godot/servers/visual/shader_language.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

431 lines
10 KiB
C++

/*************************************************************************/
/* shader_language.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_LANGUAGE_H
#define SHADER_LANGUAGE_H
#include "typedefs.h"
#include "ustring.h"
#include "list.h"
#include "string_db.h"
#include "map.h"
#include "variant.h"
class ShaderLanguage {
public:
enum TokenType {
TK_EMPTY,
TK_INDENTIFIER,
TK_TRUE,
TK_FALSE,
TK_REAL_CONSTANT,
TK_TYPE_VOID,
TK_TYPE_BOOL,
TK_TYPE_FLOAT,
TK_TYPE_VEC2,
TK_TYPE_VEC3,
TK_TYPE_VEC4,
TK_TYPE_MAT2,
TK_TYPE_MAT3,
TK_TYPE_MAT4,
TK_TYPE_TEXTURE,
TK_TYPE_CUBEMAP,
TK_TYPE_COLOR,
TK_OP_EQUAL,
TK_OP_NOT_EQUAL,
TK_OP_LESS,
TK_OP_LESS_EQUAL,
TK_OP_GREATER,
TK_OP_GREATER_EQUAL,
TK_OP_AND,
TK_OP_OR,
TK_OP_NOT,
TK_OP_ADD,
TK_OP_SUB,
TK_OP_MUL,
TK_OP_DIV,
TK_OP_NEG,
TK_OP_ASSIGN,
TK_OP_ASSIGN_ADD,
TK_OP_ASSIGN_SUB,
TK_OP_ASSIGN_MUL,
TK_OP_ASSIGN_DIV,
TK_CF_IF,
TK_CF_ELSE,
TK_CF_RETURN,
TK_BRACKET_OPEN,
TK_BRACKET_CLOSE,
TK_CURLY_BRACKET_OPEN,
TK_CURLY_BRACKET_CLOSE,
TK_PARENTHESIS_OPEN,
TK_PARENTHESIS_CLOSE,
TK_COMMA,
TK_SEMICOLON,
TK_PERIOD,
TK_UNIFORM,
TK_ERROR,
TK_MAX
};
/* COMPILER */
enum ShaderType {
SHADER_MATERIAL_VERTEX,
SHADER_MATERIAL_FRAGMENT,
SHADER_MATERIAL_LIGHT,
SHADER_CANVAS_ITEM_VERTEX,
SHADER_CANVAS_ITEM_FRAGMENT,
SHADER_CANVAS_ITEM_LIGHT,
SHADER_POST_PROCESS,
};
enum DataType {
TYPE_VOID,
TYPE_BOOL,
TYPE_FLOAT,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
TYPE_TEXTURE,
TYPE_CUBEMAP,
};
enum Operator {
OP_ASSIGN,
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_ASSIGN_ADD,
OP_ASSIGN_SUB,
OP_ASSIGN_MUL,
OP_ASSIGN_DIV,
OP_NEG,
OP_NOT,
OP_CMP_EQ,
OP_CMP_NEQ,
OP_CMP_LEQ,
OP_CMP_GEQ,
OP_CMP_LESS,
OP_CMP_GREATER,
OP_CMP_OR,
OP_CMP_AND,
OP_CALL,
OP_CONSTRUCT,
OP_MAX
};
enum FlowOperation {
FLOW_OP_IF,
FLOW_OP_RETURN,
//FLOW_OP_FOR,
//FLOW_OP_WHILE,
//FLOW_OP_DO,
//FLOW_OP_BREAK,
//FLOW_OP_CONTINUE,
};
struct Node {
enum Type {
TYPE_PROGRAM,
TYPE_FUNCTION,
TYPE_BLOCK,
TYPE_VARIABLE,
TYPE_CONSTANT,
TYPE_OPERATOR,
TYPE_CONTROL_FLOW,
TYPE_MEMBER
};
Node * parent;
Type type;
virtual DataType get_datatype() const { return TYPE_VOID; }
virtual ~Node() {}
};
struct OperatorNode : public Node {
DataType return_cache;
Operator op;
Vector<Node*> arguments;
virtual DataType get_datatype() const { return return_cache; }
OperatorNode() { type=TYPE_OPERATOR; return_cache=TYPE_VOID; }
};
struct VariableNode : public Node {
bool uniform;
DataType datatype_cache;
StringName name;
virtual DataType get_datatype() const { return datatype_cache; }
VariableNode() { type=TYPE_VARIABLE; datatype_cache=TYPE_VOID; uniform=false; }
};
struct ConstantNode : public Node {
DataType datatype;
Variant value;
virtual DataType get_datatype() const { return datatype; }
ConstantNode() { type=TYPE_CONSTANT; }
};
struct BlockNode : public Node {
Map<StringName,DataType> variables;
List<Node*> statements;
BlockNode() { type=TYPE_BLOCK; }
};
struct ControlFlowNode : public Node {
FlowOperation flow_op;
Vector<Node*> statements;
ControlFlowNode() { type=TYPE_CONTROL_FLOW; flow_op=FLOW_OP_IF;}
};
struct MemberNode : public Node {
DataType basetype;
DataType datatype;
StringName name;
Node* owner;
virtual DataType get_datatype() const { return datatype; }
MemberNode() { type=TYPE_MEMBER; }
};
struct FunctionNode : public Node {
struct Argument {
StringName name;
DataType type;
};
StringName name;
DataType return_type;
Vector<Argument> arguments;
BlockNode *body;
FunctionNode() { type=TYPE_FUNCTION; }
};
struct Uniform {
int order;
DataType type;
Variant default_value;
};
struct ProgramNode : public Node {
struct Function {
StringName name;
FunctionNode*function;
};
Map<StringName,DataType> builtin_variables;
Map<StringName,Uniform> uniforms;
Vector<Function> functions;
BlockNode *body;
