shader_compiler_gles2.cpp 41 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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: return "lowp ";
  49. case SL::PRECISION_MEDIUMP: return "mediump ";
  50. case SL::PRECISION_HIGHP: return "highp ";
  51. case SL::PRECISION_DEFAULT: return "";
  52. }
  53. return "";
  54. }
  55. static String _qualstr(SL::ArgumentQualifier p_qual) {
  56. switch (p_qual) {
  57. case SL::ARGUMENT_QUALIFIER_IN: return "in ";
  58. case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
  59. case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
  60. }
  61. return "";
  62. }
  63. static String _opstr(SL::Operator p_op) {
  64. return SL::get_operator_text(p_op);
  65. }
  66. static String _mkid(const String &p_id) {
  67. String id = "m_" + p_id.replace("__", "_dus_");
  68. return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
  69. }
  70. static String f2sp0(float p_float) {
  71. String num = rtoss(p_float);
  72. if (num.find(".") == -1 && num.find("e") == -1) {
  73. num += ".0";
  74. }
  75. return num;
  76. }
  77. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
  78. switch (p_type) {
  79. case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
  80. case SL::TYPE_BVEC2:
  81. case SL::TYPE_BVEC3:
  82. case SL::TYPE_BVEC4: {
  83. StringBuffer<> text;
  84. text += "bvec";
  85. text += itos(p_type - SL::TYPE_BOOL + 1);
  86. text += "(";
  87. for (int i = 0; i < p_values.size(); i++) {
  88. if (i > 0)
  89. text += ",";
  90. text += p_values[i].boolean ? "true" : "false";
  91. }
  92. text += ")";
  93. return text.as_string();
  94. }
  95. // GLSL ES 2 doesn't support uints, so we just use signed ints instead...
  96. case SL::TYPE_UINT: return itos(p_values[0].uint);
  97. case SL::TYPE_UVEC2:
  98. case SL::TYPE_UVEC3:
  99. case SL::TYPE_UVEC4: {
  100. StringBuffer<> text;
  101. text += "ivec";
  102. text += itos(p_type - SL::TYPE_UINT + 1);
  103. text += "(";
  104. for (int i = 0; i < p_values.size(); i++) {
  105. if (i > 0)
  106. text += ",";
  107. text += itos(p_values[i].uint);
  108. }
  109. text += ")";
  110. return text.as_string();
  111. } break;
  112. case SL::TYPE_INT: return itos(p_values[0].sint);
  113. case SL::TYPE_IVEC2:
  114. case SL::TYPE_IVEC3:
  115. case SL::TYPE_IVEC4: {
  116. StringBuffer<> text;
  117. text += "ivec";
  118. text += itos(p_type - SL::TYPE_INT + 1);
  119. text += "(";
  120. for (int i = 0; i < p_values.size(); i++) {
  121. if (i > 0)
  122. text += ",";
  123. text += itos(p_values[i].sint);
  124. }
  125. text += ")";
  126. return text.as_string();
  127. } break;
  128. case SL::TYPE_FLOAT: return f2sp0(p_values[0].real);
  129. case SL::TYPE_VEC2:
  130. case SL::TYPE_VEC3:
  131. case SL::TYPE_VEC4: {
  132. StringBuffer<> text;
  133. text += "vec";
  134. text += itos(p_type - SL::TYPE_FLOAT + 1);
  135. text += "(";
  136. for (int i = 0; i < p_values.size(); i++) {
  137. if (i > 0)
  138. text += ",";
  139. text += f2sp0(p_values[i].real);
  140. }
  141. text += ")";
  142. return text.as_string();
  143. } break;
  144. case SL::TYPE_MAT2:
  145. case SL::TYPE_MAT3:
  146. case SL::TYPE_MAT4: {
  147. StringBuffer<> text;
  148. text += "mat";
  149. text += itos(p_type - SL::TYPE_MAT2 + 2);
  150. text += "(";
  151. for (int i = 0; i < p_values.size(); i++) {
  152. if (i > 0)
  153. text += ",";
  154. text += f2sp0(p_values[i].real);
  155. }
  156. text += ")";
  157. return text.as_string();
  158. } break;
  159. default: ERR_FAIL_V(String());
  160. }
  161. }
  162. void ShaderCompilerGLES2::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added) {
  163. int fidx = -1;
  164. for (int i = 0; i < p_node->functions.size(); i++) {
  165. if (p_node->functions[i].name == p_for_func) {
  166. fidx = i;
  167. break;
  168. }
  169. }
  170. ERR_FAIL_COND(fidx == -1);
  171. for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
  172. if (r_added.has(E->get())) {
  173. continue;
  174. }
  175. _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_added);
  176. SL::FunctionNode *fnode = NULL;
  177. for (int i = 0; i < p_node->functions.size(); i++) {
  178. if (p_node->functions[i].name == E->get()) {
  179. fnode = p_node->functions[i].function;
  180. break;
  181. }
  182. }
  183. ERR_FAIL_COND(!fnode);
  184. r_to_add += "\n";
  185. StringBuffer<128> header;
  186. header += _typestr(fnode->return_type);
  187. header += " ";
  188. header += _mkid(fnode->name);
  189. header += "(";
  190. for (int i = 0; i < fnode->arguments.size(); i++) {
  191. if (i > 0)
  192. header += ", ";
  193. header += _qualstr(fnode->arguments[i].qualifier);
  194. header += _prestr(fnode->arguments[i].precision);
