shader_compiler_gles3.cpp 36 KB

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  1. /*************************************************************************/
  2. /* shader_compiler_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2018 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_gles3.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #define SL ShaderLanguage
  34. static String _mktab(int p_level) {
  35. String tb;
  36. for (int i = 0; i < p_level; i++) {
  37. tb += "\t";
  38. }
  39. return tb;
  40. }
  41. static String _typestr(SL::DataType p_type) {
  42. return ShaderLanguage::get_datatype_name(p_type);
  43. }
  44. static int _get_datatype_size(SL::DataType p_type) {
  45. switch (p_type) {
  46. case SL::TYPE_VOID: return 0;
  47. case SL::TYPE_BOOL: return 4;
  48. case SL::TYPE_BVEC2: return 8;
  49. case SL::TYPE_BVEC3: return 12;
  50. case SL::TYPE_BVEC4: return 16;
  51. case SL::TYPE_INT: return 4;
  52. case SL::TYPE_IVEC2: return 8;
  53. case SL::TYPE_IVEC3: return 12;
  54. case SL::TYPE_IVEC4: return 16;
  55. case SL::TYPE_UINT: return 4;
  56. case SL::TYPE_UVEC2: return 8;
  57. case SL::TYPE_UVEC3: return 12;
  58. case SL::TYPE_UVEC4: return 16;
  59. case SL::TYPE_FLOAT: return 4;
  60. case SL::TYPE_VEC2: return 8;
  61. case SL::TYPE_VEC3: return 12;
  62. case SL::TYPE_VEC4: return 16;
  63. case SL::TYPE_MAT2:
  64. return 32; //4 * 4 + 4 * 4
  65. case SL::TYPE_MAT3:
  66. return 48; // 4 * 4 + 4 * 4 + 4 * 4
  67. case SL::TYPE_MAT4: return 64;
  68. case SL::TYPE_SAMPLER2D: return 16;
  69. case SL::TYPE_ISAMPLER2D: return 16;
  70. case SL::TYPE_USAMPLER2D: return 16;
  71. case SL::TYPE_SAMPLER2DARRAY: return 16;
  72. case SL::TYPE_ISAMPLER2DARRAY: return 16;
  73. case SL::TYPE_USAMPLER2DARRAY: return 16;
  74. case SL::TYPE_SAMPLER3D: return 16;
  75. case SL::TYPE_ISAMPLER3D: return 16;
  76. case SL::TYPE_USAMPLER3D: return 16;
  77. case SL::TYPE_SAMPLERCUBE: return 16;
  78. }
  79. ERR_FAIL_V(0);
  80. }
  81. static int _get_datatype_alignment(SL::DataType p_type) {
  82. switch (p_type) {
  83. case SL::TYPE_VOID: return 0;
  84. case SL::TYPE_BOOL: return 4;
  85. case SL::TYPE_BVEC2: return 8;
  86. case SL::TYPE_BVEC3: return 16;
  87. case SL::TYPE_BVEC4: return 16;
  88. case SL::TYPE_INT: return 4;
  89. case SL::TYPE_IVEC2: return 8;
  90. case SL::TYPE_IVEC3: return 16;
  91. case SL::TYPE_IVEC4: return 16;
  92. case SL::TYPE_UINT: return 4;
  93. case SL::TYPE_UVEC2: return 8;
  94. case SL::TYPE_UVEC3: return 16;
  95. case SL::TYPE_UVEC4: return 16;
  96. case SL::TYPE_FLOAT: return 4;
  97. case SL::TYPE_VEC2: return 8;
  98. case SL::TYPE_VEC3: return 16;
  99. case SL::TYPE_VEC4: return 16;
  100. case SL::TYPE_MAT2: return 16;
  101. case SL::TYPE_MAT3: return 16;
  102. case SL::TYPE_MAT4: return 16;
  103. case SL::TYPE_SAMPLER2D: return 16;
  104. case SL::TYPE_ISAMPLER2D: return 16;
  105. case SL::TYPE_USAMPLER2D: return 16;
  106. case SL::TYPE_SAMPLER2DARRAY: return 16;
  107. case SL::TYPE_ISAMPLER2DARRAY: return 16;
  108. case SL::TYPE_USAMPLER2DARRAY: return 16;
  109. case SL::TYPE_SAMPLER3D: return 16;
  110. case SL::TYPE_ISAMPLER3D: return 16;
  111. case SL::TYPE_USAMPLER3D: return 16;
  112. case SL::TYPE_SAMPLERCUBE: return 16;
  113. }
  114. ERR_FAIL_V(0);
  115. }
  116. static String _interpstr(SL::DataInterpolation p_interp) {
  117. switch (p_interp) {
  118. case SL::INTERPOLATION_FLAT: return "flat ";
  119. case SL::INTERPOLATION_NO_PERSPECTIVE: return "noperspective ";
  120. case SL::INTERPOLATION_SMOOTH: return "smooth ";
  121. }
  122. return "";
  123. }
  124. static String _prestr(SL::DataPrecision p_pres) {
  125. switch (p_pres) {
  126. case SL::PRECISION_LOWP: return "lowp ";
  127. case SL::PRECISION_MEDIUMP: return "mediump ";
  128. case SL::PRECISION_HIGHP: return "highp ";
  129. case SL::PRECISION_DEFAULT: return "";
  130. }
  131. return "";
  132. }
  133. static String _qualstr(SL::ArgumentQualifier p_qual) {
  134. switch (p_qual) {
  135. case SL::ARGUMENT_QUALIFIER_IN: return "";
  136. case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
  137. case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
  138. }
  139. return "";
  140. }
  141. static String _opstr(SL::Operator p_op) {
  142. return SL::get_operator_text(p_op);
  143. }
  144. static String _mkid(const String &p_id) {
  145. return "m_" + p_id;
  146. }
  147. static String f2sp0(float p_float) {
  148. if (int(p_float) == p_float)
  149. return itos(p_float) + ".0";
  150. else
  151. return rtoss(p_float);
  152. }
  153. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
  154. switch (p_type) {
  155. case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
  156. case SL::TYPE_BVEC2:
  157. case SL::TYPE_BVEC3:
  158. case SL::TYPE_BVEC4: {
  159. String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
  160. for (int i = 0; i < p_values.size(); i++) {
  161. if (i > 0)
  162. text += ",";
  163. text += p_values[i].boolean ? "true" : "false";
  164. }
  165. text += ")";
  166. return text;
  167. }
  168. case SL::TYPE_INT: return itos(p_values[0].sint);
  169. case SL::TYPE_IVEC2:
  170. case SL::TYPE_IVEC3:
  171. case SL::TYPE_IVEC4: {
  172. String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
  173. for (int i = 0; i < p_values.size(); i++) {
  174. if (i > 0)
  175. text += ",";
  176. text += itos(p_values[i].sint);
  177. }
  178. text += ")";
  179. return text;
  180. } break;
  181. case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
  182. case SL::TYPE_UVEC2:
  183. case SL::TYPE_UVEC3:
  184. case SL::TYPE_UVEC4: {
  185. String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
  186. for (int i = 0; i < p_values.size(); i++) {
  187. if (i > 0)
  188. text += ",";
  189. text += itos(p_values[i].uint) + "u";
  190. }
  191. text += ")";
  192. return text;
  193. } break;
  194. case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
  195. case SL::TYPE_VEC2:
  196. case SL::TYPE_VEC3:
  197. case SL::TYPE_VEC4: {
  198. String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
  199. for (int i = 0; i < p_values.size(); i++) {
  200. if (i > 0)
  201. text += ",";
  202. text += f2sp0(p_values[i].real);
  203. }
  204. text += ")";
  205. return text;
  206. } break;
  207. case SL::TYPE_MAT2:
  208. case SL::TYPE_MAT3:
  209. case SL::TYPE_MAT4: {
  210. String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
  211. for (int i = 0; i < p_values.size(); i++) {
  212. if (i > 0)
  213. text += ",";
  214. text += f2sp0(p_values[i].real);
  215. }
  216. text += ")";
  217. return text;
  218. } break;
  219. default: ERR_FAIL_V(String());
  220. }
  221. }
  222. 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) {
  223. int fidx = -1;
  224. for (int i = 0; i < p_node->functions.size(); i++) {
  225. if (p_node->functions[i].name == p_for_func) {
  226. fidx = i;
  227. break;
  228. }
  229. }
  230. ERR_FAIL_COND(fidx == -1);
  231. for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
  232. if (added.has(E->get())) {
  233. continue; //was added already
  234. }
  235. _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
  236. SL::FunctionNode *fnode = NULL;
  237. for (int i = 0; i < p_node->functions.size(); i++) {
  238. if (p_node->functions[i].name == E->get()) {
  239. fnode = p_node->functions[i].function;
  240. break;
  241. }
  242. }
  243. ERR_FAIL_COND(!fnode);
  244. r_to_add += "\n";
  245. String header;
  246. header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
  247. for (int i = 0; i < fnode->arguments.size(); i++) {
  248. if (i > 0)
  249. header += ", ";
  250. header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
  251. }
  252. header += ")\n";
  253. r_to_add += header;
  254. r_to_add += p_func_code[E->get()];
  255. added.insert(E->get());
  256. }
  257. }
  258. String ShaderCompilerGLES3::_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) {
  259. String code;
  260. switch (p_node->type) {
  261. case SL::Node::TYPE_SHADER: {
  262. SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
  263. for (int i = 0; i < pnode->render_modes.size(); i++) {
  264. if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
  265. r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
  266. used_rmode_defines.insert(pnode->render_modes[i]);
  267. }
  268. if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
  269. *p_actions.render_mode_flags[pnode->render_modes[i]] = true;
  270. }
  271. if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
  272. Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
  273. *p.first = p.second;
  274. }
  275. }
  276. int max_texture_uniforms = 0;
  277. int max_uniforms = 0;
  278. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  279. if (SL::is_sampler_type(E->get().type))
  280. max_texture_uniforms++;
  281. else
  282. max_uniforms++;
  283. }
  284. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  285. r_gen_code.texture_hints.resize(max_texture_uniforms);
  286. r_gen_code.texture_types.resize(max_texture_uniforms);
  287. Vector<int> uniform_sizes;
  288. Vector<int> uniform_alignments;
  289. Vector<StringName> uniform_defines;
  290. uniform_sizes.resize(max_uniforms);
  291. uniform_alignments.resize(max_uniforms);
  292. uniform_defines.resize(max_uniforms);
  293. bool uses_uniforms = false;
  294. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  295. String ucode;
  296. if (SL::is_sampler_type(E->get().type)) {
  297. ucode = "uniform ";
  298. }
  299. ucode += _prestr(E->get().precission);
  300. ucode += _typestr(E->get().type);
  301. ucode += " " + _mkid(E->key());
  302. ucode += ";\n";
  303. if (SL::is_sampler_type(E->get().type)) {
  304. r_gen_code.vertex_global += ucode;
  305. r_gen_code.fragment_global += ucode;
  306. r_gen_code.texture_uniforms.write[E->get().texture_order] = _mkid(E->key());
  307. r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
  308. r_gen_code.texture_types.write[E->get().texture_order] = E->get().type;
  309. } else {
  310. if (!uses_uniforms) {
  311. r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
  312. uses_uniforms = true;
  313. }
  314. uniform_defines.write[E->get().order] = ucode;
  315. uniform_sizes.write[E->get().order] = _get_datatype_size(E->get().type);
