shader_compiler_gles2.cpp 47 KB

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  1. /*************************************************************************/
  2. /* shader_compiler_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "shader_compiler_gles2.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "core/string_buffer.h"
  34. #include "core/string_builder.h"
  35. #define SL ShaderLanguage
  36. static String _mktab(int p_level) {
  37. String tb;
  38. for (int i = 0; i < p_level; i++) {
  39. tb += "\t";
  40. }
  41. return tb;
  42. }
  43. static String _typestr(SL::DataType p_type) {
  44. return ShaderLanguage::get_datatype_name(p_type);
  45. }
  46. static String _prestr(SL::DataPrecision p_pres) {
  47. switch (p_pres) {
  48. case SL::PRECISION_LOWP:
  49. return "lowp ";
  50. case SL::PRECISION_MEDIUMP:
  51. return "mediump ";
  52. case SL::PRECISION_HIGHP:
  53. return "highp ";
  54. case SL::PRECISION_DEFAULT:
  55. return "";
  56. }
  57. return "";
  58. }
  59. static String _constr(bool p_is_const) {
  60. if (p_is_const) {
  61. return "const ";
  62. }
  63. return "";
  64. }
  65. static String _qualstr(SL::ArgumentQualifier p_qual) {
  66. switch (p_qual) {
  67. case SL::ARGUMENT_QUALIFIER_IN:
  68. return "in ";
  69. case SL::ARGUMENT_QUALIFIER_OUT:
  70. return "out ";
  71. case SL::ARGUMENT_QUALIFIER_INOUT:
  72. return "inout ";
  73. }
  74. return "";
  75. }
  76. static String _opstr(SL::Operator p_op) {
  77. return SL::get_operator_text(p_op);
  78. }
  79. static String _mkid(const String &p_id) {
  80. String id = "m_" + p_id.replace("__", "_dus_");
  81. return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
  82. }
  83. static String f2sp0(float p_float) {
  84. String num = rtoss(p_float);
  85. if (num.find(".") == -1 && num.find("e") == -1) {
  86. num += ".0";
  87. }
  88. return num;
  89. }
  90. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
  91. switch (p_type) {
  92. case SL::TYPE_BOOL:
  93. return p_values[0].boolean ? "true" : "false";
  94. case SL::TYPE_BVEC2:
  95. case SL::TYPE_BVEC3:
  96. case SL::TYPE_BVEC4: {
  97. StringBuffer<> text;
  98. text += "bvec";
  99. text += itos(p_type - SL::TYPE_BOOL + 1);
  100. text += "(";
  101. for (int i = 0; i < p_values.size(); i++) {
  102. if (i > 0) {
  103. text += ",";
  104. }
  105. text += p_values[i].boolean ? "true" : "false";
  106. }
  107. text += ")";
  108. return text.as_string();
  109. }
  110. // GLSL ES 2 doesn't support uints, so we just use signed ints instead...
  111. case SL::TYPE_UINT:
  112. return itos(p_values[0].uint);
  113. case SL::TYPE_UVEC2:
  114. case SL::TYPE_UVEC3:
  115. case SL::TYPE_UVEC4: {
  116. StringBuffer<> text;
  117. text += "ivec";
  118. text += itos(p_type - SL::TYPE_UINT + 1);
  119. text += "(";
  120. for (int i = 0; i < p_values.size(); i++) {
  121. if (i > 0) {
  122. text += ",";
  123. }
  124. text += itos(p_values[i].uint);
  125. }
  126. text += ")";
  127. return text.as_string();
  128. } break;
  129. case SL::TYPE_INT:
  130. return itos(p_values[0].sint);
  131. case SL::TYPE_IVEC2:
  132. case SL::TYPE_IVEC3:
  133. case SL::TYPE_IVEC4: {
  134. StringBuffer<> text;
  135. text += "ivec";
  136. text += itos(p_type - SL::TYPE_INT + 1);
  137. text += "(";
  138. for (int i = 0; i < p_values.size(); i++) {
  139. if (i > 0) {
  140. text += ",";
  141. }
  142. text += itos(p_values[i].sint);
  143. }
  144. text += ")";
  145. return text.as_string();
  146. } break;
  147. case SL::TYPE_FLOAT:
  148. return f2sp0(p_values[0].real);
  149. case SL::TYPE_VEC2:
  150. case SL::TYPE_VEC3:
  151. case SL::TYPE_VEC4: {
  152. StringBuffer<> text;
  153. text += "vec";
  154. text += itos(p_type - SL::TYPE_FLOAT + 1);
  155. text += "(";
  156. for (int i = 0; i < p_values.size(); i++) {
  157. if (i > 0) {
  158. text += ",";
  159. }
  160. text += f2sp0(p_values[i].real);
  161. }
  162. text += ")";
  163. return text.as_string();
  164. } break;
  165. case SL::TYPE_MAT2:
  166. case SL::TYPE_MAT3:
  167. case SL::TYPE_MAT4: {
  168. StringBuffer<> text;
  169. text += "mat";
  170. text += itos(p_type - SL::TYPE_MAT2 + 2);
