) { flags->use_var2_interp = true; } } if (type == ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT) { if (vnode->name == vname_light) { uses_light = true; } if (vnode->name == vname_normal) { uses_normal = true; } if (vnode->name == vname_shadow) { uses_shadow_color = true; } } if (vnode->name == vname_time) { uses_time = true; } code = replace_string(vnode->name); } break; case SL::Node::TYPE_CONSTANT: { SL::ConstantNode *cnode = (SL::ConstantNode *)p_node; switch (cnode->datatype) { case SL::TYPE_BOOL: code = cnode->value.operator bool() ? "true" : "false"; break; case SL::TYPE_FLOAT: code = _mknum(cnode->value); break; //force zeros, so GLSL doesn't confuse with integer. case SL::TYPE_VEC2: { Vector2 v = cnode->value; code = "vec2(" + _mknum(v.x) + ", " + _mknum(v.y) + ")"; } break; case SL::TYPE_VEC3: { Vector3 v = cnode->value; code = "vec3(" + _mknum(v.x) + ", " + _mknum(v.y) + ", " + _mknum(v.z) + ")"; } break; case SL::TYPE_VEC4: { Plane v = cnode->value; code = "vec4(" + _mknum(v.normal.x) + ", " + _mknum(v.normal.y) + ", " + _mknum(v.normal.z) + ", " + _mknum(v.d) + ")"; } break; case SL::TYPE_MAT2: { Matrix32 x = cnode->value; code = "mat2( vec2(" + _mknum(x[0][0]) + ", " + _mknum(x[0][1]) + "), vec2(" + _mknum(x[1][0]) + ", " + _mknum(x[1][1]) + "))"; } break; case SL::TYPE_MAT3: { Matrix3 x = cnode->value; code = "mat3( vec3(" + _mknum(x.get_axis(0).x) + ", " + _mknum(x.get_axis(0).y) + ", " + _mknum(x.get_axis(0).z) + "), vec3(" + _mknum(x.get_axis(1).x) + ", " + _mknum(x.get_axis(1).y) + ", " + _mknum(x.get_axis(1).z) + "), vec3(" + _mknum(x.get_axis(2).x) + ", " + _mknum(x.get_axis(2).y) + ", " + _mknum(x.get_axis(2).z) + "))"; } break; case SL::TYPE_MAT4: { Transform x = cnode->value; code = "mat4( vec4(" + _mknum(x.basis.get_axis(0).x) + ", " + _mknum(x.basis.get_axis(0).y) + ", " + _mknum(x.basis.get_axis(0).z) + ",0.0), vec4(" + _mknum(x.basis.get_axis(1).x) + ", " + _mknum(x.basis.get_axis(1).y) + ", " + _mknum(x.basis.get_axis(1).z) + ",0.0), vec4(" + _mknum(x.basis.get_axis(2).x) + ", " + _mknum(x.basis.get_axis(2).y) + ", " + _mknum(x.basis.get_axis(2).z) + ",0.0), vec4(" + _mknum(x.origin.x) + ", " + _mknum(x.origin.y) + ", " + _mknum(x.origin.z) + ",1.0))"; } break; default: code = "value.get_type()) + " (" + itos(cnode->datatype) + ">"; } } break; case SL::Node::TYPE_OPERATOR: { SL::OperatorNode *onode = (SL::OperatorNode *)p_node; switch (onode->op) { case SL::OP_ASSIGN_MUL: { if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC3 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) { String mul_l = dump_node_code(onode->arguments[0], p_level, true); String mul_r = dump_node_code(onode->arguments[1], p_level); code = mul_l + "=(vec4(" + mul_l + ",1.0)*(" + mul_r + ")).xyz"; break; } else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC3) { String mul_l = dump_node_code(onode->arguments[0], p_level, true); String mul_r = dump_node_code(onode->arguments[1], p_level); code = mul_l + "=((" + mul_l + ")*vec4(" + mul_r + ",1.0)).xyz"; break; } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) { String mul_l = dump_node_code(onode->arguments[0], p_level, true); String mul_r = dump_node_code(onode->arguments[1], p_level); code = mul_l + "=(vec4(" + mul_l + ",0.0,1.0)*(" + mul_r + ")).xy"; break; } else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC2) { String mul_l = dump_node_code(onode->arguments[0], p_level, true); String mul_r = dump_node_code(onode->arguments[1], p_level); code = mul_l + "=((" + mul_l + ")*vec4(" + mul_r + ",0.0,1.0)).xy"; break; } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT3) { String mul_l = dump_node_code(onode->arguments[0], p_level, true); String mul_r = dump_node_code(onode->arguments[1], p_level); code = mul_l + "=((" + mul_l + ")*vec3(" + mul_r + ",1.0)).xy"; break; } }; case SL::OP_ASSIGN: case SL::OP_ASSIGN_ADD: case SL::OP_ASSIGN_SUB: case SL::OP_ASSIGN_DIV: code = "(" + dump_node_code(onode->arguments[0], p_level, true) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")"; break; case SL::OP_MUL: if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC3) { code = "(" + dump_node_code(onode->arguments[0], p_level) + "*vec4(" + dump_node_code(onode->arguments[1], p_level) + ",1.0)).xyz"; break; } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC3 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) { code = "(vec4(" + dump_node_code(onode->arguments[0], p_level) + ",1.0)*" + dump_node_code(onode->arguments[1], p_level) + ").xyz"; break; } else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC2) { code = "(" + dump_node_code(onode->arguments[0], p_level) + "*vec4(" + dump_node_code(onode->arguments[1], p_level) + ",0.0,1.0)).xy"; break; } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) { code = "(vec4(" + dump_node_code(onode->arguments[0], p_level) + ",0.0,1.0)*" + dump_node_code(onode->arguments[1], p_level) + ").xy"; break; } else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT3 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC2) { code = "(" + dump_node_code(onode->arguments[0], p_level) + "*vec3(" + dump_node_code(onode->arguments[1], p_level) + ",1.0)).xy"; break; } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT3) { code = "(vec3(" + dump_node_code(onode->arguments[0], p_level) + ",1.0)*" + dump_node_code(onode->arguments[1], p_level) + ").xy"; break; } case SL::OP_ADD: case SL::OP_SUB: case SL::OP_DIV: case SL::OP_CMP_EQ: case SL::OP_CMP_NEQ: case SL::OP_CMP_LEQ: case SL::OP_CMP_GEQ: case SL::OP_CMP_LESS: case SL::OP_CMP_GREATER: case SL::OP_CMP_OR: case SL::OP_CMP_AND: //handle binary code = "(" + dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")"; break; case SL::OP_NEG: case SL::OP_NOT: //handle unary code = _opstr(onode->op) + dump_node_code(onode->arguments[0], p_level); break; case SL::OP_CONSTRUCT: case SL::OP_CALL: { String callfunc = dump_node_code(onode->arguments[0], p_level); code = callfunc + "("; /*if (callfunc=="mat4") { //fix constructor for mat4 for(int i=1;iarguments.size();i++) { if (i>1) code+=", "; //transform code+="vec4( "+dump_node_code(onode->arguments[i],p_level)+(i==4?",1.0)":",0.0)"); } } else*/ if (callfunc == "tex") { code = "texture2D( " + dump_node_code(onode->arguments[1], p_level) + "," + dump_node_code(onode->arguments[2], p_level) + ")"; break; } else if (callfunc == "texcube") { code = "(textureCube( " + dump_node_code(onode->arguments[1], p_level) + ",(" + dump_node_code(onode->arguments[2], p_level) + ")).xyz"; break; } else if (callfunc == "texscreen") { //create the call to sample the screen, and clamp it uses_texscreen = true; code = "(texture2D( texscreen_tex, clamp((" + dump_node_code(onode->arguments[1], p_level) + ").xy*texscreen_screen_mult,texscreen_screen_clamp.xy,texscreen_screen_clamp.zw))).rgb"; //code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb"; break; } else if (callfunc == "texpos") { //create the call to sample the screen, and clamp it uses_texpos = true; code = "get_texpos(" + dump_node_code(onode->arguments[1], p_level) + ""; // code="get_texpos(gl_ProjectionMatrixInverse * texture2D( depth_texture, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy,vec2(0.0),vec2(1.0))*gl_LightSource[5].specular.zw+gl_LightSource[5].specular.xy)"; //code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb"; break; } else if (custom_h && callfunc == "cosh_custom") { if (!cosh_used) { global_code = "float cosh_custom(float val)\n" "{\n" " float tmp = exp(val);\n" " float cosH = (tmp + 1.0 / tmp) / 2.0;\n" " return cosH;\n" "}\n" + global_code; cosh_used = true; } code = "cosh_custom(" + dump_node_code(onode->arguments[1], p_level) + ""; } else if (custom_h && callfunc == "sinh_custom") { if (!sinh_used) { global_code = "float sinh_custom(float val)\n" "{\n" " float tmp = exp(val);\n" " float sinH = (tmp - 1.0 / tmp) / 2.0;\n" " return sinH;\n" "}\n" + global_code; sinh_used = true; } code = "sinh_custom(" + dump_node_code(onode->arguments[1], p_level) + ""; } else if (custom_h && callfunc == "tanh_custom") { if (!tanh_used) { global_code = "float tanh_custom(float val)\n" "{\n" " float tmp = exp(val);\n" " float tanH = (tmp - 1.0 / tmp) / (tmp + 1.0 / tmp);\n" " return tanH;\n" "}\n" + global_code; tanh_used = true; } code = "tanh_custom(" + dump_node_code(onode->arguments[1], p_level) + ""; } else { for (int i = 1; i < onode->arguments.size(); i++) { if (i > 1) code += ", "; //transform code += dump_node_code(onode->arguments[i], p_level); } } code += ")"; break; } break; default: {} } } break; case SL::Node::TYPE_CONTROL_FLOW: { SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node; if (cfnode->flow_op == SL::FLOW_OP_IF) { // Help lazy drivers if (!