137 lines
4.7 KiB
C++
137 lines
4.7 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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#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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struct 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 _is_condition_preprocessable(ShaderLanguage::Node *p_condition) const;
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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_time;
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bool uses_screen_uv;
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bool uses_normalmap;
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bool uses_normal;
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bool uses_texpixel_size;
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bool uses_worldvec;
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bool vertex_code_writes_vertex;
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bool vertex_code_writes_position;
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bool uses_shadow_color;
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bool sinh_used;
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bool tanh_used;
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bool cosh_used;
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bool custom_h;
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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_position;
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StringName vname_light;
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StringName vname_time;
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StringName vname_normalmap;
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StringName vname_normalmap_depth;
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StringName vname_normal;
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StringName vname_texpixel_size;
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StringName vname_world_vec;
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StringName vname_shadow;
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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[9];
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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 uses_normalmap;
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bool vertex_code_writes_vertex;
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bool vertex_code_writes_position;
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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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bool uses_time;
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bool uses_normal;
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bool uses_texpixel_size;
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bool uses_worldvec;
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bool uses_shadow_color;
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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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