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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 (int ufidx = 0; ufidx < p_node->functions[fidx].uses_function.size(); ufidx++) {
  195. StringName function_name = p_node->functions[fidx].uses_function[ufidx];
  196. if (r_added.has(function_name)) {
  197. continue;
  198. }
  199. _dump_function_deps(p_node, function_name, p_func_code, r_to_add, r_added);
  200. SL::FunctionNode *fnode = nullptr;
  201. for (int i = 0; i < p_node->functions.size(); i++) {
  202. if (p_node->functions[i].name == function_name) {
  203. fnode = p_node->functions[i].function;
  204. break;
  205. }
  206. }
  207. ERR_FAIL_COND(!fnode);
  208. r_to_add += "\n";
  209. StringBuffer<128> header;
  210. if (fnode->return_type == SL::TYPE_STRUCT) {
  211. header += _mkid(fnode->return_struct_name) + " " + _mkid(fnode->name) + "(";
  212. } else {
  213. header += _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
  214. }
  215. for (int i = 0; i < fnode->arguments.size(); i++) {
  216. if (i > 0) {
  217. header += ", ";
  218. }
  219. header += _constr(fnode->arguments[i].is_const);
  220. if (fnode->arguments[i].type == SL::TYPE_STRUCT) {
  221. header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name);
  222. } else {
  223. header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
  224. }
  225. }
  226. header += ")\n";
  227. r_to_add += header.as_string();
  228. r_to_add += p_func_code[function_name];
  229. r_added.insert(function_name);
  230. }
  231. }
  232. 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) {
  233. StringBuilder code;
  234. switch (p_node->type) {
  235. case SL::Node::TYPE_SHADER: {
  236. SL::ShaderNode *snode = (SL::ShaderNode *)p_node;
  237. for (int i = 0; i < snode->render_modes.size(); i++) {
  238. if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) {
  239. r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8());
  240. used_rmode_defines.insert(snode->render_modes[i]);
  241. }
  242. if (p_actions.render_mode_flags.has(snode->render_modes[i])) {
  243. *p_actions.render_mode_flags[snode->render_modes[i]] = true;
  244. }
  245. if (p_actions.render_mode_values.has(snode->render_modes[i])) {
  246. Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]];
  247. *p.first = p.second;
  248. }
  249. }
  250. int max_texture_uniforms = 0;
  251. int max_uniforms = 0;
  252. for (OrderedHashMap<StringName, SL::ShaderNode::Uniform>::Element E = snode->uniforms.front(); E; E = E.next()) {
  253. if (SL::is_sampler_type(E.get().type)) {
  254. max_texture_uniforms++;
  255. } else {
  256. max_uniforms++;
  257. }
  258. }
  259. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  260. r_gen_code.texture_hints.resize(max_texture_uniforms);
  261. r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms);
  262. StringBuilder vertex_global;
  263. StringBuilder fragment_global;
  264. // structs
  265. for (int i = 0; i < snode->vstructs.size(); i++) {
  266. SL::StructNode *st = snode->vstructs[i].shader_struct;
  267. String struct_code;
  268. struct_code += "struct ";
  269. struct_code += _mkid(snode->vstructs[i].name);
  270. struct_code += " ";
  271. struct_code += "{\n";
  272. for (int j = 0; j < st->members.size(); j++) {
  273. SL::MemberNode *m = st->members[j];
  274. if (m->datatype == SL::TYPE_STRUCT) {
  275. struct_code += _mkid(m->struct_name);
  276. } else {
  277. struct_code += _prestr(m->precision);
  278. struct_code += _typestr(m->datatype);
  279. }
  280. struct_code += " ";
  281. struct_code += m->name;
  282. if (m->array_size > 0) {
  283. struct_code += "[";
  284. struct_code += itos(m->array_size);
  285. struct_code += "]";
  286. }
  287. struct_code += ";\n";
  288. }
  289. struct_code += "}";
  290. struct_code += ";\n";
  291. vertex_global += struct_code;
  292. fragment_global += struct_code;
  293. }
  294. // uniforms
  295. for (OrderedHashMap<StringName, SL::ShaderNode::Uniform>::Element E = snode->uniforms.front(); E; E = E.next()) {
  296. StringBuffer<> uniform_code;
  297. // use highp if no precision is specified to prevent different default values in fragment and vertex shader
  298. SL::DataPrecision precision = E.get().precision;
  299. if (precision == SL::PRECISION_DEFAULT && E.get().type != SL::TYPE_BOOL) {
  300. precision = SL::PRECISION_HIGHP;
  301. }
  302. uniform_code += "uniform ";
  303. uniform_code += _prestr(precision);
  304. uniform_code += _typestr(E.get().type);
  305. uniform_code += " ";
  306. uniform_code += _mkid(E.key());
  307. uniform_code += ";\n";
  308. if (SL::is_sampler_type(E.get().type)) {
  309. r_gen_code.texture_uniforms.write[E.get().texture_order] = E.key();
  310. r_gen_code.texture_hints.write[E.get().texture_order] = E.get().hint;
  311. } else {
  312. r_gen_code.uniforms.write[E.get().order] = E.key();
  313. }
  314. vertex_global += uniform_code.as_string();
  315. fragment_global += uniform_code.as_string();
  316. p_actions.uniforms->insert(E.key(), E.get());
  317. }
  318. // varyings
  319. List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;
  320. for (OrderedHashMap<StringName, SL::ShaderNode::Varying>::Element E = snode->varyings.front(); E; E = E.next()) {
  321. if (E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
  322. var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(E.key(), E.get()));