  171. text += "(";
  172. for (int i = 0; i < p_values.size(); i++) {
  173. if (i > 0) {
  174. text += ",";
  175. }
  176. text += f2sp0(p_values[i].real);
  177. }
  178. text += ")";
  179. return text.as_string();
  180. } break;
  181. default:
  182. ERR_FAIL_V(String());
  183. }
  184. }
  185. void ShaderCompilerGLES2::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added) {
  186. int fidx = -1;
  187. for (int i = 0; i < p_node->functions.size(); i++) {
  188. if (p_node->functions[i].name == p_for_func) {
  189. fidx = i;
  190. break;
  191. }
  192. }
  193. ERR_FAIL_COND(fidx == -1);
  194. for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
  195. if (r_added.has(E->get())) {
  196. continue;
  197. }
  198. _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_added);
  199. SL::FunctionNode *fnode = nullptr;
  200. for (int i = 0; i < p_node->functions.size(); i++) {
  201. if (p_node->functions[i].name == E->get()) {
  202. fnode = p_node->functions[i].function;
  203. break;
  204. }
  205. }
  206. ERR_FAIL_COND(!fnode);
  207. r_to_add += "\n";
  208. StringBuffer<128> header;
  209. if (fnode->return_type == SL::TYPE_STRUCT) {
  210. header += _mkid(fnode->return_struct_name) + " " + _mkid(fnode->name) + "(";
  211. } else {
  212. header += _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
  213. }
  214. for (int i = 0; i < fnode->arguments.size(); i++) {
  215. if (i > 0) {
  216. header += ", ";
  217. }
  218. header += _constr(fnode->arguments[i].is_const);
  219. if (fnode->arguments[i].type == SL::TYPE_STRUCT) {
  220. header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name);
  221. } else {
  222. header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
  223. }
  224. }
  225. header += ")\n";
  226. r_to_add += header.as_string();
  227. r_to_add += p_func_code[E->get()];
  228. r_added.insert(E->get());
  229. }
  230. }
  231. String ShaderCompilerGLES2::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) {
  232. StringBuilder code;
  233. switch (p_node->type) {
  234. case SL::Node::TYPE_SHADER: {
  235. SL::ShaderNode *snode = (SL::ShaderNode *)p_node;
  236. for (int i = 0; i < snode->render_modes.size(); i++) {
  237. if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) {
  238. r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8());
  239. used_rmode_defines.insert(snode->render_modes[i]);
  240. }
  241. if (p_actions.render_mode_flags.has(snode->render_modes[i])) {
  242. *p_actions.render_mode_flags[snode->render_modes[i]] = true;
  243. }
  244. if (p_actions.render_mode_values.has(snode->render_modes[i])) {
  245. Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]];
  246. *p.first = p.second;
  247. }
  248. }
  249. int max_texture_uniforms = 0;
  250. int max_uniforms = 0;
  251. for (OrderedHashMap<StringName, SL::ShaderNode::Uniform>::Element E = snode->uniforms.front(); E; E = E.next()) {
  252. if (SL::is_sampler_type(E.get().type)) {
  253. max_texture_uniforms++;
  254. } else {
  255. max_uniforms++;
  256. }
  257. }
  258. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  259. r_gen_code.texture_hints.resize(max_texture_uniforms);
  260. r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms);
  261. StringBuilder vertex_global;
  262. StringBuilder fragment_global;
  263. // structs
  264. for (int i = 0; i < snode->vstructs.size(); i++) {
  265. SL::StructNode *st = snode->vstructs[i].shader_struct;
  266. String struct_code;
  267. struct_code += "struct ";
  268. struct_code += _mkid(snode->vstructs[i].name);
  269. struct_code += " ";
  270. struct_code += "{\n";
  271. for (int j = 0; j < st->members.size(); j++) {
  272. SL::MemberNode *m = st->members[j];
  273. if (m->datatype == SL::TYPE_STRUCT) {
  274. struct_code += _mkid(m->struct_name);
  275. } else {
  276. struct_code += _prestr(m->precision);
  277. struct_code += _typestr(m->datatype);
  278. }
  279. struct_code += " ";
  280. struct_code += m->name;
  281. if (m->array_size > 0) {
  282. struct_code += "[";
  283. struct_code += itos(m->array_size);
  284. struct_code += "]";
  285. }
  286. struct_code += ";\n";
