shader_compiler_gles3.cpp 22 KB

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  1. #include "shader_compiler_gles3.h"
  2. #include "os/os.h"
  3. #define SL ShaderLanguage
  4. static String _mktab(int p_level) {
  5. String tb;
  6. for(int i=0;i<p_level;i++) {
  7. tb+="\t";
  8. }
  9. return tb;
  10. }
  11. static String _typestr(SL::DataType p_type) {
  12. return ShaderLanguage::get_datatype_name(p_type);
  13. }
  14. static int _get_datatype_size(SL::DataType p_type) {
  15. switch(p_type) {
  16. case SL::TYPE_VOID: return 0;
  17. case SL::TYPE_BOOL: return 4;
  18. case SL::TYPE_BVEC2: return 8;
  19. case SL::TYPE_BVEC3: return 16;
  20. case SL::TYPE_BVEC4: return 16;
  21. case SL::TYPE_INT: return 4;
  22. case SL::TYPE_IVEC2: return 8;
  23. case SL::TYPE_IVEC3: return 16;
  24. case SL::TYPE_IVEC4: return 16;
  25. case SL::TYPE_UINT: return 4;
  26. case SL::TYPE_UVEC2: return 8;
  27. case SL::TYPE_UVEC3: return 16;
  28. case SL::TYPE_UVEC4: return 16;
  29. case SL::TYPE_FLOAT: return 4;
  30. case SL::TYPE_VEC2: return 8;
  31. case SL::TYPE_VEC3: return 16;
  32. case SL::TYPE_VEC4: return 16;
  33. case SL::TYPE_MAT2: return 16;
  34. case SL::TYPE_MAT3: return 48;
  35. case SL::TYPE_MAT4: return 64;
  36. case SL::TYPE_SAMPLER2D: return 16;
  37. case SL::TYPE_ISAMPLER2D: return 16;
  38. case SL::TYPE_USAMPLER2D: return 16;
  39. case SL::TYPE_SAMPLERCUBE: return 16;
  40. }
  41. ERR_FAIL_V(0);
  42. }
  43. static String _prestr(SL::DataPrecision p_pres) {
  44. switch(p_pres) {
  45. case SL::PRECISION_LOWP: return "lowp ";
  46. case SL::PRECISION_MEDIUMP: return "mediump ";
  47. case SL::PRECISION_HIGHP: return "highp ";
  48. case SL::PRECISION_DEFAULT: return "";
  49. }
  50. return "";
  51. }
  52. static String _opstr(SL::Operator p_op) {
  53. return SL::get_operator_text(p_op);
  54. }
  55. static String _mkid(const String& p_id) {
  56. return "m_"+p_id;
  57. }
  58. static String f2sp0(float p_float) {
  59. if (int(p_float)==p_float)
  60. return itos(p_float)+".0";
  61. else
  62. return rtoss(p_float);
  63. }
  64. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value>& p_values) {
  65. switch(p_type) {
  66. case SL::TYPE_BOOL: return p_values[0].boolean?"true":"false";
  67. case SL::TYPE_BVEC2:
  68. case SL::TYPE_BVEC3:
  69. case SL::TYPE_BVEC4: {
  70. String text="bvec"+itos(p_type-SL::TYPE_BOOL+1)+"(";
  71. for(int i=0;i<p_values.size();i++) {
  72. if (i>0)
  73. text+=",";
  74. text+=p_values[i].boolean?"true":"false";
  75. }
  76. text+=")";
  77. return text;
  78. }
  79. case SL::TYPE_INT: return itos(p_values[0].sint);
  80. case SL::TYPE_IVEC2:
  81. case SL::TYPE_IVEC3:
  82. case SL::TYPE_IVEC4: {
  83. String text="ivec"+itos(p_type-SL::TYPE_INT+1)+"(";
  84. for(int i=0;i<p_values.size();i++) {
  85. if (i>0)
  86. text+=",";
  87. text+=itos(p_values[i].sint);
  88. }
  89. text+=")";
  90. return text;
  91. } break;
  92. case SL::TYPE_UINT: return itos(p_values[0].uint)+"u";
  93. case SL::TYPE_UVEC2:
  94. case SL::TYPE_UVEC3:
  95. case SL::TYPE_UVEC4: {
  96. String text="uvec"+itos(p_type-SL::TYPE_UINT+1)+"(";
  97. for(int i=0;i<p_values.size();i++) {
  98. if (i>0)
  99. text+=",";
  100. text+=itos(p_values[i].uint)+"u";
  101. }
  102. text+=")";
  103. return text;
  104. } break;
  105. case SL::TYPE_FLOAT: return f2sp0(p_values[0].real)+"f";
  106. case SL::TYPE_VEC2:
  107. case SL::TYPE_VEC3:
  108. case SL::TYPE_VEC4: {
  109. String text="vec"+itos(p_type-SL::TYPE_FLOAT+1)+"(";
  110. for(int i=0;i<p_values.size();i++) {
  111. if (i>0)
  112. text+=",";
  113. text+=f2sp0(p_values[i].real);
  114. }
  115. text+=")";
  116. return text;
  117. } break;
  118. default: ERR_FAIL_V(String());
  119. }
  120. }
  121. void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode* p_node, const StringName& p_for_func, const Map<StringName,String>& p_func_code, String& r_to_add, Set<StringName> &added) {
