2af2a84a03
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
107 lines
3.9 KiB
C++
107 lines
3.9 KiB
C++
/*************************************************************************/
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/* shader_compiler_gles2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADER_COMPILER_GLES2_H
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#define SHADER_COMPILER_GLES2_H
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#include "servers/visual/shader_language.h"
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class ShaderCompilerGLES2 {
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class Uniform;
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public:
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class Flags;
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private:
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ShaderLanguage::ProgramNode *program_node;
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String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false);
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Error compile_node(ShaderLanguage::ProgramNode *p_program);
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static Error create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);
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bool uses_light;
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bool uses_texscreen;
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bool uses_texpos;
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bool uses_alpha;
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bool uses_discard;
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bool uses_screen_uv;
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bool vertex_code_writes_vertex;
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Flags *flags;
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StringName vname_discard;
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StringName vname_screen_uv;
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StringName vname_diffuse_alpha;
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StringName vname_color_interp;
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StringName vname_uv_interp;
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StringName vname_uv2_interp;
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StringName vname_tangent_interp;
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StringName vname_binormal_interp;
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StringName vname_var1_interp;
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StringName vname_var2_interp;
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StringName vname_vertex;
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StringName vname_light;
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Map<StringName,ShaderLanguage::Uniform> *uniforms;
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StringName out_vertex_name;
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String global_code;
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String code;
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ShaderLanguage::ShaderType type;
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String replace_string(const StringName& p_string);
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Map<StringName,StringName> mode_replace_table[3];
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Map<StringName,StringName> replace_table;
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public:
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struct Flags {
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bool uses_alpha;
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bool uses_texscreen;
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bool uses_texpos;
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bool vertex_code_writes_vertex;
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bool uses_discard;
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bool uses_screen_uv;
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bool use_color_interp;
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bool use_uv_interp;
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bool use_uv2_interp;
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bool use_tangent_interp;
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bool use_var1_interp;
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bool use_var2_interp;
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bool uses_light;
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};
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Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
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ShaderCompilerGLES2();
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};
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#endif // SHADER_COMPILERL_GL_H
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