  287. }
  288. struct_code += "}";
  289. struct_code += ";\n";
  290. vertex_global += struct_code;
  291. fragment_global += struct_code;
  292. }
  293. // uniforms
  294. for (OrderedHashMap<StringName, SL::ShaderNode::Uniform>::Element E = snode->uniforms.front(); E; E = E.next()) {
  295. StringBuffer<> uniform_code;
  296. // use highp if no precision is specified to prevent different default values in fragment and vertex shader
  297. SL::DataPrecision precision = E.get().precision;
  298. if (precision == SL::PRECISION_DEFAULT && E.get().type != SL::TYPE_BOOL) {
  299. precision = SL::PRECISION_HIGHP;
  300. }
  301. uniform_code += "uniform ";
  302. uniform_code += _prestr(precision);
  303. uniform_code += _typestr(E.get().type);
  304. uniform_code += " ";
  305. uniform_code += _mkid(E.key());
  306. uniform_code += ";\n";
  307. if (SL::is_sampler_type(E.get().type)) {
  308. r_gen_code.texture_uniforms.write[E.get().texture_order] = E.key();
  309. r_gen_code.texture_hints.write[E.get().texture_order] = E.get().hint;
  310. } else {
  311. r_gen_code.uniforms.write[E.get().order] = E.key();
  312. }
  313. vertex_global += uniform_code.as_string();
  314. fragment_global += uniform_code.as_string();
  315. p_actions.uniforms->insert(E.key(), E.get());
  316. }
  317. // varyings
  318. List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;
  319. for (OrderedHashMap<StringName, SL::ShaderNode::Varying>::Element E = snode->varyings.front(); E; E = E.next()) {
  320. if (E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
  321. var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(E.key(), E.get()));
  322. fragment_varyings.insert(E.key());
  323. continue;
  324. }
  325. StringBuffer<> varying_code;
  326. varying_code += "varying ";
  327. varying_code += _prestr(E.get().precision);
  328. varying_code += _typestr(E.get().type);
  329. varying_code += " ";
  330. varying_code += _mkid(E.key());
  331. if (E.get().array_size > 0) {
  332. varying_code += "[";
  333. varying_code += itos(E.get().array_size);
  334. varying_code += "]";
  335. }
  336. varying_code += ";\n";
  337. String final_code = varying_code.as_string();
  338. vertex_global += final_code;
  339. fragment_global += final_code;
  340. }
  341. if (var_frag_to_light.size() > 0) {
  342. String gcode = "\n\nstruct {\n";
  343. for (List<Pair<StringName, SL::ShaderNode::Varying>>::Element *E = var_frag_to_light.front(); E; E = E->next()) {
  344. gcode += "\t" + _prestr(E->get().second.precision) + _typestr(E->get().second.type) + " " + _mkid(E->get().first);
  345. if (E->get().second.array_size > 0) {
  346. gcode += "[";
  347. gcode += itos(E->get().second.array_size);
  348. gcode += "]";
  349. }
  350. gcode += ";\n";
  351. }
  352. gcode += "} frag_to_light;\n";
  353. r_gen_code.fragment_global += gcode;
  354. }
  355. // constants
  356. for (int i = 0; i < snode->vconstants.size(); i++) {
  357. String gcode;
  358. gcode += _constr(true);
  359. if (snode->vconstants[i].type == SL::TYPE_STRUCT) {
  360. gcode += _mkid(snode->vconstants[i].type_str);
  361. } else {
  362. gcode += _prestr(snode->vconstants[i].precision);
  363. gcode += _typestr(snode->vconstants[i].type);
  364. }
  365. gcode += " " + _mkid(String(snode->vconstants[i].name));
  366. gcode += "=";
  367. gcode += _dump_node_code(snode->vconstants[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  368. gcode += ";\n";
  369. vertex_global += gcode;
  370. fragment_global += gcode;
  371. }
  372. // functions
  373. Map<StringName, String> function_code;
  374. for (int i = 0; i < snode->functions.size(); i++) {
  375. SL::FunctionNode *fnode = snode->functions[i].function;
  376. function = fnode;
  377. current_func_name = fnode->name;
  378. function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  379. function = nullptr;
  380. }
  381. Set<StringName> added_vertex;
  382. Set<StringName> added_fragment;
  383. for (int i = 0; i < snode->functions.size(); i++) {
  384. SL::FunctionNode *fnode = snode->functions[i].function;
  385. function = fnode;
  386. current_func_name = fnode->name;
  387. if (fnode->name == vertex_name) {
