958 lines
34 KiB
C++
958 lines
34 KiB
C++
/*************************************************************************/
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/* shader_compiler_gles2.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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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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#include "shader_compiler_gles2.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "core/string_buffer.h"
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#include "core/string_builder.h"
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#define SL ShaderLanguage
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static String _mktab(int p_level) {
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String tb;
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for (int i = 0; i < p_level; i++) {
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tb += "\t";
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}
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return tb;
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}
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static String _typestr(SL::DataType p_type) {
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return ShaderLanguage::get_datatype_name(p_type);
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}
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static String _prestr(SL::DataPrecision p_pres) {
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switch (p_pres) {
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case SL::PRECISION_LOWP: return "lowp ";
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case SL::PRECISION_MEDIUMP: return "mediump ";
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case SL::PRECISION_HIGHP: return "highp ";
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case SL::PRECISION_DEFAULT: return "";
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}
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return "";
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}
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static String _qualstr(SL::ArgumentQualifier p_qual) {
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switch (p_qual) {
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case SL::ARGUMENT_QUALIFIER_IN: return "in ";
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case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
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case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
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}
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return "";
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}
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static String _opstr(SL::Operator p_op) {
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return SL::get_operator_text(p_op);
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}
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static String _mkid(const String &p_id) {
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String id = "m_" + p_id;
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return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
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}
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static String f2sp0(float p_float) {
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String num = rtoss(p_float);
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if (num.find(".") == -1 && num.find("e") == -1) {
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num += ".0";
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}
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return num;
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}
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static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
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switch (p_type) {
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case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
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case SL::TYPE_BVEC2:
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case SL::TYPE_BVEC3:
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case SL::TYPE_BVEC4: {
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StringBuffer<> text;
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text += "bvec";
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text += itos(p_type - SL::TYPE_BOOL + 1);
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text += "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += p_values[i].boolean ? "true" : "false";
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}
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text += ")";
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return text.as_string();
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}
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// GLSL ES 2 doesn't support uints, so we just use signed ints instead...
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case SL::TYPE_UINT: return itos(p_values[0].uint);
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case SL::TYPE_UVEC2:
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case SL::TYPE_UVEC3:
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case SL::TYPE_UVEC4: {
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StringBuffer<> text;
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text += "ivec";
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text += itos(p_type - SL::TYPE_UINT + 1);
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text += "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += itos(p_values[i].uint);
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}
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text += ")";
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return text.as_string();
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} break;
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case SL::TYPE_INT: return itos(p_values[0].sint);
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case SL::TYPE_IVEC2:
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case SL::TYPE_IVEC3:
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case SL::TYPE_IVEC4: {
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StringBuffer<> text;
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text += "ivec";
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text += itos(p_type - SL::TYPE_INT + 1);
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text += "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += itos(p_values[i].sint);
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}
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text += ")";
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return text.as_string();
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} break;
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case SL::TYPE_FLOAT: return f2sp0(p_values[0].real);
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case SL::TYPE_VEC2:
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case SL::TYPE_VEC3:
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case SL::TYPE_VEC4: {
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StringBuffer<> text;
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text += "vec";
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text += itos(p_type - SL::TYPE_FLOAT + 1);
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text += "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += f2sp0(p_values[i].real);
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}
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text += ")";
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return text.as_string();
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} break;
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case SL::TYPE_MAT2:
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case SL::TYPE_MAT3:
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case SL::TYPE_MAT4: {
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StringBuffer<> text;
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text += "mat";
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text += itos(p_type - SL::TYPE_MAT2 + 2);
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text += "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += f2sp0(p_values[i].real);
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}
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text += ")";
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return text.as_string();
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} break;
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default: ERR_FAIL_V(String());
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}
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}
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void ShaderCompilerGLES2::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added) {
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int fidx = -1;
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for (int i = 0; i < p_node->functions.size(); i++) {
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if (p_node->functions[i].name == p_for_func) {
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fidx = i;
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break;
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}
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}
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ERR_FAIL_COND(fidx == -1);
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for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
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if (r_added.has(E->get())) {
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continue;
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}
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_dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_added);
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SL::FunctionNode *fnode = NULL;
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for (int i = 0; i < p_node->functions.size(); i++) {
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if (p_node->functions[i].name == E->get()) {
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fnode = p_node->functions[i].function;
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break;
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}
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}
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ERR_FAIL_COND(!fnode);
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r_to_add += "\n";
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StringBuffer<128> header;
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header += _typestr(fnode->return_type);
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header += " ";
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header += _mkid(fnode->name);
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header += "(";
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for (int i = 0; i < fnode->arguments.size(); i++) {
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if (i > 0)
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header += ", ";