  195. header += _typestr(fnode->arguments[i].type);
  196. header += " ";
  197. header += _mkid(fnode->arguments[i].name);
  198. }
  199. header += ")\n";
  200. r_to_add += header.as_string();
  201. r_to_add += p_func_code[E->get()];
  202. r_added.insert(E->get());
  203. }
  204. }
  205. String ShaderCompilerGLES2::_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, bool p_use_scope) {
  206. StringBuilder code;
  207. switch (p_node->type) {
  208. case SL::Node::TYPE_SHADER: {
  209. SL::ShaderNode *snode = (SL::ShaderNode *)p_node;
  210. for (int i = 0; i < snode->render_modes.size(); i++) {
  211. if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) {
  212. r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8());
  213. used_rmode_defines.insert(snode->render_modes[i]);
  214. }
  215. if (p_actions.render_mode_flags.has(snode->render_modes[i])) {
  216. *p_actions.render_mode_flags[snode->render_modes[i]] = true;
  217. }
  218. if (p_actions.render_mode_values.has(snode->render_modes[i])) {
  219. Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]];
  220. *p.first = p.second;
  221. }
  222. }
  223. int max_texture_uniforms = 0;
  224. int max_uniforms = 0;
  225. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
  226. if (SL::is_sampler_type(E->get().type))
  227. max_texture_uniforms++;
  228. else
  229. max_uniforms++;
  230. }
  231. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  232. r_gen_code.texture_hints.resize(max_texture_uniforms);
  233. r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms);
  234. StringBuilder vertex_global;
  235. StringBuilder fragment_global;
  236. // uniforms
  237. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
  238. StringBuffer<> uniform_code;
  239. // use highp if no precision is specified to prevent different default values in fragment and vertex shader
  240. SL::DataPrecision precision = E->get().precision;
  241. if (precision == SL::PRECISION_DEFAULT && E->get().type != SL::TYPE_BOOL) {
  242. precision = SL::PRECISION_HIGHP;
  243. }
  244. uniform_code += "uniform ";
  245. uniform_code += _prestr(precision);
  246. uniform_code += _typestr(E->get().type);
  247. uniform_code += " ";
  248. uniform_code += _mkid(E->key());
  249. uniform_code += ";\n";
  250. if (SL::is_sampler_type(E->get().type)) {
  251. r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
  252. r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
  253. } else {
  254. r_gen_code.uniforms.write[E->get().order] = E->key();
  255. }
  256. vertex_global += uniform_code.as_string();
  257. fragment_global += uniform_code.as_string();
  258. p_actions.uniforms->insert(E->key(), E->get());
  259. }
  260. // varyings
  261. for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) {
  262. StringBuffer<> varying_code;
  263. varying_code += "varying ";
  264. varying_code += _prestr(E->get().precision);
  265. varying_code += _typestr(E->get().type);
  266. varying_code += " ";
  267. varying_code += _mkid(E->key());
  268. if (E->get().array_size > 0) {
  269. varying_code += "[";
  270. varying_code += itos(E->get().array_size);
  271. varying_code += "]";
  272. }
  273. varying_code += ";\n";
  274. String final_code = varying_code.as_string();
  275. vertex_global += final_code;
  276. fragment_global += final_code;
  277. }
  278. // constants
  279. for (int i = 0; i < snode->vconstants.size(); i++) {
  280. String gcode;
  281. gcode += "const ";
  282. gcode += _prestr(snode->vconstants[i].precision);
  283. gcode += _typestr(snode->vconstants[i].type);
  284. gcode += " " + _mkid(String(snode->vconstants[i].name));
  285. gcode += "=";
  286. gcode += _dump_node_code(snode->vconstants[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  287. gcode += ";\n";
  288. vertex_global += gcode;
  289. fragment_global += gcode;
  290. }
  291. // functions
  292. Map<StringName, String> function_code;
  293. for (int i = 0; i < snode->functions.size(); i++) {
  294. SL::FunctionNode *fnode = snode->functions[i].function;
  295. current_func_name = fnode->name;
  296. function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  297. }
  298. Set<StringName> added_vertex;
  299. Set<StringName> added_fragment;
  300. for (int i = 0; i < snode->functions.size(); i++) {
  301. SL::FunctionNode *fnode = snode->functions[i].function;
  302. current_func_name = fnode->name;
  303. if (fnode->name == vertex_name) {
  304. _dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex);
  305. r_gen_code.vertex = function_code[vertex_name];
  306. } else if (fnode->name == fragment_name) {
  307. _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