  388. _dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex);
  389. r_gen_code.vertex = function_code[vertex_name];
  390. } else if (fnode->name == fragment_name) {
  391. _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
  392. r_gen_code.fragment = function_code[fragment_name];
  393. } else if (fnode->name == light_name) {
  394. _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
  395. r_gen_code.light = function_code[light_name];
  396. }
  397. function = nullptr;
  398. }
  399. r_gen_code.vertex_global = vertex_global.as_string();
  400. r_gen_code.fragment_global = fragment_global.as_string();
  401. } break;
  402. case SL::Node::TYPE_STRUCT: {
  403. } break;
  404. case SL::Node::TYPE_FUNCTION: {
  405. } break;
  406. case SL::Node::TYPE_BLOCK: {
  407. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  408. if (!bnode->single_statement) {
  409. code += _mktab(p_level - 1);
  410. code += "{\n";
  411. }
  412. for (int i = 0; i < bnode->statements.size(); i++) {
  413. String statement_code = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  414. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  415. code += statement_code;
  416. } else {
  417. code += _mktab(p_level);
  418. code += statement_code;
  419. code += ";\n";
  420. }
  421. }
  422. if (!bnode->single_statement) {
  423. code += _mktab(p_level - 1);
  424. code += "}\n";
  425. }
  426. } break;
  427. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  428. SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node;
  429. StringBuffer<> declaration;
  430. declaration += _constr(var_dec_node->is_const);
  431. if (var_dec_node->datatype == SL::TYPE_STRUCT) {
  432. declaration += _mkid(var_dec_node->struct_name);
  433. } else {
  434. declaration += _prestr(var_dec_node->precision);
  435. declaration += _typestr(var_dec_node->datatype);
  436. }
  437. for (int i = 0; i < var_dec_node->declarations.size(); i++) {
  438. if (i > 0) {
  439. declaration += ",";
  440. }
  441. declaration += " ";
  442. declaration += _mkid(var_dec_node->declarations[i].name);
  443. if (var_dec_node->declarations[i].initializer) {
  444. declaration += " = ";
  445. declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  446. }
  447. }
  448. code += declaration.as_string();
  449. } break;
  450. case SL::Node::TYPE_VARIABLE: {
  451. SL::VariableNode *var_node = (SL::VariableNode *)p_node;
  452. bool use_fragment_varying = false;
  453. if (!var_node->is_local && current_func_name != vertex_name) {
  454. if (p_assigning) {
  455. if (shader->varyings.has(var_node->name)) {
  456. use_fragment_varying = true;
  457. }
  458. } else {
  459. if (fragment_varyings.has(var_node->name)) {
  460. use_fragment_varying = true;
  461. }
  462. }
  463. }
  464. if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) {
  465. *p_actions.write_flag_pointers[var_node->name] = true;
  466. }
  467. if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
  468. String define = p_default_actions.usage_defines[var_node->name];
  469. String node_name = define.substr(1, define.length());
  470. if (define.begins_with("@")) {
  471. define = p_default_actions.usage_defines[node_name];
  472. }
  473. if (!used_name_defines.has(node_name)) {
  474. r_gen_code.custom_defines.push_back(define.utf8());
  475. }
  476. used_name_defines.insert(var_node->name);
  477. }
  478. if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) {
  479. *p_actions.usage_flag_pointers[var_node->name] = true;
  480. used_flag_pointers.insert(var_node->name);
  481. }
  482. if (p_default_actions.renames.has(var_node->name)) {
  483. code += p_default_actions.renames[var_node->name];
  484. } else if (use_fragment_varying) {
  485. code += "frag_to_light." + _mkid(var_node->name);
  486. } else {
  487. code += _mkid(var_node->name);
  488. }
  489. if (var_node->name == time_name) {
  490. if (current_func_name == vertex_name) {
  491. r_gen_code.uses_vertex_time = true;
  492. }
  493. if (current_func_name == fragment_name || current_func_name == light_name) {
  494. r_gen_code.uses_fragment_time = true;
  495. }
  496. }
  497. } break;