  323. fragment_varyings.insert(E.key());
  324. continue;
  325. }
  326. StringBuffer<> varying_code;
  327. varying_code += "varying ";
  328. varying_code += _prestr(E.get().precision);
  329. varying_code += _typestr(E.get().type);
  330. varying_code += " ";
  331. varying_code += _mkid(E.key());
  332. if (E.get().array_size > 0) {
  333. varying_code += "[";
  334. varying_code += itos(E.get().array_size);
  335. varying_code += "]";
  336. }
  337. varying_code += ";\n";
  338. String final_code = varying_code.as_string();
  339. vertex_global += final_code;
  340. fragment_global += final_code;
  341. }
  342. if (var_frag_to_light.size() > 0) {
  343. String gcode = "\n\nstruct {\n";
  344. for (List<Pair<StringName, SL::ShaderNode::Varying>>::Element *E = var_frag_to_light.front(); E; E = E->next()) {
  345. gcode += "\t" + _prestr(E->get().second.precision) + _typestr(E->get().second.type) + " " + _mkid(E->get().first);
  346. if (E->get().second.array_size > 0) {
  347. gcode += "[";
  348. gcode += itos(E->get().second.array_size);
  349. gcode += "]";
  350. }
  351. gcode += ";\n";
  352. }
  353. gcode += "} frag_to_light;\n";
  354. r_gen_code.fragment_global += gcode;
  355. }
  356. // constants
  357. for (int i = 0; i < snode->vconstants.size(); i++) {
  358. String gcode;
  359. gcode += _constr(true);
  360. if (snode->vconstants[i].type == SL::TYPE_STRUCT) {
  361. gcode += _mkid(snode->vconstants[i].type_str);
  362. } else {
  363. gcode += _prestr(snode->vconstants[i].precision);
  364. gcode += _typestr(snode->vconstants[i].type);
  365. }
  366. gcode += " " + _mkid(String(snode->vconstants[i].name));
  367. gcode += "=";
  368. gcode += _dump_node_code(snode->vconstants[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  369. gcode += ";\n";
  370. vertex_global += gcode;
  371. fragment_global += gcode;
  372. }
  373. // functions
  374. Map<StringName, String> function_code;
  375. for (int i = 0; i < snode->functions.size(); i++) {
  376. SL::FunctionNode *fnode = snode->functions[i].function;
  377. function = fnode;
  378. current_func_name = fnode->name;
  379. function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  380. function = nullptr;
  381. }
  382. Set<StringName> added_vertex;
  383. Set<StringName> added_fragment;
  384. for (int i = 0; i < snode->functions.size(); i++) {
  385. SL::FunctionNode *fnode = snode->functions[i].function;
  386. function = fnode;
  387. current_func_name = fnode->name;
  388. if (fnode->name == vertex_name) {
  389. _dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex);
  390. r_gen_code.vertex = function_code[vertex_name];
  391. } else if (fnode->name == fragment_name) {
  392. _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
  393. r_gen_code.fragment = function_code[fragment_name];
  394. } else if (fnode->name == light_name) {
  395. _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
  396. r_gen_code.light = function_code[light_name];
  397. }
  398. function = nullptr;
  399. }
  400. r_gen_code.vertex_global = vertex_global.as_string();
  401. r_gen_code.fragment_global = fragment_global.as_string();
  402. } break;
  403. case SL::Node::TYPE_STRUCT: {
  404. } break;
  405. case SL::Node::TYPE_FUNCTION: {
  406. } break;
  407. case SL::Node::TYPE_BLOCK: {
  408. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  409. if (!bnode->single_statement) {
  410. code += _mktab(p_level - 1);
  411. code += "{\n";
  412. }
  413. for (int i = 0; i < bnode->statements.size(); i++) {
  414. String statement_code = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  415. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  416. code += statement_code;
  417. } else {
  418. code += _mktab(p_level);
  419. code += statement_code;
  420. code += ";\n";
  421. }
  422. }
  423. if (!bnode->single_statement) {
  424. code += _mktab(p_level - 1);
  425. code += "}\n";
  426. }
  427. } break;
  428. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  429. SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node;
  430. StringBuffer<> declaration;
  431. declaration += _constr(var_dec_node->is_const);
  432. if (var_dec_node->datatype == SL::TYPE_STRUCT) {
  433. declaration += _mkid(var_dec_node->struct_name);
  434. } else {
  435. declaration += _prestr(var_dec_node->precision);
  436. declaration += _typestr(var_dec_node->datatype);
  437. }
  438. for (int i = 0; i < var_dec_node->declarations.size(); i++) {
  439. if (i > 0) {
  440. declaration += ",";
  441. }
  442. declaration += " ";
  443. declaration += _mkid(var_dec_node->declarations[i].name);
  444. if (var_dec_node->declarations[i].initializer) {
  445. declaration += " = ";
  446. declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  447. }
  448. }
  449. code += declaration.as_string();
  450. } break;
  451. case SL::Node::TYPE_VARIABLE: {
  452. SL::VariableNode *var_node = (SL::VariableNode *)p_node;
  453. bool use_fragment_varying = false;
  454. if (!var_node->is_local && current_func_name != vertex_name) {
  455. if (p_assigning) {
  456. if (shader->varyings.has(var_node->name)) {
  457. use_fragment_varying = true;
  458. }
  459. } else {
  460. if (fragment_varyings.has(var_node->name)) {
  461. use_fragment_varying = true;
  462. }
  463. }
  464. }
  465. if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) {