_is_condition_preprocessable(cfnode->statements[0])) { code += "if (" + dump_node_code(cfnode->statements[0], p_level) + ") {" ENDL; code += dump_node_code(cfnode->statements[1], p_level + 1); if (cfnode->statements.size() == 3) { code += "} else {" ENDL; code += dump_node_code(cfnode->statements[2], p_level + 1); } code += "}" ENDL; } else { code += "#if (" + dump_node_code(cfnode->statements[0], p_level) + ")" ENDL; code += dump_node_code(cfnode->statements[1], p_level); if (cfnode->statements.size() == 3) { code += "#else" ENDL; code += dump_node_code(cfnode->statements[2], p_level); } code += "#endif" ENDL; } } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) { if (cfnode->statements.size()) { code = "return " + dump_node_code(cfnode->statements[0], p_level); } else { code = "return"; } } } break; case SL::Node::TYPE_MEMBER: { SL::MemberNode *mnode = (SL::MemberNode *)p_node; String m; if (mnode->basetype == SL::TYPE_MAT4) { if (mnode->name == "x") m = "[0]"; else if (mnode->name == "y") m = "[1]"; else if (mnode->name == "z") m = "[2]"; else if (mnode->name == "w") m = "[3]"; } else if (mnode->basetype == SL::TYPE_MAT2) { if (mnode->name == "x") m = "[0]"; else if (mnode->name == "y") m = "[1]"; } else if (mnode->basetype == SL::TYPE_MAT3) { if (mnode->name == "x") m = "[0]"; else if (mnode->name == "y") m = "[1]"; else if (mnode->name == "z") m = "[2]"; } else { m = "." + mnode->name; } code = dump_node_code(mnode->owner, p_level) + m; } break; } return code; } Error ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) { // feed the local replace table and global code global_code = ""; // uniforms first! int ubase = 0; if (uniforms) ubase = uniforms->size(); for (Map::Element *E = p_program->uniforms.front(); E; E = E->next()) { String uline = "uniform " + _typestr(E->get().type) + " _" + E->key().operator String() + ";" ENDL; global_code += uline; if (uniforms) { // Check to avoid uniforms with the same name being re-added to avoid overwriting entries if (!uniforms->has(E->key())) { SL::Uniform u = E->get(); u.order += ubase; uniforms->insert(E->key(), u); } } } for (int i = 0; i < p_program->functions.size(); i++) { SL::FunctionNode *fnode = p_program->functions[i].function; StringName funcname = fnode->name; String newfuncname = replace_string(funcname); String header; header = _typestr(fnode->return_type) + " " + newfuncname + "("; for (int i = 0; i < fnode->arguments.size(); i++) { if (i > 0) header += ", "; header += _typestr(fnode->arguments[i].type) + " " + replace_string(fnode->arguments[i].name); } header += ") {" ENDL; String fcode = header; fcode += dump_node_code(fnode->body, 1); fcode += "}" ENDL; global_code += fcode; } /* for(Map::Element *E=p_program->preexisting_variables.front();E;E=E->next()) { StringName varname=E->key(); String newvarname=replace_string(varname); global_code+="uniform "+_typestr(E->get())+" "+newvarname+";" ENDL; }*/ code = dump_node_code(p_program, 0); #ifdef DEBUG_SHADER_ENABLED print_line("GLOBAL CODE:\n\n"); print_line(global_code); global_code = global_code.replace("\n", ""); print_line("CODE:\n\n"); print_line(code); code = code.replace("\n", ""); #endif return OK; } Error ShaderCompilerGLES2::create_glsl_120_code(void *p_str, SL::ProgramNode *p_program) { ShaderCompilerGLES2 *compiler = (ShaderCompilerGLES2 *)p_str; return compiler->compile_node(p_program); } String ShaderCompilerGLES2::replace_string(const StringName &p_string) { Map::Element *E = NULL; E = replace_table.find(p_string); if (E) return E->get(); E = mode_replace_table[type].find(p_string); if (E) return E->get(); return "_" + p_string.operator String(); } bool ShaderCompilerGLES2::_is_condition_preprocessable(ShaderLanguage::Node *p_condition) const { // Check if this is a "(!)variable" expression SL::Node *maybe_variable; if (p_condition->type == SL::Node::TYPE_OPERATOR) { SL::OperatorNode *op = (SL::OperatorNode *)p_condition; if (op->op != SL::OP_NOT) return false; maybe_variable = op->arguments[0]; } else { maybe_variable = p_condition; } if (maybe_variable->type != SL::Node::TYPE_VARIABLE) return false; SL::VariableNode *variable = (SL::VariableNode *)maybe_variable; // Hardcoding since it's currently the only; // if more were added, they would be better characterized // in the various ShaderLanguage::BuiltinsDef if (variable->name != String("AT_LIGHT_PASS")) return false; return true; } Error ShaderCompilerGLES2::compile(const