  498. case SL::Node::TYPE_ARRAY_CONSTRUCT: {
  499. SL::ArrayConstructNode *arr_con_node = (SL::ArrayConstructNode *)p_node;
  500. int sz = arr_con_node->initializer.size();
  501. if (arr_con_node->datatype == SL::TYPE_STRUCT) {
  502. code += _mkid(arr_con_node->struct_name);
  503. } else {
  504. code += _typestr(arr_con_node->datatype);
  505. }
  506. code += "[";
  507. code += itos(arr_con_node->initializer.size());
  508. code += "]";
  509. code += "(";
  510. for (int i = 0; i < sz; i++) {
  511. code += _dump_node_code(arr_con_node->initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  512. if (i != sz - 1) {
  513. code += ", ";
  514. }
  515. }
  516. code += ")";
  517. } break;
  518. case SL::Node::TYPE_ARRAY_DECLARATION: {
  519. SL::ArrayDeclarationNode *arr_dec_node = (SL::ArrayDeclarationNode *)p_node;
  520. StringBuffer<> declaration;
  521. if (arr_dec_node->datatype == SL::TYPE_STRUCT) {
  522. declaration += _mkid(arr_dec_node->struct_name);
  523. } else {
  524. declaration += _prestr(arr_dec_node->precision);
  525. declaration += _typestr(arr_dec_node->datatype);
  526. }
  527. for (int i = 0; i < arr_dec_node->declarations.size(); i++) {
  528. if (i > 0) {
  529. declaration += ",";
  530. }
  531. declaration += " ";
  532. declaration += _mkid(arr_dec_node->declarations[i].name);
  533. declaration += "[";
  534. declaration += itos(arr_dec_node->declarations[i].size);
  535. declaration += "]";
  536. }
  537. code += declaration.as_string();
  538. } break;
  539. case SL::Node::TYPE_ARRAY: {
  540. SL::ArrayNode *arr_node = (SL::ArrayNode *)p_node;
  541. bool use_fragment_varying = false;
  542. if (!arr_node->is_local && current_func_name != vertex_name) {
  543. if (arr_node->assign_expression != nullptr) {
  544. use_fragment_varying = true;
  545. } else {
  546. if (p_assigning) {
  547. if (shader->varyings.has(arr_node->name)) {
  548. use_fragment_varying = true;
  549. }
  550. } else {
  551. if (fragment_varyings.has(arr_node->name)) {
  552. use_fragment_varying = true;
  553. }
  554. }
  555. }
  556. }
  557. if (p_assigning && p_actions.write_flag_pointers.has(arr_node->name)) {
  558. *p_actions.write_flag_pointers[arr_node->name] = true;
  559. }
  560. if (p_default_actions.usage_defines.has(arr_node->name) && !used_name_defines.has(arr_node->name)) {
  561. String define = p_default_actions.usage_defines[arr_node->name];
  562. String node_name = define.substr(1, define.length());
  563. if (define.begins_with("@")) {
  564. define = p_default_actions.usage_defines[node_name];
  565. }
  566. if (!used_name_defines.has(node_name)) {
  567. r_gen_code.custom_defines.push_back(define.utf8());
  568. }
  569. used_name_defines.insert(arr_node->name);
  570. }
  571. if (p_actions.usage_flag_pointers.has(arr_node->name) && !used_flag_pointers.has(arr_node->name)) {
  572. *p_actions.usage_flag_pointers[arr_node->name] = true;
  573. used_flag_pointers.insert(arr_node->name);
  574. }
  575. if (p_default_actions.renames.has(arr_node->name)) {
  576. code += p_default_actions.renames[arr_node->name];
  577. } else if (use_fragment_varying) {
  578. code += "frag_to_light." + _mkid(arr_node->name);
  579. } else {
  580. code += _mkid(arr_node->name);
  581. }
  582. if (arr_node->call_expression != nullptr) {
  583. code += ".";
  584. code += _dump_node_code(arr_node->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
  585. }
  586. if (arr_node->index_expression != nullptr) {
  587. code += "[";
  588. code += _dump_node_code(arr_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  589. code += "]";
  590. }
  591. if (arr_node->name == time_name) {
  592. if (current_func_name == vertex_name) {
  593. r_gen_code.uses_vertex_time = true;
  594. }
  595. if (current_func_name == fragment_name || current_func_name == light_name) {
  596. r_gen_code.uses_fragment_time = true;
  597. }
  598. }
  599. } break;
  600. case SL::Node::TYPE_CONSTANT: {
  601. SL::ConstantNode *const_node = (SL::ConstantNode *)p_node;
  602. return get_constant_text(const_node->datatype, const_node->values);
  603. } break;
  604. case SL::Node::TYPE_OPERATOR: {