  466. *p_actions.write_flag_pointers[var_node->name] = true;
  467. }
  468. if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
  469. String define = p_default_actions.usage_defines[var_node->name];
  470. String node_name = define.substr(1, define.length());
  471. if (define.begins_with("@")) {
  472. define = p_default_actions.usage_defines[node_name];
  473. }
  474. if (!used_name_defines.has(node_name)) {
  475. r_gen_code.custom_defines.push_back(define.utf8());
  476. }
  477. used_name_defines.insert(var_node->name);
  478. }
  479. if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) {
  480. *p_actions.usage_flag_pointers[var_node->name] = true;
  481. used_flag_pointers.insert(var_node->name);
  482. }
  483. if (p_default_actions.renames.has(var_node->name)) {
  484. code += p_default_actions.renames[var_node->name];
  485. } else if (use_fragment_varying) {
  486. code += "frag_to_light." + _mkid(var_node->name);
  487. } else {
  488. code += _mkid(var_node->name);
  489. }
  490. if (var_node->name == time_name) {
  491. if (current_func_name == vertex_name) {
  492. r_gen_code.uses_vertex_time = true;
  493. }
  494. if (current_func_name == fragment_name || current_func_name == light_name) {
  495. r_gen_code.uses_fragment_time = true;
  496. }
  497. }
  498. } break;
  499. case SL::Node::TYPE_ARRAY_CONSTRUCT: {
  500. SL::ArrayConstructNode *arr_con_node = (SL::ArrayConstructNode *)p_node;
  501. int sz = arr_con_node->initializer.size();
  502. if (arr_con_node->datatype == SL::TYPE_STRUCT) {
  503. code += _mkid(arr_con_node->struct_name);
  504. } else {
  505. code += _typestr(arr_con_node->datatype);
  506. }
  507. code += "[";
  508. code += itos(arr_con_node->initializer.size());
  509. code += "]";
  510. code += "(";
  511. for (int i = 0; i < sz; i++) {
  512. code += _dump_node_code(arr_con_node->initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  513. if (i != sz - 1) {
  514. code += ", ";
  515. }
  516. }
  517. code += ")";
  518. } break;
  519. case SL::Node::TYPE_ARRAY_DECLARATION: {
  520. SL::ArrayDeclarationNode *arr_dec_node = (SL::ArrayDeclarationNode *)p_node;
  521. StringBuffer<> declaration;
  522. if (arr_dec_node->datatype == SL::TYPE_STRUCT) {
  523. declaration += _mkid(arr_dec_node->struct_name);
  524. } else {
  525. declaration += _prestr(arr_dec_node->precision);
  526. declaration += _typestr(arr_dec_node->datatype);
  527. }
  528. for (int i = 0; i < arr_dec_node->declarations.size(); i++) {
  529. if (i > 0) {
  530. declaration += ",";
  531. }
  532. declaration += " ";
  533. declaration += _mkid(arr_dec_node->declarations[i].name);
  534. declaration += "[";
  535. declaration += itos(arr_dec_node->declarations[i].size);
  536. declaration += "]";
  537. }
  538. code += declaration.as_string();
  539. } break;
  540. case SL::Node::TYPE_ARRAY: {
  541. SL::ArrayNode *arr_node = (SL::ArrayNode *)p_node;
  542. bool use_fragment_varying = false;
  543. if (!arr_node->is_local && current_func_name != vertex_name) {
  544. if (arr_node->assign_expression != nullptr) {
  545. use_fragment_varying = true;
  546. } else {
  547. if (p_assigning) {
  548. if (shader->varyings.has(arr_node->name)) {
  549. use_fragment_varying = true;
  550. }
  551. } else {
  552. if (fragment_varyings.has(arr_node->name)) {
  553. use_fragment_varying = true;
  554. }
  555. }
  556. }
  557. }
  558. if (p_assigning && p_actions.write_flag_pointers.has(arr_node->name)) {
  559. *p_actions.write_flag_pointers[arr_node->name] = true;
  560. }
  561. if (p_default_actions.usage_defines.has(arr_node->name) && !used_name_defines.has(arr_node->name)) {
  562. String define = p_default_actions.usage_defines[arr_node->name];
  563. String node_name = define.substr(1, define.length());
  564. if (define.begins_with("@")) {
  565. define = p_default_actions.usage_defines[node_name];
  566. }
  567. if (!used_name_defines.has(node_name)) {
  568. r_gen_code.custom_defines.push_back(define.utf8());
  569. }
  570. used_name_defines.insert(arr_node->name);
  571. }
  572. if (p_actions.usage_flag_pointers.has(arr_node->name) && !used_flag_pointers.has(arr_node->name)) {
  573. *p_actions.usage_flag_pointers[arr_node->name] = true;
  574. used_flag_pointers.insert(arr_node->name);
  575. }
  576. if (p_default_actions.renames.has(arr_node->name)) {
  577. code += p_default_actions.renames[arr_node->name];
  578. } else if (use_fragment_varying) {
  579. code += "frag_to_light." + _mkid(arr_node->name);
  580. } else {
  581. code += _mkid(arr_node->name);
  582. }
  583. if (arr_node->call_expression != nullptr) {
  584. code += ".";
  585. code += _dump_node_code(arr_node->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
  586. }
  587. if (arr_node->index_expression != nullptr) {
  588. code += "[";
  589. code += _dump_node_code(arr_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  590. code += "]";
  591. }
  592. if (arr_node->name == time_name) {
  593. if (current_func_name == vertex_name) {
  594. r_gen_code.uses_vertex_time = true;
  595. }
  596. if (current_func_name == fragment_name || current_func_name == light_name) {
  597. r_gen_code.uses_fragment_time = true;
  598. }
  599. }
  600. } break;
  601. case SL::Node::TYPE_CONSTANT: {
  602. SL::ConstantNode *const_node = (SL::ConstantNode *)p_node;
  603. return get_constant_text(const_node->datatype, const_node->values);