String &p_code, ShaderLanguage::ShaderType p_type, String &r_code_line, String &r_globals_line, Flags &r_flags, Map *r_uniforms) { uses_texscreen = false; uses_texpos = false; uses_alpha = false; uses_discard = false; uses_screen_uv = false; uses_light = false; uses_time = false; uses_normalmap = false; uses_normal = false; uses_texpixel_size = false; uses_worldvec = false; vertex_code_writes_vertex = false; vertex_code_writes_position = false; uses_shadow_color = false; uniforms = r_uniforms; flags = &r_flags; r_flags.use_color_interp = false; r_flags.use_uv_interp = false; r_flags.use_uv2_interp = false; r_flags.use_tangent_interp = false; r_flags.use_var1_interp = false; r_flags.use_var2_interp = false; r_flags.uses_normalmap = false; r_flags.uses_normal = false; sinh_used = false; tanh_used = false; cosh_used = false; String error; int errline, errcol; type = p_type; Error err = SL::compile(p_code, p_type, create_glsl_120_code, this, &error, &errline, &errcol); if (err) { print_line("***Error precompiling shader: " + error); print_line("error " + itos(errline) + ":" + itos(errcol)); return err; } r_flags.uses_alpha = uses_alpha; r_flags.uses_texscreen = uses_texscreen; r_flags.uses_texpos = uses_texpos; r_flags.vertex_code_writes_vertex = vertex_code_writes_vertex; r_flags.vertex_code_writes_position = vertex_code_writes_position; r_flags.uses_discard = uses_discard; r_flags.uses_screen_uv = uses_screen_uv; r_flags.uses_light = uses_light; r_flags.uses_time = uses_time; r_flags.uses_normalmap = uses_normalmap; r_flags.uses_normal = uses_normal; r_flags.uses_texpixel_size = uses_texpixel_size; r_flags.uses_worldvec = uses_worldvec; r_flags.uses_shadow_color = uses_shadow_color; r_code_line = code; r_globals_line = global_code; return OK; } ShaderCompilerGLES2::ShaderCompilerGLES2() { #ifdef GLEW_ENABLED //use custom functions because they are not supported in GLSL120 custom_h = true; #else custom_h = false; #endif replace_table["bool"] = "bool"; replace_table["float"] = "float"; replace_table["vec2"] = "vec2"; replace_table["vec3"] = "vec3"; replace_table["vec4"] = "vec4"; replace_table["mat2"] = "mat2"; replace_table["mat3"] = "mat3"; replace_table["mat4"] = "mat4"; replace_table["texture"] = "sampler2D"; replace_table["cubemap"] = "samplerCube"; replace_table["sin"] = "sin"; replace_table["cos"] = "cos"; replace_table["tan"] = "tan"; replace_table["asin"] = "asin"; replace_table["acos"] = "acos"; replace_table["atan"] = "atan"; replace_table["atan2"] = "atan"; if (custom_h) { replace_table["sinh"] = "sinh_custom"; replace_table["cosh"] = "cosh_custom"; replace_table["tanh"] = "tanh_custom"; } else { replace_table["sinh"] = "sinh"; replace_table["cosh"] = "cosh"; replace_table["tanh"] = "tanh"; } replace_table["pow"] = "pow"; replace_table["exp"] = "exp"; replace_table["log"] = "log"; replace_table["sqrt"] = "sqrt"; replace_table["abs"] = "abs"; replace_table["sign"] = "sign"; replace_table["floor"] = "floor"; replace_table["trunc"] = "trunc"; #ifdef GLEW_ENABLED replace_table["round"] = "roundfix"; #else replace_table["round"] = "round"; #endif replace_table["ceil"] = "ceil"; replace_table["fract"] = "fract"; replace_table["mod"] = "mod"; replace_table["min"] = "min"; replace_table["max"] = "max"; replace_table["clamp"] = "clamp"; replace_table["mix"] = "mix"; replace_table["step"] = "step"; replace_table["smoothstep"] = "smoothstep"; replace_table["length"] = "length"; replace_table["distance"] = "distance"; replace_table["dot"] = "dot"; replace_table["cross"] = "cross"; replace_table["normalize"] = "normalize"; replace_table["reflect"] = "reflect"; replace_table["refract"] = "refract"; replace_table["tex"] = "tex"; replace_table["texa"] = "texa"; replace_table["tex2"] = "tex2"; replace_table["texcube"] = "textureCube"; replace_table["texscreen"] = "texscreen"; replace_table["texpos"] = "texpos"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_VERTEX"] = "vertex_in.xyz"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_NORMAL"] = "normal_in"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_TANGENT"] = "tangent_in"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_BINORMALF"] = "binormalf"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VERTEX"] = "vertex_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["NORMAL"] = "normal_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TANGENT"] = "tangent_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["BINORMAL"] = "binormal_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV"] = "uv_interp.xy"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV2"] = "uv_interp.zw"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["COLOR"] = "color_interp"; //@TODO