  605. SL::OperatorNode *op_node = (SL::OperatorNode *)p_node;
  606. switch (op_node->op) {
  607. case SL::OP_ASSIGN:
  608. case SL::OP_ASSIGN_ADD:
  609. case SL::OP_ASSIGN_SUB:
  610. case SL::OP_ASSIGN_MUL:
  611. case SL::OP_ASSIGN_DIV:
  612. case SL::OP_ASSIGN_SHIFT_LEFT:
  613. case SL::OP_ASSIGN_SHIFT_RIGHT:
  614. case SL::OP_ASSIGN_BIT_AND:
  615. case SL::OP_ASSIGN_BIT_OR:
  616. case SL::OP_ASSIGN_BIT_XOR: {
  617. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
  618. code += " ";
  619. code += _opstr(op_node->op);
  620. code += " ";
  621. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  622. } break;
  623. case SL::OP_ASSIGN_MOD: {
  624. String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  625. String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  626. code += a + " = " + n + " == 0 ? 0 : ";
  627. code += a + " - " + n + " * (" + a + " / " + n + ")";
  628. } break;
  629. case SL::OP_BIT_INVERT:
  630. case SL::OP_NEGATE:
  631. case SL::OP_NOT:
  632. case SL::OP_DECREMENT:
  633. case SL::OP_INCREMENT: {
  634. code += _opstr(op_node->op);
  635. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  636. } break;
  637. case SL::OP_POST_DECREMENT:
  638. case SL::OP_POST_INCREMENT: {
  639. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  640. code += _opstr(op_node->op);
  641. } break;
  642. case SL::OP_CALL:
  643. case SL::OP_STRUCT:
  644. case SL::OP_CONSTRUCT: {
  645. ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  646. SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0];
  647. if (op_node->op == SL::OP_STRUCT) {
  648. code += _mkid(var_node->name);
  649. } else if (op_node->op == SL::OP_CONSTRUCT) {
  650. code += var_node->name;
  651. } else {
  652. if (var_node->name == "texture") {
  653. // emit texture call
  654. if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D ||
  655. op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLEREXT) {
  656. code += "texture2D";
  657. } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
  658. code += "textureCube";
  659. }
  660. } else if (var_node->name == "textureLod") {
  661. // emit texture call
  662. if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
  663. code += "texture2DLod";
  664. } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
  665. code += "textureCubeLod";
  666. }
  667. } else if (var_node->name == "mix") {
  668. switch (op_node->arguments[3]->get_datatype()) {
  669. case SL::TYPE_BVEC2: {
  670. code += "select2";
  671. } break;
  672. case SL::TYPE_BVEC3: {
  673. code += "select3";
  674. } break;
  675. case SL::TYPE_BVEC4: {
  676. code += "select4";
  677. } break;
  678. case SL::TYPE_VEC2:
  679. case SL::TYPE_VEC3:
  680. case SL::TYPE_VEC4:
  681. case SL::TYPE_FLOAT: {
  682. code += "mix";
  683. } break;
  684. default: {
  685. SL::DataType type = op_node->arguments[3]->get_datatype();
  686. // FIXME: Proper error print or graceful handling
  687. print_line(String("uhhhh invalid mix with type: ") + itos(type));
  688. } break;
  689. }
  690. } else if (p_default_actions.renames.has(var_node->name)) {
  691. code += p_default_actions.renames[var_node->name];
  692. } else if (internal_functions.has(var_node->name)) {
  693. code += var_node->name;
  694. } else {
  695. code += _mkid(var_node->name);
  696. }
  697. }
  698. code += "(";
  699. for (int i = 1; i < op_node->arguments.size(); i++) {
  700. if (i > 1) {
  701. code += ", ";
  702. }
  703. code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  704. }
  705. code += ")";
  706. if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
  707. String define = p_default_actions.usage_defines[var_node->name];
  708. String node_name = define.substr(1, define.length());
  709. if (define.begins_with("@")) {
  710. define = p_default_actions.usage_defines[node_name];
  711. }
  712. if (!used_name_defines.has(node_name)) {
  713. r_gen_code.custom_defines.push_back(define.utf8());
  714. }
  715. used_name_defines.insert(var_node->name);
  716. }
  717. } break;
  718. case SL::OP_INDEX: {
  719. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  720. code += "[";