  122. int fidx=-1;
  123. for(int i=0;i<p_node->functions.size();i++) {
  124. if (p_node->functions[i].name==p_for_func) {
  125. fidx=i;
  126. break;
  127. }
  128. }
  129. ERR_FAIL_COND(fidx==-1);
  130. for (Set<StringName>::Element *E=p_node->functions[fidx].uses_function.front();E;E=E->next()) {
  131. if (added.has(E->get())) {
  132. continue; //was added already
  133. }
  134. _dump_function_deps(p_node,E->get(),p_func_code,r_to_add,added);
  135. SL::FunctionNode *fnode=NULL;
  136. for(int i=0;i<p_node->functions.size();i++) {
  137. if (p_node->functions[i].name==E->get()) {
  138. fnode=p_node->functions[i].function;
  139. break;
  140. }
  141. }
  142. ERR_FAIL_COND(!fnode);
  143. r_to_add+="\n";
  144. String header;
  145. header=_typestr(fnode->return_type)+" "+_mkid(fnode->name)+"(";
  146. for(int i=0;i<fnode->arguments.size();i++) {
  147. if (i>0)
  148. header+=", ";
  149. header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+_mkid(fnode->arguments[i].name);
  150. }
  151. header+=")\n";
  152. r_to_add+=header;
  153. r_to_add+=p_func_code[E->get()];
  154. added.insert(E->get());
  155. }
  156. }
  157. String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode& r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) {
  158. String code;
  159. switch(p_node->type) {
  160. case SL::Node::TYPE_SHADER: {
  161. SL::ShaderNode *pnode=(SL::ShaderNode*)p_node;
  162. for(int i=0;i<pnode->render_modes.size();i++) {
  163. if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
  164. r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
  165. used_rmode_defines.insert(pnode->render_modes[i]);
  166. }
  167. if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
  168. *p_actions.render_mode_flags[pnode->render_modes[i]]=true;
  169. }
  170. if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
  171. Pair<int*,int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
  172. *p.first=p.second;
  173. }
  174. }
  175. int max_texture_uniforms=0;
  176. int max_uniforms=0;
  177. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  178. if (SL::is_sampler_type(E->get().type))
  179. max_texture_uniforms++;
  180. else
  181. max_uniforms++;
  182. }
  183. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  184. r_gen_code.texture_hints.resize(max_texture_uniforms);
  185. Vector<int> uniform_sizes;
  186. Vector<int> uniform_alignments;
  187. Vector<StringName> uniform_defines;
  188. uniform_sizes.resize(max_uniforms);
  189. uniform_alignments.resize(max_uniforms);
  190. uniform_defines.resize(max_uniforms);
  191. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  192. String ucode;
  193. if (SL::is_sampler_type(E->get().type)) {
  194. ucode="uniform ";
  195. }
  196. ucode+=_prestr(E->get().precission);
  197. ucode+=_typestr(E->get().type);
  198. ucode+=" "+_mkid(E->key());
  199. ucode+=";\n";
  200. if (SL::is_sampler_type(E->get().type)) {
  201. r_gen_code.vertex_global+=ucode;
  202. r_gen_code.fragment_global+=ucode;
  203. r_gen_code.texture_uniforms[E->get().texture_order]=_mkid(E->key());
  204. r_gen_code.texture_hints[E->get().texture_order]=E->get().hint;
  205. } else {
  206. if (r_gen_code.uniforms.empty()) {
  207. r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
  208. }
  209. uniform_defines[E->get().order]=ucode;
  210. uniform_sizes[E->get().order]=_get_datatype_size(E->get().type);
  211. uniform_alignments[E->get().order]=MIN(16,_get_datatype_size(E->get().type));
  212. }
  213. p_actions.uniforms->insert(E->key(),E->get());
  214. }
  215. for(int i=0;i<max_uniforms;i++) {
  216. r_gen_code.uniforms+=uniform_defines[i];
  217. }
  218. // add up
  219. for(int i=0;i<uniform_sizes.size();i++) {
  220. if (i>0) {