ProgramNode() { type=TYPE_PROGRAM; }
};
struct Expression {
bool is_op;
union {
TokenType op;
Node *node;
};
};
typedef Error (*CompileFunc)(void*,ProgramNode*);
struct VarInfo {
StringName name;
DataType type;
};
private:
static const char * token_names[TK_MAX];
struct Token {
TokenType type;
StringName text;
uint16_t line,col;
Token(TokenType p_type=TK_EMPTY,const String& p_text=String()) { type=p_type; text=p_text; line=0; col=0; }
};
static Token read_token(const CharType* p_text,int p_len,int &r_line,int &r_chars);
static Error tokenize(const String& p_text,Vector<Token> *p_tokens,String *r_error,int *r_err_line,int *r_err_column);
class Parser {
Vector<Token> tokens;
int pos;
String error;
public:
void set_error(const String& p_error) { error=p_error; }
void get_error(String *r_error, int *r_line, int *r_column) {
*r_error=error;
*r_line=get_token(pos).line;
*r_column=get_token(pos).col;
}
Token get_token(int ofs=0) const { int idx=pos+ofs; if (idx<0 || idx>=tokens.size()) return Token(TK_ERROR); return tokens[idx]; }
TokenType get_token_type(int ofs=0) const { int idx=pos+ofs; if (idx<0 || idx>=tokens.size()) return TK_ERROR; return tokens[idx].type; }
void advance(int p_amount=1) { pos+=p_amount; }
bool is_at_end() const { return pos>=tokens.size(); }
ProgramNode *program;
template<class T>
T* create_node(Node *p_parent) { T*n=memnew( T ); nodegc.push_back(n); n->parent=p_parent; return n; }
List<Node*> nodegc;
Parser(const Vector<Token>& p_tokens) { tokens=p_tokens; pos=0;}
};
struct IntrinsicFuncDef {
enum { MAX_ARGS=5 };
const char* name;
DataType rettype;
const DataType args[MAX_ARGS];
};
static const IntrinsicFuncDef intrinsic_func_defs[];
struct OperatorDef {
enum { MAX_ARGS=2 };
Operator op;
DataType rettype;
const DataType args[MAX_ARGS];
};
static const OperatorDef operator_defs[];
struct BuiltinsDef {
const char* name;
DataType type;
};
static const BuiltinsDef vertex_builtins_defs[];
static const BuiltinsDef fragment_builtins_defs[];
static const BuiltinsDef light_builtins_defs[];
static const BuiltinsDef ci_vertex_builtins_defs[];
static const BuiltinsDef ci_fragment_builtins_defs[];
static const BuiltinsDef ci_light_builtins_defs[];
static const BuiltinsDef postprocess_fragment_builtins_defs[];
static DataType get_token_datatype(TokenType p_type);
static String get_datatype_name(DataType p_type);
static bool is_token_datatype(TokenType p_type);
static bool is_token_nonvoid_datatype(TokenType p_type);
static bool test_existing_identifier(Node *p_node,const StringName p_identifier,bool p_func=true,bool p_var=true,bool p_builtin=true);
static bool parser_is_at_function(Parser& parser);
static DataType compute_node_type(Node *p_node);
static Node* validate_function_call(Parser&parser, OperatorNode *p_func);
static Node* validate_operator(Parser& parser,OperatorNode *p_func);
static bool is_token_operator(TokenType p_type);
static Operator get_token_operator(TokenType p_type);
static Error parse_expression(Parser& parser,Node *p_parent,Node **r_expr);
static Error parse_variable_declaration(Parser& parser,BlockNode *p_block);
static Error parse_function(Parser& parser,BlockNode *p_block);
static Error parse_flow_if(Parser& parser,Node *p_parent,Node **r_statement);
static Error parse_flow_return(Parser& parser,Node *p_parent,Node **r_statement);
static Error parse_statement(Parser& parser,Node *p_parent,Node **r_statement);
static Error parse_block(Parser& parser,BlockNode *p_block);
static Error parse(const Vector<Token> &p_tokens,ShaderType p_type,CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column);
;
public:
static void get_keyword_list(ShaderType p_type,List<String> *p_keywords);
static Error compile(const String& p_code,ShaderType p_type, CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column);
static String lex_debug(const String& p_code);
};
#endif // SHADER_LANGUAGE_H