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header += _qualstr(fnode->arguments[i].qualifier);
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header += _prestr(fnode->arguments[i].precision);
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header += _typestr(fnode->arguments[i].type);
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header += " ";
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header += _mkid(fnode->arguments[i].name);
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}
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header += ")\n";
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r_to_add += header.as_string();
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r_to_add += p_func_code[E->get()];
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r_added.insert(E->get());
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}
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}
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String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning) {
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StringBuilder code;
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switch (p_node->type) {
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case SL::Node::TYPE_SHADER: {
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SL::ShaderNode *snode = (SL::ShaderNode *)p_node;
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for (int i = 0; i < snode->render_modes.size(); i++) {
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if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) {
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r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8());
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used_rmode_defines.insert(snode->render_modes[i]);
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}
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if (p_actions.render_mode_flags.has(snode->render_modes[i])) {
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*p_actions.render_mode_flags[snode->render_modes[i]] = true;
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}
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if (p_actions.render_mode_values.has(snode->render_modes[i])) {
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Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]];
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*p.first = p.second;
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}
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}
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int max_texture_uniforms = 0;
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int max_uniforms = 0;
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for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
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if (SL::is_sampler_type(E->get().type))
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max_texture_uniforms++;
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else
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max_uniforms++;
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}
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r_gen_code.texture_uniforms.resize(max_texture_uniforms);
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r_gen_code.texture_hints.resize(max_texture_uniforms);
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r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms);
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StringBuilder vertex_global;
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StringBuilder fragment_global;
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// uniforms
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for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
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StringBuffer<> uniform_code;
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// use highp if no precision is specified to prevent different default values in fragment and vertex shader
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SL::DataPrecision precision = E->get().precision;
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if (precision == SL::PRECISION_DEFAULT && E->get().type != SL::TYPE_BOOL) {
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precision = SL::PRECISION_HIGHP;
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}
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uniform_code += "uniform ";
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uniform_code += _prestr(precision);
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uniform_code += _typestr(E->get().type);
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uniform_code += " ";
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uniform_code += _mkid(E->key());
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uniform_code += ";\n";
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if (SL::is_sampler_type(E->get().type)) {
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r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
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r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
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} else {
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r_gen_code.uniforms.write[E->get().order] = E->key();
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}
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vertex_global += uniform_code.as_string();
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fragment_global += uniform_code.as_string();
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p_actions.uniforms->insert(E->key(), E->get());
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}
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// varyings
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for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) {
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StringBuffer<> varying_code;
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varying_code += "varying ";
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varying_code += _prestr(E->get().precision);
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varying_code += _typestr(E->get().type);
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varying_code += " ";
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varying_code += _mkid(E->key());
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varying_code += ";\n";
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String final_code = varying_code.as_string();
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vertex_global += final_code;
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fragment_global += final_code;
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}
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// functions
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Map<StringName, String> function_code;
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for (int i = 0; i < snode->functions.size(); i++) {
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SL::FunctionNode *fnode = snode->functions[i].function;
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current_func_name = fnode->name;
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function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
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}
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Set<StringName> added_vertex;
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Set<StringName> added_fragment;
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for (int i = 0; i < snode->functions.size(); i++) {
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SL::FunctionNode *fnode = snode->functions[i].function;
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current_func_name = fnode->name;
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if (fnode->name == vertex_name) {
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_dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex);
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r_gen_code.vertex = function_code[vertex_name];
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} else if (fnode->name == fragment_name) {
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_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
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r_gen_code.fragment = function_code[fragment_name];
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} else if (fnode->name == light_name) {
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_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
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r_gen_code.light = function_code[light_name];
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}
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}
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r_gen_code.vertex_global = vertex_global.as_string();
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r_gen_code.fragment_global = fragment_global.as_string();
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} break;
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case SL::Node::TYPE_FUNCTION: {
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} break;
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case SL::Node::TYPE_BLOCK: {
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SL::BlockNode *bnode = (SL::BlockNode *)p_node;
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if (!bnode->single_statement) {
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code += _mktab(p_level - 1);
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code += "{\n";
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}
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for (int i = 0; i < bnode->statements.size(); i++) {
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String statement_code = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
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code += statement_code;
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} else {
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code += _mktab(p_level);
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code += statement_code;
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code += ";\n";
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}
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}
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if (!bnode->single_statement) {
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code += _mktab(p_level - 1);
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code += "}\n";
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}
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} break;
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case SL::Node::TYPE_VARIABLE_DECLARATION: {
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SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node;
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StringBuffer<> declaration;
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declaration += _prestr(var_dec_node->precision);
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declaration += _typestr(var_dec_node->datatype);
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for (int i = 0; i < var_dec_node->declarations.size(); i++) {
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if (i > 0) {