  221. int align = uniform_sizes[i-1] % uniform_alignments[i];
  222. if (align!=0) {
  223. uniform_sizes[i-1]+=uniform_alignments[i]-align;
  224. }
  225. uniform_sizes[i]=uniform_sizes[i]+uniform_sizes[i-1];
  226. }
  227. }
  228. //offset
  229. r_gen_code.uniform_offsets.resize(uniform_sizes.size());
  230. for(int i=0;i<uniform_sizes.size();i++) {
  231. if (i>0)
  232. r_gen_code.uniform_offsets[i]=uniform_sizes[i-1];
  233. else
  234. r_gen_code.uniform_offsets[i]=0;
  235. }
  236. /*
  237. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  238. if (SL::is_sampler_type(E->get().type)) {
  239. continue;
  240. }
  241. print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order]));
  242. }
  243. */
  244. if (uniform_sizes.size()) {
  245. r_gen_code.uniform_total_size=uniform_sizes[ uniform_sizes.size() -1 ];
  246. } else {
  247. r_gen_code.uniform_total_size=0;
  248. }
  249. for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) {
  250. String vcode;
  251. vcode+=_prestr(E->get().precission);
  252. vcode+=_typestr(E->get().type);
  253. vcode+=" "+String(E->key());
  254. vcode+=";\n";
  255. r_gen_code.vertex_global+="out "+vcode;
  256. r_gen_code.fragment_global+="in "+vcode;
  257. }
  258. Map<StringName,String> function_code;
  259. //code for functions
  260. for(int i=0;i<pnode->functions.size();i++) {
  261. SL::FunctionNode *fnode=pnode->functions[i].function;
  262. function_code[fnode->name]=_dump_node_code(fnode->body,p_level+1,r_gen_code,p_actions,p_default_actions);
  263. }
  264. //place functions in actual code
  265. Set<StringName> added_vtx;
  266. Set<StringName> added_fragment; //share for light
  267. for(int i=0;i<pnode->functions.size();i++) {
  268. SL::FunctionNode *fnode=pnode->functions[i].function;
  269. current_func_name=fnode->name;
  270. if (fnode->name=="vertex") {
  271. _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.vertex_global,added_vtx);
  272. r_gen_code.vertex=function_code["vertex"];
  273. }
  274. if (fnode->name=="fragment") {
  275. _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment);
  276. r_gen_code.fragment=function_code["fragment"];
  277. }
  278. if (fnode->name=="light") {
  279. _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment);
  280. r_gen_code.light=function_code["light"];
  281. }
  282. }
  283. //code+=dump_node_code(pnode->body,p_level);
  284. } break;
  285. case SL::Node::TYPE_FUNCTION: {
  286. } break;
  287. case SL::Node::TYPE_BLOCK: {
  288. SL::BlockNode *bnode=(SL::BlockNode*)p_node;
  289. //variables
  290. code+=_mktab(p_level-1)+"{\n";
  291. for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) {
  292. code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+_mkid(E->key())+";\n";
  293. }
  294. for(int i=0;i<bnode->statements.size();i++) {
  295. String scode = _dump_node_code(bnode->statements[i],p_level,r_gen_code,p_actions,p_default_actions);
  296. if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) {
  297. code+=scode; //use directly
  298. } else {
  299. code+=_mktab(p_level)+scode+";\n";
  300. }
  301. }
  302. code+=_mktab(p_level-1)+"}\n";
  303. } break;
  304. case SL::Node::TYPE_VARIABLE: {
  305. SL::VariableNode *vnode=(SL::VariableNode*)p_node;
  306. if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
  307. String define = p_default_actions.usage_defines[vnode->name];
  308. if (define.begins_with("@")) {
  309. define = p_default_actions.usage_defines[define.substr(1,define.length())];
  310. }
  311. r_gen_code.defines.push_back(define.utf8());
  312. used_name_defines.insert(vnode->name);
  313. }
  314. if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
  315. *p_actions.usage_flag_pointers[vnode->name]=true;
  316. used_flag_pointers.insert(vnode->name);
  317. }
  318. if (p_default_actions.renames.has(vnode->name))