  721. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  722. code += "]";
  723. } break;
  724. case SL::OP_SELECT_IF: {
  725. code += "(";
  726. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  727. code += " ? ";
  728. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  729. code += " : ";
  730. code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  731. code += ")";
  732. } break;
  733. case SL::OP_MOD: {
  734. String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  735. String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  736. code += "(" + n + " == 0 ? 0 : ";
  737. code += a + " - " + n + " * (" + a + " / " + n + "))";
  738. } break;
  739. default: {
  740. if (p_use_scope) {
  741. code += "(";
  742. }
  743. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  744. code += " ";
  745. code += _opstr(op_node->op);
  746. code += " ";
  747. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  748. if (p_use_scope) {
  749. code += ")";
  750. }
  751. } break;
  752. }
  753. } break;
  754. case SL::Node::TYPE_CONTROL_FLOW: {
  755. SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node;
  756. if (cf_node->flow_op == SL::FLOW_OP_IF) {
  757. code += _mktab(p_level);
  758. code += "if (";
  759. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  760. code += ")\n";
  761. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  762. if (cf_node->blocks.size() == 2) {
  763. code += _mktab(p_level);
  764. code += "else\n";
  765. code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  766. }
  767. } else if (cf_node->flow_op == SL::FLOW_OP_DO) {
  768. code += _mktab(p_level);
  769. code += "do";
  770. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  771. code += _mktab(p_level);
  772. code += "while (";
  773. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  774. code += ");";
  775. } else if (cf_node->flow_op == SL::FLOW_OP_WHILE) {
  776. code += _mktab(p_level);
  777. code += "while (";
  778. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  779. code += ")\n";
  780. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  781. } else if (cf_node->flow_op == SL::FLOW_OP_FOR) {
  782. code += _mktab(p_level);
  783. code += "for (";
  784. code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  785. code += "; ";
  786. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  787. code += "; ";
  788. code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  789. code += ")\n";
  790. code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  791. } else if (cf_node->flow_op == SL::FLOW_OP_RETURN) {
  792. code += _mktab(p_level);
  793. code += "return";
  794. if (cf_node->expressions.size()) {
  795. code += " ";
  796. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  797. }
  798. code += ";\n";
  799. } else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) {
  800. if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
  801. *p_actions.usage_flag_pointers["DISCARD"] = true;
  802. used_flag_pointers.insert("DISCARD");
  803. }
  804. code += "discard;";
  805. } else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) {
  806. code += "continue;";
  807. } else if (cf_node->flow_op == SL::FLOW_OP_BREAK) {
  808. code += "break;";
  809. }
  810. } break;
  811. case SL::Node::TYPE_MEMBER: {
  812. SL::MemberNode *member_node = (SL::MemberNode *)p_node;
  813. code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  814. code += ".";
  815. code += member_node->name;
  816. if (member_node->index_expression != nullptr) {
  817. code += "[";
  818. code += _dump_node_code(member_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  819. code += "]";
  820. }
  821. } break;
  822. }
  823. return code.as_string();
  824. }
  825. Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  826. 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());
  827. if (err != OK) {
  828. Vector<String> shader = p_code.split("\n");
  829. for (int i = 0; i < shader.size(); i++) {
  830. if (i + 1 == parser.get_error_line()) {
  831. // Mark the error line to be visible without having to look at
  832. // the trace at the end.