  604. } break;
  605. case SL::Node::TYPE_OPERATOR: {
  606. SL::OperatorNode *op_node = (SL::OperatorNode *)p_node;
  607. switch (op_node->op) {
  608. case SL::OP_ASSIGN:
  609. case SL::OP_ASSIGN_ADD:
  610. case SL::OP_ASSIGN_SUB:
  611. case SL::OP_ASSIGN_MUL:
  612. case SL::OP_ASSIGN_DIV:
  613. case SL::OP_ASSIGN_SHIFT_LEFT:
  614. case SL::OP_ASSIGN_SHIFT_RIGHT:
  615. case SL::OP_ASSIGN_BIT_AND:
  616. case SL::OP_ASSIGN_BIT_OR:
  617. case SL::OP_ASSIGN_BIT_XOR: {
  618. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
  619. code += " ";
  620. code += _opstr(op_node->op);
  621. code += " ";
  622. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  623. } break;
  624. case SL::OP_ASSIGN_MOD: {
  625. String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  626. String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  627. code += a + " = " + n + " == 0 ? 0 : ";
  628. code += a + " - " + n + " * (" + a + " / " + n + ")";
  629. } break;
  630. case SL::OP_BIT_INVERT:
  631. case SL::OP_NEGATE:
  632. case SL::OP_NOT:
  633. case SL::OP_DECREMENT:
  634. case SL::OP_INCREMENT: {
  635. code += _opstr(op_node->op);
  636. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  637. } break;
  638. case SL::OP_POST_DECREMENT:
  639. case SL::OP_POST_INCREMENT: {
  640. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  641. code += _opstr(op_node->op);
  642. } break;
  643. case SL::OP_CALL:
  644. case SL::OP_STRUCT:
  645. case SL::OP_CONSTRUCT: {
  646. ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  647. SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0];
  648. if (op_node->op == SL::OP_STRUCT) {
  649. code += _mkid(var_node->name);
  650. } else if (op_node->op == SL::OP_CONSTRUCT) {
  651. code += var_node->name;
  652. } else {
  653. if (var_node->name == "texture") {
  654. // emit texture call
  655. if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D ||
  656. op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLEREXT) {
  657. code += "texture2D";
  658. } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
  659. code += "textureCube";
  660. }
  661. } else if (var_node->name == "textureLod") {
  662. // emit texture call
  663. if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
  664. code += "texture2DLod";
  665. } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
  666. code += "textureCubeLod";
  667. }
  668. } else if (var_node->name == "mix") {
  669. switch (op_node->arguments[3]->get_datatype()) {
  670. case SL::TYPE_BVEC2: {
  671. code += "select2";
  672. } break;
  673. case SL::TYPE_BVEC3: {
  674. code += "select3";
  675. } break;
  676. case SL::TYPE_BVEC4: {
  677. code += "select4";
  678. } break;
  679. case SL::TYPE_VEC2:
  680. case SL::TYPE_VEC3:
  681. case SL::TYPE_VEC4:
  682. case SL::TYPE_FLOAT: {
  683. code += "mix";
  684. } break;
  685. default: {
  686. SL::DataType type = op_node->arguments[3]->get_datatype();
  687. // FIXME: Proper error print or graceful handling
  688. print_line(String("uhhhh invalid mix with type: ") + itos(type));
  689. } break;
  690. }
  691. } else if (p_default_actions.renames.has(var_node->name)) {
  692. code += p_default_actions.renames[var_node->name];
  693. } else if (internal_functions.has(var_node->name)) {
  694. code += var_node->name;
  695. } else {
  696. code += _mkid(var_node->name);
  697. }
  698. }
  699. code += "(";
  700. for (int i = 1; i < op_node->arguments.size(); i++) {
  701. if (i > 1) {
  702. code += ", ";
  703. }
  704. code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  705. }
  706. code += ")";
  707. if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
  708. String define = p_default_actions.usage_defines[var_node->name];
  709. String node_name = define.substr(1, define.length());
  710. if (define.begins_with("@")) {
  711. define = p_default_actions.usage_defines[node_name];
  712. }
  713. if (!used_name_defines.has(node_name)) {
  714. r_gen_code.custom_defines.push_back(define.utf8());
  715. }
  716. used_name_defines.insert(var_node->name);
  717. }
  718. } break;
  719. case SL::OP_INDEX: {
  720. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  721. code += "[";
  722. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  723. code += "]";
  724. } break;
  725. case SL::OP_SELECT_IF: {
  726. code += "(";
  727. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  728. code += " ? ";
  729. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  730. code += " : ";
  731. code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  732. code += ")";
  733. } break;
  734. case SL::OP_MOD: {
  735. String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  736. String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  737. code += "(" + n + " == 0 ? 0 : ";
  738. code += a + " - " + n + " * (" + a + " / " + n + "))";
  739. } break;
  740. default: {
  741. if (p_use_scope) {
  742. code += "(";
  743. }
  744. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  745. code += " ";
  746. code += _opstr(op_node->op);
  747. code += " ";
  748. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  749. if (p_use_scope) {
  750. code += ")";
  751. }
  752. } break;
  753. }
  754. } break;
  755. case SL::Node::TYPE_CONTROL_FLOW: {
  756. SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node;