  319. code=p_default_actions.renames[vnode->name];
  320. else
  321. code=_mkid(vnode->name);
  322. if (vnode->name==time_name) {
  323. if (current_func_name==vertex_name) {
  324. r_gen_code.uses_vertex_time=true;
  325. }
  326. if (current_func_name==fragment_name) {
  327. r_gen_code.uses_fragment_time=true;
  328. }
  329. }
  330. } break;
  331. case SL::Node::TYPE_CONSTANT: {
  332. SL::ConstantNode *cnode=(SL::ConstantNode*)p_node;
  333. return get_constant_text(cnode->datatype,cnode->values);
  334. } break;
  335. case SL::Node::TYPE_OPERATOR: {
  336. SL::OperatorNode *onode=(SL::OperatorNode*)p_node;
  337. switch(onode->op) {
  338. case SL::OP_ASSIGN:
  339. case SL::OP_ASSIGN_ADD:
  340. case SL::OP_ASSIGN_SUB:
  341. case SL::OP_ASSIGN_MUL:
  342. case SL::OP_ASSIGN_DIV:
  343. case SL::OP_ASSIGN_SHIFT_LEFT:
  344. case SL::OP_ASSIGN_SHIFT_RIGHT:
  345. case SL::OP_ASSIGN_MOD:
  346. case SL::OP_ASSIGN_BIT_AND:
  347. case SL::OP_ASSIGN_BIT_OR:
  348. case SL::OP_ASSIGN_BIT_XOR:
  349. code=_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions);
  350. break;
  351. case SL::OP_BIT_INVERT:
  352. case SL::OP_NEGATE:
  353. case SL::OP_NOT:
  354. case SL::OP_DECREMENT:
  355. case SL::OP_INCREMENT:
  356. code=_opstr(onode->op)+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions);
  357. break;
  358. case SL::OP_POST_DECREMENT:
  359. case SL::OP_POST_INCREMENT:
  360. code=_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op);
  361. break;
  362. case SL::OP_CALL:
  363. case SL::OP_CONSTRUCT: {
  364. ERR_FAIL_COND_V(onode->arguments[0]->type!=SL::Node::TYPE_VARIABLE,String());
  365. SL::VariableNode *vnode=(SL::VariableNode*)onode->arguments[0];
  366. if (onode->op==SL::OP_CONSTRUCT) {
  367. code+=String(vnode->name);
  368. } else {
  369. if (internal_functions.has(vnode->name)) {
  370. code+=vnode->name;
  371. } else if (p_default_actions.renames.has(vnode->name)) {
  372. code+=p_default_actions.renames[vnode->name];
  373. } else {
  374. code+=_mkid(vnode->name);
  375. }
  376. }
  377. code+="(";
  378. for(int i=1;i<onode->arguments.size();i++) {
  379. if (i>1)
  380. code+=", ";
  381. code+=_dump_node_code(onode->arguments[i],p_level,r_gen_code,p_actions,p_default_actions);
  382. }
  383. code+=")";
  384. } break;
  385. default: {
  386. code="("+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions)+")";
  387. break;
  388. }
  389. }
  390. } break;
  391. case SL::Node::TYPE_CONTROL_FLOW: {
  392. SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node;
  393. if (cfnode->flow_op==SL::FLOW_OP_IF) {
  394. code+=_mktab(p_level)+"if ("+_dump_node_code(cfnode->expressions[0],p_level,r_gen_code,p_actions,p_default_actions)+")\n";
  395. code+=_dump_node_code(cfnode->blocks[0],p_level+1,r_gen_code,p_actions,p_default_actions);
  396. if (cfnode->blocks.size()==2) {
  397. code+=_mktab(p_level)+"else\n";
  398. code+=_dump_node_code(cfnode->blocks[1],p_level+1,r_gen_code,p_actions,p_default_actions);
  399. }
  400. } else if (cfnode->flow_op==SL::FLOW_OP_RETURN) {
  401. if (cfnode->blocks.size()) {
  402. code="return "+_dump_node_code(cfnode->blocks[0],p_level,r_gen_code,p_actions,p_default_actions);
  403. } else {
  404. code="return";
  405. }
  406. }
  407. } break;
  408. case SL::Node::TYPE_MEMBER: {
  409. SL::MemberNode *mnode=(SL::MemberNode*)p_node;
  410. code=_dump_node_code(mnode->owner,p_level,r_gen_code,p_actions,p_default_actions)+"."+mnode->name;
  411. } break;
  412. }
  413. return code;
  414. }
  415. Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String& p_code, IdentifierActions* p_actions, const String &p_path,GeneratedCode& r_gen_code) {
  416. Error err = parser.compile(p_code,ShaderTypes::get_singleton()->get_functions(p_mode),ShaderTypes::get_singleton()->get_modes(p_mode));
  417. if (err!=OK) {
  418. #if 1