  316. uniform_alignments.write[E->get().order] = _get_datatype_alignment(E->get().type);
  317. }
  318. p_actions.uniforms->insert(E->key(), E->get());
  319. }
  320. for (int i = 0; i < max_uniforms; i++) {
  321. r_gen_code.uniforms += uniform_defines[i];
  322. }
  323. #if 1
  324. // add up
  325. int offset = 0;
  326. for (int i = 0; i < uniform_sizes.size(); i++) {
  327. int align = offset % uniform_alignments[i];
  328. if (align != 0) {
  329. offset += uniform_alignments[i] - align;
  330. }
  331. r_gen_code.uniform_offsets.push_back(offset);
  332. offset += uniform_sizes[i];
  333. }
  334. r_gen_code.uniform_total_size = offset;
  335. if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
  336. r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16;
  337. }
  338. #else
  339. // add up
  340. for (int i = 0; i < uniform_sizes.size(); i++) {
  341. if (i > 0) {
  342. int align = uniform_sizes[i - 1] % uniform_alignments[i];
  343. if (align != 0) {
  344. uniform_sizes[i - 1] += uniform_alignments[i] - align;
  345. }
  346. uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
  347. }
  348. }
  349. //offset
  350. r_gen_code.uniform_offsets.resize(uniform_sizes.size());
  351. for (int i = 0; i < uniform_sizes.size(); i++) {
  352. if (i > 0)
  353. r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
  354. else
  355. r_gen_code.uniform_offsets[i] = 0;
  356. }
  357. /*
  358. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  359. if (SL::is_sampler_type(E->get().type)) {
  360. continue;
  361. }
  362. }
  363. */
  364. if (uniform_sizes.size()) {
  365. r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
  366. } else {
  367. r_gen_code.uniform_total_size = 0;
  368. }
  369. #endif
  370. for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
  371. String vcode;
  372. String interp_mode = _interpstr(E->get().interpolation);
  373. vcode += _prestr(E->get().precission);
  374. vcode += _typestr(E->get().type);
  375. vcode += " " + _mkid(E->key());
  376. vcode += ";\n";
  377. r_gen_code.vertex_global += interp_mode + "out " + vcode;
  378. r_gen_code.fragment_global += interp_mode + "in " + vcode;
  379. }
  380. Map<StringName, String> function_code;
  381. //code for functions
  382. for (int i = 0; i < pnode->functions.size(); i++) {
  383. SL::FunctionNode *fnode = pnode->functions[i].function;
  384. function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  385. }
  386. //place functions in actual code
  387. Set<StringName> added_vtx;
  388. Set<StringName> added_fragment; //share for light
  389. for (int i = 0; i < pnode->functions.size(); i++) {
  390. SL::FunctionNode *fnode = pnode->functions[i].function;
  391. current_func_name = fnode->name;
  392. if (fnode->name == vertex_name) {
  393. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
  394. r_gen_code.vertex = function_code[vertex_name];
  395. }
  396. if (fnode->name == fragment_name) {
  397. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  398. r_gen_code.fragment = function_code[fragment_name];
  399. }
  400. if (fnode->name == light_name) {
  401. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  402. r_gen_code.light = function_code[light_name];
  403. }
  404. }
  405. //code+=dump_node_code(pnode->body,p_level);
  406. } break;
  407. case SL::Node::TYPE_FUNCTION: {
  408. } break;
  409. case SL::Node::TYPE_BLOCK: {
  410. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  411. //variables
  412. if (!bnode->single_statement) {
  413. code += _mktab(p_level - 1) + "{\n";
  414. }
  415. for (int i = 0; i < bnode->statements.size(); i++) {
  416. String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  417. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  418. code += scode; //use directly
  419. } else {
  420. code += _mktab(p_level) + scode + ";\n";
  421. }
  422. }
  423. if (!bnode->single_statement) {
  424. code += _mktab(p_level - 1) + "}\n";
  425. }
  426. } break;
  427. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  428. SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
  429. String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype);
  430. for (int i = 0; i < vdnode->declarations.size(); i++) {
  431. if (i > 0) {
  432. declaration += ",";
  433. } else {
  434. declaration += " ";
  435. }
  436. declaration += _mkid(vdnode->declarations[i].name);
  437. if (vdnode->declarations[i].initializer) {
  438. declaration += "=";
  439. declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  440. }
  441. }
  442. code += declaration;
  443. } break;
  444. case SL::Node::TYPE_VARIABLE: {
  445. SL::VariableNode *vnode = (SL::VariableNode *)p_node;
  446. if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
  447. *p_actions.write_flag_pointers[vnode->name] = true;
  448. }
  449. if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
  450. String define = p_default_actions.usage_defines[vnode->name];
  451. if (define.begins_with("@")) {
  452. define = p_default_actions.usage_defines[define.substr(1, define.length())];
  453. }
  454. r_gen_code.defines.push_back(define.utf8());
  455. used_name_defines.insert(vnode->name);
  456. }
