godot/drivers/gles2/shader_compiler_gles2.h
Juan Linietsky 2af2a84a03 Misc Fixes
==========

-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
2014-06-27 23:21:45 -03:00

107 lines
3.9 KiB
C++

/*************************************************************************/
/* shader_compiler_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SHADER_COMPILER_GLES2_H
#define SHADER_COMPILER_GLES2_H
#include "servers/visual/shader_language.h"
class ShaderCompilerGLES2 {
class Uniform;
public:
class Flags;
private:
ShaderLanguage::ProgramNode *program_node;
String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false);
Error compile_node(ShaderLanguage::ProgramNode *p_program);
static Error create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);
bool uses_light;
bool uses_texscreen;
bool uses_texpos;
bool uses_alpha;
bool uses_discard;
bool uses_screen_uv;
bool vertex_code_writes_vertex;
Flags *flags;
StringName vname_discard;
StringName vname_screen_uv;
StringName vname_diffuse_alpha;
StringName vname_color_interp;
StringName vname_uv_interp;
StringName vname_uv2_interp;
StringName vname_tangent_interp;
StringName vname_binormal_interp;
StringName vname_var1_interp;
StringName vname_var2_interp;
StringName vname_vertex;
StringName vname_light;
Map<StringName,ShaderLanguage::Uniform> *uniforms;
StringName out_vertex_name;
String global_code;
String code;
ShaderLanguage::ShaderType type;
String replace_string(const StringName& p_string);
Map<StringName,StringName> mode_replace_table[3];
Map<StringName,StringName> replace_table;
public:
struct Flags {
bool uses_alpha;
bool uses_texscreen;
bool uses_texpos;
bool vertex_code_writes_vertex;
bool uses_discard;
bool uses_screen_uv;
bool use_color_interp;
bool use_uv_interp;
bool use_uv2_interp;
bool use_tangent_interp;
bool use_var1_interp;
bool use_var2_interp;
bool uses_light;
};
Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
ShaderCompilerGLES2();
};
#endif // SHADER_COMPILERL_GL_H