godot/servers/visual/shader_compiler.h

143 lines
3.5 KiB
C++

/*************************************************************************/
/* shader_compiler.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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_H
#define SHADER_COMPILER_H
#include "map.h"
#include "list.h"
#include "vector.h"
#if 0
class ShaderSyntax {
public:
enum DataType {
TYPE_BOOL,
TYPE_FLOAT,
TYPE_VEC3,
TYPE_TRANSFORM,
TYPE_TEXTURE
};
enum Operator {
OP_ASSIGN,
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_NEG,
OP_CMP_EQ,
OP_CMP_NEQ,
OP_CMP_LEQ,
OP_CMP_GEQ,
OP_CMP_OR,
OP_CMP_AND,
OP_CALL
};
struct Node {
enum Type {
TYPE_PROGRAM,
TYPE_FUNCTION,
TYPE_BLOCK,
TYPE_VARIABLE,
TYPE_OPERATOR,
TYPE_IF,
};
Node * parent;
Type type;
virtual ~Node() {}
};
struct OperatorNode : public Node {
Operator op;
Vector<Node*> arguments;
OperatorNode() { type=TYPE_OPERATOR; }
};
struct VariableNode : public Node {
StringName variable;
VariableNode() { type=TYPE_VARIABLE; }
};
struct BlockNode : public Node {
Map<StringName,DataType> variables;
List<Node*> subnodes;
BlockNode() { type=TYPE_BLOCK; }
};
struct ConditionalNode : public Node {
Node *test;
Node *do_if;
Node *do_else;
ConditionalNode() { type=TYPE_CONDITIONAL; }
};
struct FunctionNode : public Node {
struct Argument {
StringName name;
DataType type;
};
Vector<Argument> arguments;
Node *body;
FunctionNode() { type=TYPE_FUNCTION; }
};
struct ProgramNode : public Node {
Vector<FunctionNode*> functions;
Node *body;
ProgramNode() { type=TYPE_PROGRAM; }
};
ShaderCompiler();
};
#endif // SHADER_COMPILER_H
#endif