/*************************************************************************/ /* shader_compiler_gles2.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "core/os/os.h" #include "core/project_settings.h" #include "core/string_buffer.h" #include "core/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 _constr(bool p_is_const) { if (p_is_const) { return "const "; } 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) { String id = "m_" + p_id.replace("__", "_dus_"); return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl } static String f2sp0(float p_float) { String num = rtoss(p_float); if (num.find(".") == -1 && num.find("e") == -1) { num += ".0"; } return num; } 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); 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(const 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 = nullptr; 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; if (fnode->return_type == SL::TYPE_STRUCT) { header += _mkid(fnode->return_struct_name) + " " + _mkid(fnode->name) + "("; } else { header += _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "("; } for (int i = 0; i < fnode->arguments.size(); i++) { if (i > 0) { header += ", "; } header += _constr(fnode->arguments[i].is_const); if (fnode->arguments[i].type == SL::TYPE_STRUCT) { header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name); } else { 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.as_string(); r_to_add += p_func_code[E->get()]; r_added.insert(E->get()); } } String ShaderCompilerGLES2::_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) { 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 (OrderedHashMap::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; // structs for (int i = 0; i < snode->vstructs.size(); i++) { SL::StructNode *st = snode->vstructs[i].shader_struct; String struct_code; struct_code += "struct "; struct_code += _mkid(snode->vstructs[i].name); struct_code += " "; struct_code += "{\n"; for (int j = 0; j < st->members.size(); j++) { SL::MemberNode *m = st->members[j]; if (m->datatype == SL::TYPE_STRUCT) { struct_code += _mkid(m->struct_name); } else { struct_code += _prestr(m->precision); struct_code += _typestr(m->datatype); } struct_code += " "; struct_code += m->name; if (m->array_size > 0) { struct_code += "["; struct_code += itos(m->array_size); struct_code += "]"; } struct_code += ";\n"; } struct_code += "}"; struct_code += ";\n"; vertex_global += struct_code; fragment_global += struct_code; } // uniforms for (OrderedHashMap::Element E = snode->uniforms.front(); E; E = E.next()) { StringBuffer<> uniform_code; // use highp if no precision is specified to prevent different default values in fragment and vertex shader SL::DataPrecision precision = E.get().precision; if (precision == SL::PRECISION_DEFAULT && E.get().type != SL::TYPE_BOOL) { precision = SL::PRECISION_HIGHP; } uniform_code += "uniform "; uniform_code += _prestr(precision); 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.write[E.get().texture_order] = E.key(); r_gen_code.texture_hints.write[E.get().texture_order] = E.get().hint; } else { r_gen_code.uniforms.write[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 List> var_frag_to_light; for (OrderedHashMap::Element E = snode->varyings.front(); E; E = E.next()) { if (E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) { var_frag_to_light.push_back(Pair(E.key(), E.get())); fragment_varyings.insert(E.key()); continue; } StringBuffer<> varying_code; varying_code += "varying "; varying_code += _prestr(E.get().precision); varying_code += _typestr(E.get().type); varying_code += " "; varying_code += _mkid(E.key()); if (E.get().array_size > 0) { varying_code += "["; varying_code += itos(E.get().array_size); varying_code += "]"; } varying_code += ";\n"; String final_code = varying_code.as_string(); vertex_global += final_code; fragment_global += final_code; } if (var_frag_to_light.size() > 0) { String gcode = "\n\nstruct {\n"; for (List>::Element *E = var_frag_to_light.front(); E; E = E->next()) { gcode += "\t" + _prestr(E->get().second.precision) + _typestr(E->get().second.type) + " " + _mkid(E->get().first); if (E->get().second.array_size > 0) { gcode += "["; gcode += itos(E->get().second.array_size); gcode += "]"; } gcode += ";\n"; } gcode += "} frag_to_light;\n"; r_gen_code.fragment_global += gcode; } // constants for (int i = 0; i < snode->vconstants.size(); i++) { String gcode; gcode += _constr(true); if (snode->vconstants[i].type == SL::TYPE_STRUCT) { gcode += _mkid(snode->vconstants[i].type_str); } else { gcode += _prestr(snode->vconstants[i].precision); gcode += _typestr(snode->vconstants[i].type); } gcode += " " + _mkid(String(snode->vconstants[i].name)); gcode += "="; gcode += _dump_node_code(snode->vconstants[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); gcode += ";\n"; vertex_global += gcode; fragment_global += gcode; } // functions Map function_code; for (int i = 0; i < snode->functions.size(); i++) { SL::FunctionNode *fnode = snode->functions[i].function; function = fnode; current_func_name = fnode->name; function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning); function = nullptr; } Set added_vertex; Set added_fragment; for (int i = 0; i < snode->functions.size(); i++) { SL::FunctionNode *fnode = snode->functions[i].function; function = fnode; 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]; } function = nullptr; } r_gen_code.vertex_global = vertex_global.as_string(); r_gen_code.fragment_global = fragment_global.as_string(); } break; case SL::Node::TYPE_STRUCT: { } 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 += _constr(var_dec_node->is_const); if (var_dec_node->datatype == SL::TYPE_STRUCT) { declaration += _mkid(var_dec_node->struct_name); } else { 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; bool use_fragment_varying = false; if (!var_node->is_local && current_func_name != vertex_name) { if (p_assigning) { if (shader->varyings.has(var_node->name)) { use_fragment_varying = true; } } else { if (fragment_varyings.has(var_node->name)) { use_fragment_varying = true; } } } 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]; String node_name = define.substr(1, define.length()); if (define.begins_with("@")) { define = p_default_actions.usage_defines[node_name]; } if (!used_name_defines.has(node_name)) { 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 if (use_fragment_varying) { code += "frag_to_light." + _mkid(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_ARRAY_CONSTRUCT: { SL::ArrayConstructNode *arr_con_node = (SL::ArrayConstructNode *)p_node; int sz = arr_con_node->initializer.size(); if (arr_con_node->datatype == SL::TYPE_STRUCT) { code += _mkid(arr_con_node->struct_name); } else { code += _typestr(arr_con_node->datatype); } code += "["; code += itos(arr_con_node->initializer.size()); code += "]"; code += "("; for (int i = 0; i < sz; i++) { code += _dump_node_code(arr_con_node->initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); if (i != sz - 1) { code += ", "; } } code += ")"; } break; case SL::Node::TYPE_ARRAY_DECLARATION: { SL::ArrayDeclarationNode *arr_dec_node = (SL::ArrayDeclarationNode *)p_node; StringBuffer<> declaration; if (arr_dec_node->datatype == SL::TYPE_STRUCT) { declaration += _mkid(arr_dec_node->struct_name); } else { declaration += _prestr(arr_dec_node->precision); declaration += _typestr(arr_dec_node->datatype); } for (int i = 0; i < arr_dec_node->declarations.size(); i++) { if (i > 0) { declaration += ","; } declaration += " "; declaration += _mkid(arr_dec_node->declarations[i].name); declaration += "["; declaration += itos(arr_dec_node->declarations[i].size); declaration += "]"; } code += declaration.as_string(); } break; case SL::Node::TYPE_ARRAY: { SL::ArrayNode *arr_node = (SL::ArrayNode *)p_node; bool use_fragment_varying = false; if (!arr_node->is_local && current_func_name != vertex_name) { if (arr_node->assign_expression != nullptr) { use_fragment_varying = true; } else { if (p_assigning) { if (shader->varyings.has(arr_node->name)) { use_fragment_varying = true; } } else { if (fragment_varyings.has(arr_node->name)) { use_fragment_varying = true; } } } } if (p_assigning && p_actions.write_flag_pointers.has(arr_node->name)) { *p_actions.write_flag_pointers[arr_node->name] = true; } if (p_default_actions.usage_defines.has(arr_node->name) && !used_name_defines.has(arr_node->name)) { String define = p_default_actions.usage_defines[arr_node->name]; String node_name = define.substr(1, define.length()); if (define.begins_with("@")) { define = p_default_actions.usage_defines[node_name]; } if (!used_name_defines.has(node_name)) { r_gen_code.custom_defines.push_back(define.utf8()); } used_name_defines.insert(arr_node->name); } if (p_actions.usage_flag_pointers.has(arr_node->name) && !used_flag_pointers.has(arr_node->name)) { *p_actions.usage_flag_pointers[arr_node->name] = true; used_flag_pointers.insert(arr_node->name); } if (p_default_actions.renames.has(arr_node->name)) { code += p_default_actions.renames[arr_node->name]; } else if (use_fragment_varying) { code += "frag_to_light." + _mkid(arr_node->name); } else { code += _mkid(arr_node->name); } if (arr_node->call_expression != nullptr) { code += "."; code += _dump_node_code(arr_node->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false); } if (arr_node->index_expression != nullptr) { code += "["; code += _dump_node_code(arr_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += "]"; } if (arr_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_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_ASSIGN_MOD: { String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += a + " = " + n + " == 0 ? 0 : "; code += a + " - " + n + " * (" + a + " / " + n + ")"; } 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_STRUCT: 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_STRUCT) { code += _mkid(var_node->name); } else 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 || op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLEREXT) { code += "texture2D"; } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { code += "textureCube"; } } else if (var_node->name == "textureLod") { // emit texture call if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) { code += "texture2DLod"; } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { code += "textureCubeLod"; } } else if (var_node->name == "mix") { switch (op_node->arguments[3]->get_datatype()) { case SL::TYPE_BVEC2: { code += "select2"; } break; case SL::TYPE_BVEC3: { code += "select3"; } break; case SL::TYPE_BVEC4: { code += "select4"; } break; case SL::TYPE_VEC2: case SL::TYPE_VEC3: case SL::TYPE_VEC4: case SL::TYPE_FLOAT: { code += "mix"; } break; default: { SL::DataType type = op_node->arguments[3]->get_datatype(); // FIXME: Proper error print or graceful handling print_line(String("uhhhh invalid mix with type: ") + itos(type)); } break; } } 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 += ")"; 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]; String node_name = define.substr(1, define.length()); if (define.begins_with("@")) { define = p_default_actions.usage_defines[node_name]; } if (!used_name_defines.has(node_name)) { r_gen_code.custom_defines.push_back(define.utf8()); } used_name_defines.insert(var_node->name); } } 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 += "("; 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); code += ")"; } break; case SL::OP_MOD: { String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += "(" + n + " == 0 ? 0 : "; code += a + " - " + n + " * (" + a + " / " + n + "))"; } break; default: { if (p_use_scope) { 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); if (p_use_scope) { 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_DO) { code += _mktab(p_level); code += "do"; code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); 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 += ");"; } 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) { if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) { *p_actions.usage_flag_pointers["DISCARD"] = true; used_flag_pointers.insert("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; if (member_node->index_expression != nullptr) { code += "["; code += _dump_node_code(member_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += "]"; } } 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++) { if (i + 1 == parser.get_error_line()) { // Mark the error line to be visible without having to look at // the trace at the end. print_line(vformat("E%4d-> %s", i + 1, shader[i])); } else { print_line(vformat("%5d | %s", i + 1, shader[i])); } } _err_print_error(nullptr, 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(); fragment_varyings.clear(); shader = parser.get_shader(); function = nullptr; _dump_node_code(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"; actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size"; 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_instance"; 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["MODULATE"] = "final_modulate_alias"; 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["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["INSTANCE_ID"] = "0"; actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_ID"] = "0"; 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].renames["SHADOW_VEC"] = "shadow_vec"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["MODULATE"] = "#define MODULATE_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"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n"; // Ported from GLES3 actions[VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_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"] = "projection_inverse_matrix"; actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview"; actions[VS::SHADER_SPATIAL].renames["VIEW_INDEX"] = "view_index"; actions[VS::SHADER_SPATIAL].renames["VIEW_MONO_LEFT"] = "0"; actions[VS::SHADER_SPATIAL].renames["VIEW_RIGHT"] = "1"; 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["POSITION"] = "position"; 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"] = "point_size"; // gl_InstanceID and VERTEX_ID is not available in OpenGL ES 2.0 actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0"; actions[VS::SHADER_SPATIAL].renames["VERTEX_ID"] = "0"; //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_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["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_texture"; // Defined in GLES3, but not available in GLES2 //actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; //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["POSITION"] = "#define OVERRIDE_POSITION\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["DEPTH_TEXTURE"] = "#define DEPTH_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"; // Ported from GLES3 actions[VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n"; 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"; // Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available //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"; bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley"); if (!force_lambert) { 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"; bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx"); if (!force_blinn) { actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; } else { actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\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"; actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; // No defines for particle shaders in GLES2, there are no GPU particles 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()); } }