  457. if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
  458. *p_actions.usage_flag_pointers[vnode->name] = true;
  459. used_flag_pointers.insert(vnode->name);
  460. }
  461. if (p_default_actions.renames.has(vnode->name))
  462. code = p_default_actions.renames[vnode->name];
  463. else
  464. code = _mkid(vnode->name);
  465. if (vnode->name == time_name) {
  466. if (current_func_name == vertex_name) {
  467. r_gen_code.uses_vertex_time = true;
  468. }
  469. if (current_func_name == fragment_name || current_func_name == light_name) {
  470. r_gen_code.uses_fragment_time = true;
  471. }
  472. }
  473. } break;
  474. case SL::Node::TYPE_CONSTANT: {
  475. SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
  476. return get_constant_text(cnode->datatype, cnode->values);
  477. } break;
  478. case SL::Node::TYPE_OPERATOR: {
  479. SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
  480. switch (onode->op) {
  481. case SL::OP_ASSIGN:
  482. case SL::OP_ASSIGN_ADD:
  483. case SL::OP_ASSIGN_SUB:
  484. case SL::OP_ASSIGN_MUL:
  485. case SL::OP_ASSIGN_DIV:
  486. case SL::OP_ASSIGN_SHIFT_LEFT:
  487. case SL::OP_ASSIGN_SHIFT_RIGHT:
  488. case SL::OP_ASSIGN_MOD:
  489. case SL::OP_ASSIGN_BIT_AND:
  490. case SL::OP_ASSIGN_BIT_OR:
  491. case SL::OP_ASSIGN_BIT_XOR:
  492. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  493. break;
  494. case SL::OP_BIT_INVERT:
  495. case SL::OP_NEGATE:
  496. case SL::OP_NOT:
  497. case SL::OP_DECREMENT:
  498. case SL::OP_INCREMENT:
  499. code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  500. break;
  501. case SL::OP_POST_DECREMENT:
  502. case SL::OP_POST_INCREMENT:
  503. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
  504. break;
  505. case SL::OP_CALL:
  506. case SL::OP_CONSTRUCT: {
  507. ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  508. SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
  509. if (onode->op == SL::OP_CONSTRUCT) {
  510. code += String(vnode->name);
  511. } else {
  512. if (internal_functions.has(vnode->name)) {
  513. code += vnode->name;
  514. } else if (p_default_actions.renames.has(vnode->name)) {
  515. code += p_default_actions.renames[vnode->name];
  516. } else {
  517. code += _mkid(vnode->name);
  518. }
  519. }
  520. code += "(";
  521. for (int i = 1; i < onode->arguments.size(); i++) {
  522. if (i > 1)
  523. code += ", ";
  524. code += _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  525. }
  526. code += ")";
  527. } break;
  528. case SL::OP_INDEX: {
  529. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  530. code += "[";
  531. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  532. code += "]";
  533. } break;
  534. case SL::OP_SELECT_IF: {
  535. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  536. code += "?";
  537. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  538. code += ":";
  539. code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  540. } break;
  541. default: {
  542. code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")";
  543. break;
  544. }
  545. }
  546. } break;
  547. case SL::Node::TYPE_CONTROL_FLOW: {
  548. SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
  549. if (cfnode->flow_op == SL::FLOW_OP_IF) {
  550. code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  551. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  552. if (cfnode->blocks.size() == 2) {
  553. code += _mktab(p_level) + "else\n";
  554. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  555. }
  556. } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
  557. code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  558. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  559. } else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
  560. String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  561. String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  562. String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  563. code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
  564. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  565. } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
  566. if (cfnode->expressions.size()) {
  567. code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";
  568. } else {
  569. code = "return;";
  570. }
  571. } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
  572. if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
  573. *p_actions.usage_flag_pointers["DISCARD"] = true;
  574. used_flag_pointers.insert("DISCARD");
  575. }
  576. code = "discard;";
  577. } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
  578. code = "continue;";
  579. } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
  580. code = "break;";
  581. }
  582. } break;
  583. case SL::Node::TYPE_MEMBER: {
  584. SL::MemberNode *mnode = (SL::MemberNode *)p_node;
  585. code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
  586. } break;
  587. }
  588. return code;
  589. }
  590. Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  591. 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());
  592. if (err != OK) {
  593. Vector<String> shader = p_code.split("\n");