  757. if (cf_node->flow_op == SL::FLOW_OP_IF) {
  758. code += _mktab(p_level);
  759. code += "if (";
  760. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  761. code += ")\n";
  762. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  763. if (cf_node->blocks.size() == 2) {
  764. code += _mktab(p_level);
  765. code += "else\n";
  766. code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  767. }
  768. } else if (cf_node->flow_op == SL::FLOW_OP_DO) {
  769. code += _mktab(p_level);
  770. code += "do";
  771. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  772. code += _mktab(p_level);
  773. code += "while (";
  774. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  775. code += ");";
  776. } else if (cf_node->flow_op == SL::FLOW_OP_WHILE) {
  777. code += _mktab(p_level);
  778. code += "while (";
  779. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  780. code += ")\n";
  781. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  782. } else if (cf_node->flow_op == SL::FLOW_OP_FOR) {
  783. code += _mktab(p_level);
  784. code += "for (";
  785. code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  786. code += "; ";
  787. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  788. code += "; ";
  789. code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  790. code += ")\n";
  791. code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  792. } else if (cf_node->flow_op == SL::FLOW_OP_RETURN) {
  793. code += _mktab(p_level);
  794. code += "return";
  795. if (cf_node->expressions.size()) {
  796. code += " ";
  797. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  798. }
  799. code += ";\n";
  800. } else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) {
  801. if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
  802. *p_actions.usage_flag_pointers["DISCARD"] = true;
  803. used_flag_pointers.insert("DISCARD");
  804. }
  805. code += "discard;";
  806. } else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) {
  807. code += "continue;";
  808. } else if (cf_node->flow_op == SL::FLOW_OP_BREAK) {
  809. code += "break;";
  810. }
  811. } break;
  812. case SL::Node::TYPE_MEMBER: {
  813. SL::MemberNode *member_node = (SL::MemberNode *)p_node;
  814. code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  815. code += ".";
  816. code += member_node->name;
  817. if (member_node->index_expression != nullptr) {
  818. code += "[";
  819. code += _dump_node_code(member_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  820. code += "]";
  821. }
  822. } break;
  823. }
  824. return code.as_string();
  825. }
  826. Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  827. 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());
  828. if (err != OK) {
  829. Vector<String> shader = p_code.split("\n");
  830. for (int i = 0; i < shader.size(); i++) {
  831. if (i + 1 == parser.get_error_line()) {
  832. // Mark the error line to be visible without having to look at
  833. // the trace at the end.
  834. print_line(vformat("E%4d-> %s", i + 1, shader[i]));
  835. } else {
  836. print_line(vformat("%5d | %s", i + 1, shader[i]));
  837. }
  838. }
  839. _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  840. return err;
  841. }
  842. r_gen_code.custom_defines.clear();
  843. r_gen_code.uniforms.clear();
  844. r_gen_code.texture_uniforms.clear();
  845. r_gen_code.texture_hints.clear();
  846. r_gen_code.vertex = String();
  847. r_gen_code.vertex_global = String();
  848. r_gen_code.fragment = String();
  849. r_gen_code.fragment_global = String();
  850. r_gen_code.light = String();
  851. r_gen_code.uses_fragment_time = false;
  852. r_gen_code.uses_vertex_time = false;
  853. used_name_defines.clear();
  854. used_rmode_defines.clear();
  855. used_flag_pointers.clear();
  856. fragment_varyings.clear();
  857. shader = parser.get_shader();
  858. function = nullptr;
  859. _dump_node_code(shader, 1, r_gen_code, *p_actions, actions[p_mode], false);
  860. return OK;
  861. }
  862. ShaderCompilerGLES2::ShaderCompilerGLES2() {
  863. /** CANVAS ITEM SHADER **/
  864. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
  865. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
  866. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
  867. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
  868. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
  869. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";
  870. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
  871. actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
  872. actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
  873. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  874. actions[VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate_alias";
  875. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
  876. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
  877. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
  878. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
  879. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
  880. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
  881. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
  882. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
  883. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  884. actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