  308. r_gen_code.fragment = function_code[fragment_name];
  309. } else if (fnode->name == light_name) {
  310. _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
  311. r_gen_code.light = function_code[light_name];
  312. }
  313. }
  314. r_gen_code.vertex_global = vertex_global.as_string();
  315. r_gen_code.fragment_global = fragment_global.as_string();
  316. } break;
  317. case SL::Node::TYPE_FUNCTION: {
  318. } break;
  319. case SL::Node::TYPE_BLOCK: {
  320. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  321. if (!bnode->single_statement) {
  322. code += _mktab(p_level - 1);
  323. code += "{\n";
  324. }
  325. for (int i = 0; i < bnode->statements.size(); i++) {
  326. String statement_code = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  327. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  328. code += statement_code;
  329. } else {
  330. code += _mktab(p_level);
  331. code += statement_code;
  332. code += ";\n";
  333. }
  334. }
  335. if (!bnode->single_statement) {
  336. code += _mktab(p_level - 1);
  337. code += "}\n";
  338. }
  339. } break;
  340. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  341. SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node;
  342. StringBuffer<> declaration;
  343. if (var_dec_node->is_const) {
  344. declaration += "const ";
  345. }
  346. declaration += _prestr(var_dec_node->precision);
  347. declaration += _typestr(var_dec_node->datatype);
  348. for (int i = 0; i < var_dec_node->declarations.size(); i++) {
  349. if (i > 0) {
  350. declaration += ",";
  351. }
  352. declaration += " ";
  353. declaration += _mkid(var_dec_node->declarations[i].name);
  354. if (var_dec_node->declarations[i].initializer) {
  355. declaration += " = ";
  356. declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  357. }
  358. }
  359. code += declaration.as_string();
  360. } break;
  361. case SL::Node::TYPE_VARIABLE: {
  362. SL::VariableNode *var_node = (SL::VariableNode *)p_node;
  363. if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) {
  364. *p_actions.write_flag_pointers[var_node->name] = true;
  365. }
  366. if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
  367. String define = p_default_actions.usage_defines[var_node->name];
  368. String node_name = define.substr(1, define.length());
  369. if (define.begins_with("@")) {
  370. define = p_default_actions.usage_defines[node_name];
  371. }
  372. if (!used_name_defines.has(node_name)) {
  373. r_gen_code.custom_defines.push_back(define.utf8());
  374. }
  375. used_name_defines.insert(var_node->name);
  376. }
  377. if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) {
  378. *p_actions.usage_flag_pointers[var_node->name] = true;
  379. used_flag_pointers.insert(var_node->name);
  380. }
  381. if (p_default_actions.renames.has(var_node->name)) {
  382. code += p_default_actions.renames[var_node->name];
  383. } else {
  384. code += _mkid(var_node->name);
  385. }
  386. if (var_node->name == time_name) {
  387. if (current_func_name == vertex_name) {
  388. r_gen_code.uses_vertex_time = true;
  389. }
  390. if (current_func_name == fragment_name || current_func_name == light_name) {
  391. r_gen_code.uses_fragment_time = true;
  392. }
  393. }
  394. } break;
  395. case SL::Node::TYPE_ARRAY_DECLARATION: {
  396. SL::ArrayDeclarationNode *arr_dec_node = (SL::ArrayDeclarationNode *)p_node;
  397. StringBuffer<> declaration;
  398. declaration += _prestr(arr_dec_node->precision);
  399. declaration += _typestr(arr_dec_node->datatype);
  400. for (int i = 0; i < arr_dec_node->declarations.size(); i++) {
  401. if (i > 0) {
  402. declaration += ",";
  403. }
  404. declaration += " ";
  405. declaration += _mkid(arr_dec_node->declarations[i].name);
  406. declaration += "[";
  407. declaration += itos(arr_dec_node->declarations[i].size);
  408. declaration += "]";
  409. }
  410. code += declaration.as_string();
  411. } break;
  412. case SL::Node::TYPE_ARRAY: {
  413. SL::ArrayNode *arr_node = (SL::ArrayNode *)p_node;
  414. if (p_assigning && p_actions.write_flag_pointers.has(arr_node->name)) {
  415. *p_actions.write_flag_pointers[arr_node->name] = true;
  416. }
  417. if (p_default_actions.usage_defines.has(arr_node->name) && !used_name_defines.has(arr_node->name)) {
  418. String define = p_default_actions.usage_defines[arr_node->name];
  419. String node_name = define.substr(1, define.length());
  420. if (define.begins_with("@")) {
  421. define = p_default_actions.usage_defines[node_name];
  422. }
  423. if (!used_name_defines.has(node_name)) {
  424. r_gen_code.custom_defines.push_back(define.utf8());
  425. }
  426. used_name_defines.insert(arr_node->name);
  427. }