  594. for (int i = 0; i < shader.size(); i++) {
  595. print_line(itos(i) + " " + shader[i]);
  596. }
  597. _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  598. return err;
  599. }
  600. r_gen_code.defines.clear();
  601. r_gen_code.vertex = String();
  602. r_gen_code.vertex_global = String();
  603. r_gen_code.fragment = String();
  604. r_gen_code.fragment_global = String();
  605. r_gen_code.light = String();
  606. r_gen_code.uses_fragment_time = false;
  607. r_gen_code.uses_vertex_time = false;
  608. used_name_defines.clear();
  609. used_rmode_defines.clear();
  610. used_flag_pointers.clear();
  611. _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
  612. if (r_gen_code.uniform_total_size) { //uniforms used?
  613. int md = sizeof(float) * 4;
  614. if (r_gen_code.uniform_total_size % md) {
  615. r_gen_code.uniform_total_size += md - (r_gen_code.uniform_total_size % md);
  616. }
  617. r_gen_code.uniform_total_size += md; //pad just in case
  618. }
  619. return OK;
  620. }
  621. ShaderCompilerGLES3::ShaderCompilerGLES3() {
  622. /** CANVAS ITEM SHADER **/
  623. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
  624. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
  625. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
  626. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
  627. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
  628. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix";
  629. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
  630. actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
  631. actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
  632. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  633. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
  634. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
  635. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
  636. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
  637. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
  638. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
  639. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
  640. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
  641. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  642. actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
  643. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
  644. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
  645. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
  646. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
  647. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
  648. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
  649. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
  650. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
  651. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  652. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  653. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  654. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  655. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  656. actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  657. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  658. /** SPATIAL SHADER **/
  659. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  660. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  661. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  662. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  663. actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
  664. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  665. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  666. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  667. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  668. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  669. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  670. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  671. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  672. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
  673. actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
  674. //builtins
  675. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  676. actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
  677. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  678. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
  679. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  680. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  681. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  682. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  683. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  684. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  685. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  686. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  687. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  688. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  689. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  690. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  691. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  692. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  693. actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  694. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  695. actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  696. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  697. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  698. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  699. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  700. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  701. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