  885. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
  886. actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_ID"] = "0";
  887. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_ID"] = "0";
  888. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
  889. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
  890. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
  891. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
  892. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
  893. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
  894. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
  895. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
  896. actions[VS::SHADER_CANVAS_ITEM].usage_defines["MODULATE"] = "#define MODULATE_USED\n";
  897. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  898. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  899. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  900. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  901. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  902. actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  903. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  904. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
  905. // Ported from GLES3
  906. actions[VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
  907. actions[VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n";
  908. actions[VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n";
  909. actions[VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n";
  910. actions[VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n";
  911. actions[VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n";
  912. actions[VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
  913. actions[VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
  914. actions[VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
  915. actions[VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n";
  916. actions[VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
  917. actions[VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n";
  918. actions[VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n";
  919. actions[VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n";
  920. actions[VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n";
  921. /** SPATIAL SHADER **/
  922. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  923. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  924. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  925. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  926. actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
  927. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  928. actions[VS::SHADER_SPATIAL].renames["VIEW_INDEX"] = "view_index";
  929. actions[VS::SHADER_SPATIAL].renames["VIEW_MONO_LEFT"] = "0";
  930. actions[VS::SHADER_SPATIAL].renames["VIEW_RIGHT"] = "1";
  931. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  932. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  933. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  934. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  935. actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
  936. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  937. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  938. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  939. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
  940. // gl_InstanceID and VERTEX_ID is not available in OpenGL ES 2.0
  941. actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
  942. actions[VS::SHADER_SPATIAL].renames["VERTEX_ID"] = "0";
  943. //builtins
  944. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  945. actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
  946. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  947. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
  948. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  949. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  950. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  951. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  952. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  953. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  954. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  955. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  956. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  957. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  958. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  959. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  960. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  961. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  962. actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  963. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  964. actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  965. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  966. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  967. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  968. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  969. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  970. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
  971. // Defined in GLES3, but not available in GLES2