  833. print_line(vformat("E%4d-> %s", i + 1, shader[i]));
  834. } else {
  835. print_line(vformat("%5d | %s", i + 1, shader[i]));
  836. }
  837. }
  838. _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  839. return err;
  840. }
  841. r_gen_code.custom_defines.clear();
  842. r_gen_code.uniforms.clear();
  843. r_gen_code.texture_uniforms.clear();
  844. r_gen_code.texture_hints.clear();
  845. r_gen_code.vertex = String();
  846. r_gen_code.vertex_global = String();
  847. r_gen_code.fragment = String();
  848. r_gen_code.fragment_global = String();
  849. r_gen_code.light = String();
  850. r_gen_code.uses_fragment_time = false;
  851. r_gen_code.uses_vertex_time = false;
  852. used_name_defines.clear();
  853. used_rmode_defines.clear();
  854. used_flag_pointers.clear();
  855. fragment_varyings.clear();
  856. shader = parser.get_shader();
  857. function = nullptr;
  858. _dump_node_code(shader, 1, r_gen_code, *p_actions, actions[p_mode], false);
  859. return OK;
  860. }
  861. ShaderCompilerGLES2::ShaderCompilerGLES2() {
  862. /** CANVAS ITEM SHADER **/
  863. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
  864. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
  865. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
  866. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
  867. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
  868. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";
  869. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
  870. actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
  871. actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
  872. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  873. actions[VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate_alias";
  874. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
  875. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
  876. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
  877. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
  878. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
  879. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
  880. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
  881. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
  882. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  883. actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
  884. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
  885. actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_ID"] = "0";
  886. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_ID"] = "0";
  887. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
  888. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
  889. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
  890. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
  891. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
  892. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
  893. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
  894. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
  895. actions[VS::SHADER_CANVAS_ITEM].usage_defines["MODULATE"] = "#define MODULATE_USED\n";
  896. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  897. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  898. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  899. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  900. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  901. actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  902. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  903. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
  904. // Ported from GLES3
  905. actions[VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
  906. actions[VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n";
  907. actions[VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n";
  908. actions[VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n";
  909. actions[VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n";
  910. actions[VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n";
  911. actions[VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
  912. actions[VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
  913. actions[VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
  914. actions[VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n";
  915. actions[VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
  916. actions[VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n";
  917. actions[VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n";
  918. actions[VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n";
  919. actions[VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n";
  920. /** SPATIAL SHADER **/
  921. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  922. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  923. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  924. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  925. actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
  926. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  927. actions[VS::SHADER_SPATIAL].renames["VIEW_INDEX"] = "view_index";
  928. actions[VS::SHADER_SPATIAL].renames["VIEW_MONO_LEFT"] = "0";
  929. actions[VS::SHADER_SPATIAL].renames["VIEW_RIGHT"] = "1";
  930. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  931. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  932. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  933. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  934. actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
  935. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  936. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  937. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  938. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
  939. // gl_InstanceID and VERTEX_ID is not available in OpenGL ES 2.0
  940. actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
  941. actions[VS::SHADER_SPATIAL].renames["VERTEX_ID"] = "0";
  942. //builtins
  943. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  944. actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
  945. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  946. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
  947. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  948. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  949. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  950. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  951. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  952. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  953. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  954. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  955. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  956. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  957. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  958. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  959. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  960. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  961. actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  962. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  963. actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  964. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  965. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  966. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  967. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  968. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  969. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
  970. // Defined in GLES3, but not available in GLES2
  971. //actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
  972. actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  973. actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
  974. actions[VS::SHADER_SPATIAL].renames["NODE_POSITION_WORLD"] = "world_transform[3].xyz";
  975. actions[VS::SHADER_SPATIAL].renames["CAMERA_POSITION_WORLD"] = "camera_matrix[3].xyz";
  976. actions[VS::SHADER_SPATIAL].renames["CAMERA_DIRECTION_WORLD"] = "camera_inverse_matrix[3].xyz";
  977. actions[VS::SHADER_SPATIAL].renames["NODE_POSITION_VIEW"] = "(world_transform * camera_inverse_matrix)[3].xyz";
  978. //for light
  979. actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
  980. actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  981. actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
  982. actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  983. actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  984. actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  985. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  986. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  987. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  988. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  989. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  990. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  991. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  992. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  993. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  994. actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  995. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  996. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  997. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  998. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  999. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  1000. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  1001. actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  1002. actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  1003. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  1004. actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  1005. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1006. actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
  1007. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1008. actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1009. actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1010. // Ported from GLES3
  1011. actions[VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n";
  1012. actions[VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n";
  1013. actions[VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n";
  1014. actions[VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n";
  1015. actions[VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n";
  1016. actions[VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n";
  1017. actions[VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
  1018. actions[VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
  1019. actions[VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
  1020. actions[VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n";
  1021. actions[VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
  1022. actions[VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n";
  1023. actions[VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n";
  1024. actions[VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n";
  1025. actions[VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n";
  1026. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1027. actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  1028. actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  1029. // Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
  1030. //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  1031. //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  1032. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  1033. if (!force_lambert) {
  1034. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  1035. }
  1036. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  1037. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  1038. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  1039. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  1040. if (!force_blinn) {
  1041. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  1042. } else {
  1043. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  1044. }
  1045. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  1046. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  1047. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  1048. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  1049. actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  1050. actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  1051. actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  1052. // No defines for particle shaders in GLES2, there are no GPU particles
  1053. vertex_name = "vertex";
  1054. fragment_name = "fragment";
  1055. light_name = "light";
  1056. time_name = "TIME";
  1057. List<String> func_list;
  1058. ShaderLanguage::get_builtin_funcs(&func_list);
  1059. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  1060. internal_functions.insert(E->get());
  1061. }
  1062. }