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declaration += ",";
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}
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declaration += " ";
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declaration += _mkid(var_dec_node->declarations[i].name);
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if (var_dec_node->declarations[i].initializer) {
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declaration += " = ";
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declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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}
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}
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code += declaration.as_string();
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} break;
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case SL::Node::TYPE_VARIABLE: {
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SL::VariableNode *var_node = (SL::VariableNode *)p_node;
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if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) {
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*p_actions.write_flag_pointers[var_node->name] = true;
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}
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if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
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String define = p_default_actions.usage_defines[var_node->name];
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if (define.begins_with("@")) {
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define = p_default_actions.usage_defines[define.substr(1, define.length())];
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}
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r_gen_code.custom_defines.push_back(define.utf8());
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used_name_defines.insert(var_node->name);
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}
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if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) {
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*p_actions.usage_flag_pointers[var_node->name] = true;
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used_flag_pointers.insert(var_node->name);
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}
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if (p_default_actions.renames.has(var_node->name)) {
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code += p_default_actions.renames[var_node->name];
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} else {
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code += _mkid(var_node->name);
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}
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if (var_node->name == time_name) {
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if (current_func_name == vertex_name) {
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r_gen_code.uses_vertex_time = true;
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}
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if (current_func_name == fragment_name || current_func_name == light_name) {
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r_gen_code.uses_fragment_time = true;
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}
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}
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} break;
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case SL::Node::TYPE_CONSTANT: {
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SL::ConstantNode *const_node = (SL::ConstantNode *)p_node;
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return get_constant_text(const_node->datatype, const_node->values);
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} break;
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case SL::Node::TYPE_OPERATOR: {
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SL::OperatorNode *op_node = (SL::OperatorNode *)p_node;
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switch (op_node->op) {
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case SL::OP_ASSIGN:
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case SL::OP_ASSIGN_ADD:
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case SL::OP_ASSIGN_SUB:
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|
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: {
|
|
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
|
|
code += " = ";
|
|
code += "mod(";
|
|
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
|
|
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_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_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_CONSTRUCT) {
|
|
code += var_node->name;
|
|
} else {
|
|
|
|
if (var_node->name == "texture") {
|
|
// emit texture call
|
|
|
|
if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
|
|
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 += ")";
|
|
|
|
} 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 += _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);
|
|
} break;
|
|
|
|
case SL::OP_MOD: {
|
|
|
|
code += "mod(float(";
|
|
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
|
|
code += "), float(";
|
|
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
|
|
code += "))";
|
|
} break;
|
|
|
|
default: {
|
|
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);
|
|
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_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;
|
|
} 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<String> shader = p_code.split("\n");
|
|
for (int i = 0; i < shader.size(); i++) {
|
|
print_line(itos(i + 1) + " " + shader[i]);
|
|
}
|
|
|
|
_err_print_error(NULL, 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();
|
|
|
|
_dump_node_code(parser.get_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"] = "gl_PointSize";
|
|
|
|
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";
|
|
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["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["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].usage_defines["COLOR"] = "#define COLOR_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";
|
|
|
|
/** 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["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"] = "gl_PointSize";
|
|
// gl_InstanceID is not available in OpenGL ES 2.0
|
|
actions[VS::SHADER_SPATIAL].renames["INSTANCE_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";
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actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
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actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
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actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
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actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
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actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
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actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
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actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
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actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
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actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
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actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
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actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
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actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
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actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
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actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
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actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
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actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
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actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
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actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
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actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
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actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
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actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
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actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
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actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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// Defined in GLES3, could be implemented in GLES2 too if there's a need for it
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//actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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// Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
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//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
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//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
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bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
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if (!force_lambert) {
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actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
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}
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actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
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bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
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if (!force_blinn) {
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
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} else {
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
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}
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
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// No defines for particle shaders in GLES2, there are no GPU particles
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vertex_name = "vertex";
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fragment_name = "fragment";
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light_name = "light";
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time_name = "TIME";
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List<String> func_list;
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ShaderLanguage::get_builtin_funcs(&func_list);
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for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
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internal_functions.insert(E->get());
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}
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}
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