  972. //actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
  973. actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  974. actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
  975. actions[VS::SHADER_SPATIAL].renames["NODE_POSITION_WORLD"] = "world_transform[3].xyz";
  976. actions[VS::SHADER_SPATIAL].renames["CAMERA_POSITION_WORLD"] = "camera_matrix[3].xyz";
  977. actions[VS::SHADER_SPATIAL].renames["CAMERA_DIRECTION_WORLD"] = "camera_inverse_matrix[3].xyz";
  978. actions[VS::SHADER_SPATIAL].renames["NODE_POSITION_VIEW"] = "(camera_inverse_matrix * world_transform)[3].xyz";
  979. //for light
  980. actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
  981. actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  982. actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
  983. actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  984. actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  985. actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  986. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  987. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  988. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  989. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  990. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  991. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  992. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  993. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  994. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  995. actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  996. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  997. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  998. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  999. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  1000. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  1001. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  1002. actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  1003. actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  1004. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  1005. actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  1006. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1007. actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
  1008. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1009. actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1010. actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1011. // Ported from GLES3
  1012. actions[VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n";
  1013. actions[VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n";
  1014. actions[VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n";
  1015. actions[VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n";
  1016. actions[VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n";
  1017. actions[VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n";
  1018. actions[VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
  1019. actions[VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
  1020. actions[VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
  1021. actions[VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n";
  1022. actions[VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
  1023. actions[VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n";
  1024. actions[VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n";
  1025. actions[VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n";
  1026. actions[VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n";
  1027. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1028. actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  1029. actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  1030. // Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
  1031. //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  1032. //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  1033. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  1034. if (!force_lambert) {
  1035. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  1036. }
  1037. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  1038. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  1039. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  1040. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  1041. if (!force_blinn) {
  1042. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  1043. } else {
  1044. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  1045. }
  1046. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  1047. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  1048. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  1049. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  1050. actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  1051. actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  1052. actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  1053. // No defines for particle shaders in GLES2, there are no GPU particles
  1054. vertex_name = "vertex";
  1055. fragment_name = "fragment";
  1056. light_name = "light";
  1057. time_name = "TIME";
  1058. List<String> func_list;
  1059. ShaderLanguage::get_builtin_funcs(&func_list);
  1060. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  1061. internal_functions.insert(E->get());
  1062. }
  1063. }