  419. Vector<String> shader = p_code.split("\n");
  420. for(int i=0;i<shader.size();i++) {
  421. print_line(itos(i)+" "+shader[i]);
  422. }
  423. #endif
  424. _err_print_error(NULL,p_path.utf8().get_data(),parser.get_error_line(),parser.get_error_text().utf8().get_data(),ERR_HANDLER_SHADER);
  425. return err;
  426. }
  427. r_gen_code.defines.clear();
  428. r_gen_code.vertex=String();
  429. r_gen_code.vertex_global=String();
  430. r_gen_code.fragment=String();
  431. r_gen_code.fragment_global=String();
  432. r_gen_code.light=String();
  433. r_gen_code.uses_fragment_time=false;
  434. r_gen_code.uses_vertex_time=false;
  435. used_name_defines.clear();
  436. used_rmode_defines.clear();
  437. _dump_node_code(parser.get_shader(),1,r_gen_code,*p_actions,actions[p_mode]);
  438. return OK;
  439. }
  440. ShaderCompilerGLES3::ShaderCompilerGLES3() {
  441. /** CANVAS ITEM SHADER **/
  442. actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"]="vertex";
  443. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"]="outvec.xy";
  444. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"]="vertex_color";
  445. actions[VS::SHADER_CANVAS_ITEM].renames["UV"]="uv_interp";
  446. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"]="gl_PointSize";
  447. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"]="modelview_matrix";
  448. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"]="projection_matrix";
  449. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"]=="extra_matrix";
  450. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"]="time";
  451. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"]="color";
  452. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"]="normal";
  453. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"]="normal_map";
  454. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"]="normal_depth";
  455. actions[VS::SHADER_CANVAS_ITEM].renames["UV"]="uv_interp";
  456. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"]="color";
  457. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"]="color_texture";
  458. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"]="color_texpixel_size";
  459. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"]="screen_uv";
  460. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"]="screen_texture";
  461. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"]="gl_PointCoord";
  462. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"]="light_vec";
  463. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"]="light_height";
  464. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"]="light_color";
  465. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"]="light_uv";
  466. //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
  467. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"]="light";
  468. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"]="shadow_color";
  469. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"]="#define COLOR_USED\n";
  470. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"]="#define SCREEN_TEXTURE_USED\n";
  471. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"]="#define SCREEN_UV_USED\n";
  472. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"]="#define NORMAL_USED\n";
  473. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"]="#define NORMALMAP_USED\n";
  474. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"]="#define SHADOW_COLOR_USED\n";
  475. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
  476. /** SPATIAL SHADER **/
  477. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"]="world_transform";
  478. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"]="camera_inverse_matrix";
  479. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"]="projection_matrix";
  480. actions[VS::SHADER_SPATIAL].renames["VERTEX"]="vertex.xyz";