  702. actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  703. actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
  704. //for light
  705. actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
  706. actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  707. actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
  708. actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  709. actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  710. actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  711. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  712. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  713. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  714. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  715. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  716. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  717. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  718. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  719. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  720. actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  721. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  722. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  723. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  724. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  725. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  726. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  727. actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  728. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  729. actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  730. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  731. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  732. actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  733. actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  734. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  735. actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  736. actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  737. actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  738. actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  739. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  740. if (!force_lambert) {
  741. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  742. }
  743. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  744. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  745. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  746. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  747. if (!force_blinn) {
  748. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  749. } else {
  750. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  751. }
  752. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  753. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  754. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  755. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  756. actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  757. actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  758. /* PARTICLES SHADER */
  759. actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
  760. actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
  761. actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
  762. actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
  763. actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
  764. actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
  765. actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
  766. actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
  767. actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
  768. actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
  769. actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
  770. actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
  771. actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
  772. actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
  773. actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
  774. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
  775. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
  776. actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
  777. vertex_name = "vertex";
  778. fragment_name = "fragment";
  779. light_name = "light";
  780. time_name = "TIME";
  781. List<String> func_list;
  782. ShaderLanguage::get_builtin_funcs(&func_list);
  783. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  784. internal_functions.insert(E->get());
  785. }
  786. }