convert to glsl stuff mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SPEC_EXP"] = "vertex_specular_exp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["WORLD_MATRIX"] = "world_transform"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INV_CAMERA_MATRIX"] = "camera_inverse_transform"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["PROJECTION_MATRIX"] = "projection_transform"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["MODELVIEW_MATRIX"] = "modelview"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POINT_SIZE"] = "gl_PointSize"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR1"] = "var1_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR2"] = "var2_interp"; // mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_POS"]="SCREEN_POS"; // mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_SIZE"]="SCREEN_SIZE"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INSTANCE_ID"] = "instance_id"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TIME"] = "time"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VERTEX"] = "vertex"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"]="IN_POSITION"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMAL"] = "normal"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TANGENT"] = "tangent"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"]="gl_Position"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"] = "gl_FragCoord"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["BINORMAL"] = "binormal"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP"] = "normalmap"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP_DEPTH"] = "normaldepth"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"] = "var1_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"] = "var2_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV"] = "uv"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV2"] = "uv2"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_UV"] = "screen_uv"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"] = "var1_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"] = "var2_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["COLOR"] = "color"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE"] = "diffuse.rgb"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE_ALPHA"] = "diffuse"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPECULAR"] = "specular"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["EMISSION"] = "emission"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SHADE_PARAM"] = "shade_param"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPEC_EXP"] = "specular_exp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["GLOW"] = "glow"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DISCARD"] = "discard_"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POINT_COORD"] = "gl_PointCoord"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["INV_CAMERA_MATRIX"] = "camera_inverse_transform"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_POS"]="SCREEN_POS"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TIME"] = "time"; ////////////// mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["NORMAL"] = "normal"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POSITION"]="IN_POSITION"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIR"] = "light_dir"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIFFUSE"] = "light_diffuse"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_SPECULAR"] = "light_specular"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["EYE_VEC"] = "eye_vec"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["DIFFUSE"] = "mdiffuse"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR"] = "specular"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR_EXP"] = "specular_exp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADE_PARAM"] = "shade_param"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT"] = "light"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POINT_COORD"] = "gl_PointCoord"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["TIME"] = "time"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADOW"] = "shadow_color"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["SRC_VERTEX"] = "src_vtx"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VERTEX"] = "outvec.xy"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_VERTEX"] = "outvec.xy"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["UV"] = "uv_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["COLOR"] = "color_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR1"] = "var1_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR2"] = "var2_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["POINT_SIZE"] = "gl_PointSize"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_MATRIX"] = "modelview_matrix"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["PROJECTION_MATRIX"] = "projection_matrix"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["EXTRA_MATRIX"] = "extra_matrix"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["TIME"] = "time"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["AT_LIGHT_PASS"] = "at_light_pass"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POSITION"] = "(gl_FragCoord.xy)"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMAL"] = "normal"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP"] = "normal_map"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP_DEPTH"] = "normal_depth"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["UV"] = "uv_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SRC_COLOR"] = "color_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["COLOR"] = "color"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE"] = "texture"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE_PIXEL_SIZE"] = "texpixel_size"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR1"] = "var1_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR2"] = "var2_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SCREEN_UV"] = "screen_uv"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POINT_COORD"] = "gl_PointCoord"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TIME"] = "time"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["AT_LIGHT_PASS"] = "at_light_pass"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POSITION"] = "(gl_FragCoord.xy)"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["NORMAL"] = "normal"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["UV"] = "uv_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["COLOR"] = "color"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE"] = "texture"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE_PIXEL_SIZE"] = "texpixel_size"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR1"] = "var1_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR2"] = "var2_interp"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_VEC"] = "light_vec"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_HEIGHT"] = "light_height"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_COLOR"] = "light"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_SHADOW"] = "light_shadow_color"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_UV"] = "light_uv"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT"] = "light_out"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SHADOW"] = "shadow_color"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SCREEN_UV"] = "screen_uv"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POINT_COORD"] = "gl_PointCoord"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TIME"] = "time"; //mode_replace_table[2]["SCREEN_POS"]="SCREEN_POS"; //mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE"; out_vertex_name = "VERTEX"; vname_discard = "DISCARD"; vname_screen_uv = "SCREEN_UV"; vname_diffuse_alpha = "DIFFUSE_ALPHA"; vname_color_interp = "COLOR"; vname_uv_interp = "UV"; vname_uv2_interp = "UV2"; vname_tangent_interp = "TANGENT"; vname_binormal_interp = "BINORMAL"; vname_var1_interp = "VAR1"; vname_var2_interp = "VAR2"; vname_vertex = "VERTEX"; vname_position = "POSITION"; vname_light = "LIGHT"; vname_time = "TIME"; vname_normalmap = "NORMALMAP"; vname_normalmap_depth = "NORMALMAP_DEPTH"; vname_normal = "NORMAL"; vname_texpixel_size = "TEXTURE_PIXEL_SIZE"; vname_world_vec = "WORLD_VERTEX"; vname_shadow = "SHADOW"; }