  481. actions[VS::SHADER_SPATIAL].renames["NORMAL"]="normal";
  482. actions[VS::SHADER_SPATIAL].renames["TANGENT"]="tangent";
  483. actions[VS::SHADER_SPATIAL].renames["BINORMAL"]="binormal";
  484. actions[VS::SHADER_SPATIAL].renames["UV"]="uv_interp";
  485. actions[VS::SHADER_SPATIAL].renames["UV2"]="uv2_interp";
  486. actions[VS::SHADER_SPATIAL].renames["COLOR"]="color_interp";
  487. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"]="gl_PointSize";
  488. //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
  489. //builtins
  490. actions[VS::SHADER_SPATIAL].renames["TIME"]="time";
  491. //actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
  492. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"]="gl_FragCoord";
  493. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"]="gl_FrotFacing";
  494. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"]="normalmap";
  495. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"]="normaldepth";
  496. actions[VS::SHADER_SPATIAL].renames["ALBEDO"]="albedo";
  497. actions[VS::SHADER_SPATIAL].renames["ALPHA"]="alpha";
  498. actions[VS::SHADER_SPATIAL].renames["SPECULAR"]="specular";
  499. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"]="roughness";
  500. actions[VS::SHADER_SPATIAL].renames["RIM"]="rim";
  501. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"]="rim_tint";
  502. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"]="clearcoat";
  503. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"]="clearcoat_gloss";
  504. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"]="anisotropy";
  505. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"]="anisotropy_flow";
  506. actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"]="sss_spread";
  507. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"]="sss_strength";
  508. actions[VS::SHADER_SPATIAL].renames["AO"]="ao";
  509. actions[VS::SHADER_SPATIAL].renames["EMISSION"]="emission";
  510. actions[VS::SHADER_SPATIAL].renames["DISCARD"]="_discard";
  511. // actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
  512. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"]="gl_PointCoord";
  513. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"]="#define ENABLE_TANGENT_INTERP\n";
  514. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"]="@TANGENT";
  515. actions[VS::SHADER_SPATIAL].usage_defines["RIM"]="#define LIGHT_USE_RIM\n";
  516. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"]="@RIM";
  517. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"]="#define LIGHT_USE_CLEARCOAT\n";
  518. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"]="@CLEARCOAT";
  519. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"]="#define LIGHT_USE_ANISOTROPY\n";
  520. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"]="@ANISOTROPY";
  521. actions[VS::SHADER_SPATIAL].usage_defines["AO"]="#define ENABLE_AO\n";
  522. actions[VS::SHADER_SPATIAL].usage_defines["UV"]="#define ENABLE_UV_INTERP\n";
  523. actions[VS::SHADER_SPATIAL].usage_defines["UV2"]="#define ENABLE_UV2_INTERP\n";
  524. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"]="#define ENABLE_NORMALMAP\n";
  525. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"]="@NORMALMAP";
  526. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"]="#define ENABLE_COLOR_INTERP\n";
  527. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"]="#define ENABLE_SSS_MOTION\n";
  528. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"]="sss_strength";
  529. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
  530. vertex_name="vertex";
  531. fragment_name="fragment";
  532. time_name="TIME";
  533. List<String> func_list;
  534. ShaderLanguage::get_builtin_funcs(&func_list);
  535. for (List<String>::Element *E=func_list.front();E;E=E->next()) {
  536. internal_functions.insert(E->get());
  537. }
  538. }