  428. if (p_actions.usage_flag_pointers.has(arr_node->name) && !used_flag_pointers.has(arr_node->name)) {
  429. *p_actions.usage_flag_pointers[arr_node->name] = true;
  430. used_flag_pointers.insert(arr_node->name);
  431. }
  432. if (p_default_actions.renames.has(arr_node->name)) {
  433. code += p_default_actions.renames[arr_node->name];
  434. } else {
  435. code += _mkid(arr_node->name);
  436. }
  437. if (arr_node->call_expression != NULL) {
  438. code += ".";
  439. code += _dump_node_code(arr_node->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
  440. }
  441. if (arr_node->index_expression != NULL) {
  442. code += "[";
  443. code += _dump_node_code(arr_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  444. code += "]";
  445. }
  446. if (arr_node->name == time_name) {
  447. if (current_func_name == vertex_name) {
  448. r_gen_code.uses_vertex_time = true;
  449. }
  450. if (current_func_name == fragment_name || current_func_name == light_name) {
  451. r_gen_code.uses_fragment_time = true;
  452. }
  453. }
  454. } break;
  455. case SL::Node::TYPE_CONSTANT: {
  456. SL::ConstantNode *const_node = (SL::ConstantNode *)p_node;
  457. return get_constant_text(const_node->datatype, const_node->values);
  458. } break;
  459. case SL::Node::TYPE_OPERATOR: {
  460. SL::OperatorNode *op_node = (SL::OperatorNode *)p_node;
  461. switch (op_node->op) {
  462. case SL::OP_ASSIGN:
  463. case SL::OP_ASSIGN_ADD:
  464. case SL::OP_ASSIGN_SUB:
  465. case SL::OP_ASSIGN_MUL:
  466. case SL::OP_ASSIGN_DIV:
  467. case SL::OP_ASSIGN_SHIFT_LEFT:
  468. case SL::OP_ASSIGN_SHIFT_RIGHT:
  469. case SL::OP_ASSIGN_BIT_AND:
  470. case SL::OP_ASSIGN_BIT_OR:
  471. case SL::OP_ASSIGN_BIT_XOR: {
  472. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
  473. code += " ";
  474. code += _opstr(op_node->op);
  475. code += " ";
  476. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  477. } break;
  478. case SL::OP_ASSIGN_MOD: {
  479. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
  480. code += " = ";
  481. code += "mod(";
  482. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
  483. code += ", ";
  484. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  485. code += ")";
  486. } break;
  487. case SL::OP_BIT_INVERT:
  488. case SL::OP_NEGATE:
  489. case SL::OP_NOT:
  490. case SL::OP_DECREMENT:
  491. case SL::OP_INCREMENT: {
  492. code += _opstr(op_node->op);
  493. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  494. } break;
  495. case SL::OP_POST_DECREMENT:
  496. case SL::OP_POST_INCREMENT: {
  497. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  498. code += _opstr(op_node->op);
  499. } break;
  500. case SL::OP_CALL:
  501. case SL::OP_CONSTRUCT: {
  502. ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  503. SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0];
  504. if (op_node->op == SL::OP_CONSTRUCT) {
  505. code += var_node->name;
  506. } else {
  507. if (var_node->name == "texture") {
  508. // emit texture call
  509. if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D ||
  510. op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLEREXT) {
  511. code += "texture2D";
  512. } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
  513. code += "textureCube";
  514. }
  515. } else if (var_node->name == "textureLod") {
  516. // emit texture call
  517. if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
  518. code += "texture2DLod";
  519. } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
  520. code += "textureCubeLod";
  521. }
  522. } else if (var_node->name == "mix") {
  523. switch (op_node->arguments[3]->get_datatype()) {
  524. case SL::TYPE_BVEC2: {
  525. code += "select2";
  526. } break;
  527. case SL::TYPE_BVEC3: {
  528. code += "select3";
  529. } break;
  530. case SL::TYPE_BVEC4: {
  531. code += "select4";
  532. } break;
  533. case SL::TYPE_VEC2:
  534. case SL::TYPE_VEC3:
  535. case SL::TYPE_VEC4:
  536. case SL::TYPE_FLOAT: {
  537. code += "mix";
  538. } break;
  539. default: {
  540. SL::DataType type = op_node->arguments[3]->get_datatype();
  541. // FIXME: Proper error print or graceful handling
  542. print_line(String("uhhhh invalid mix with type: ") + itos(type));
  543. } break;
  544. }
  545. } else if (p_default_actions.renames.has(var_node->name)) {
  546. code += p_default_actions.renames[var_node->name];
  547. } else if (internal_functions.has(var_node->name)) {
  548. code += var_node->name;
  549. } else {
  550. code += _mkid(var_node->name);
  551. }
  552. }
  553. code += "(";
  554. for (int i = 1; i < op_node->arguments.size(); i++) {
  555. if (i > 1) {
  556. code += ", ";
  557. }
  558. code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  559. }
  560. code += ")";
  561. if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
  562. String define = p_default_actions.usage_defines[var_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(var_node->name);
  571. }
  572. } break;
  573. case SL::OP_INDEX: {
  574. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  575. code += "[";
  576. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  577. code += "]";
  578. } break;
  579. case SL::OP_SELECT_IF: {
  580. code += "(";
  581. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  582. code += " ? ";
  583. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  584. code += " : ";
  585. code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  586. code += ")";
  587. } break;
  588. case SL::OP_MOD: {
  589. code += "mod(float(";
  590. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  591. code += "), float(";
  592. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  593. code += "))";
  594. } break;
  595. default: {
  596. if (p_use_scope) {
  597. code += "(";
  598. }
  599. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  600. code += " ";
  601. code += _opstr(op_node->op);
  602. code += " ";
  603. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  604. if (p_use_scope) {
  605. code += ")";
  606. }
  607. } break;
  608. }
  609. } break;
  610. case SL::Node::TYPE_CONTROL_FLOW: {
  611. SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node;
  612. if (cf_node->flow_op == SL::FLOW_OP_IF) {
  613. code += _mktab(p_level);
  614. code += "if (";
  615. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  616. code += ")\n";
  617. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  618. if (cf_node->blocks.size() == 2) {
  619. code += _mktab(p_level);
  620. code += "else\n";
  621. code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  622. }
  623. } else if (cf_node->flow_op == SL::FLOW_OP_DO) {
  624. code += _mktab(p_level);
  625. code += "do";
  626. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  627. code += _mktab(p_level);
  628. code += "while (";
  629. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  630. code += ");";
  631. } else if (cf_node->flow_op == SL::FLOW_OP_WHILE) {
  632. code += _mktab(p_level);
  633. code += "while (";
  634. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  635. code += ")\n";
  636. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  637. } else if (cf_node->flow_op == SL::FLOW_OP_FOR) {
  638. code += _mktab(p_level);
  639. code += "for (";
  640. code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  641. code += "; ";
  642. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  643. code += "; ";
  644. code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  645. code += ")\n";
  646. code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  647. } else if (cf_node->flow_op == SL::FLOW_OP_RETURN) {
  648. code += _mktab(p_level);
  649. code += "return";
  650. if (cf_node->expressions.size()) {
  651. code += " ";
  652. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  653. }
  654. code += ";\n";
  655. } else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) {
  656. if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
  657. *p_actions.usage_flag_pointers["DISCARD"] = true;
  658. used_flag_pointers.insert("DISCARD");
  659. }
  660. code += "discard;";
  661. } else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) {
  662. code += "continue;";
  663. } else if (cf_node->flow_op == SL::FLOW_OP_BREAK) {
  664. code += "break;";
  665. }
  666. } break;
  667. case SL::Node::TYPE_MEMBER: {
  668. SL::MemberNode *member_node = (SL::MemberNode *)p_node;
  669. code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  670. code += ".";
  671. code += member_node->name;
  672. } break;
  673. }
  674. return code.as_string();
  675. }
  676. Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  677. 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());
  678. if (err != OK) {
  679. Vector<String> shader = p_code.split("\n");
  680. for (int i = 0; i < shader.size(); i++) {
  681. print_line(itos(i + 1) + " " + shader[i]);
  682. }
  683. _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  684. return err;
  685. }
  686. r_gen_code.custom_defines.clear();
  687. r_gen_code.uniforms.clear();
  688. r_gen_code.texture_uniforms.clear();
  689. r_gen_code.texture_hints.clear();
  690. r_gen_code.vertex = String();
  691. r_gen_code.vertex_global = String();
  692. r_gen_code.fragment = String();
  693. r_gen_code.fragment_global = String();
  694. r_gen_code.light = String();
  695. r_gen_code.uses_fragment_time = false;
  696. r_gen_code.uses_vertex_time = false;
  697. used_name_defines.clear();
  698. used_rmode_defines.clear();
  699. used_flag_pointers.clear();
  700. _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
  701. return OK;
  702. }
  703. ShaderCompilerGLES2::ShaderCompilerGLES2() {
  704. /** CANVAS ITEM SHADER **/
  705. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
  706. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
  707. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
  708. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
  709. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
  710. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";
  711. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
  712. actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
  713. actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
  714. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  715. actions[VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate";
  716. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
  717. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
  718. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
  719. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
  720. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
  721. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
  722. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
  723. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
  724. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  725. actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
  726. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
  727. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
  728. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
  729. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
  730. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
  731. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
  732. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
  733. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
  734. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
  735. actions[VS::SHADER_CANVAS_ITEM].usage_defines["MODULATE"] = "#define MODULATE_USED\n";
  736. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  737. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  738. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  739. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  740. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  741. actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  742. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  743. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
  744. // Ported from GLES3
  745. actions[VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
  746. actions[VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n";
  747. actions[VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n";
  748. actions[VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n";
  749. actions[VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n";
  750. actions[VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n";
  751. actions[VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
  752. actions[VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
  753. actions[VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
  754. actions[VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n";
  755. actions[VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
  756. actions[VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n";
  757. actions[VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n";
  758. actions[VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n";
  759. actions[VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n";
  760. /** SPATIAL SHADER **/
  761. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  762. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  763. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  764. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  765. actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
  766. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  767. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  768. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  769. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  770. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  771. actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
  772. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  773. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  774. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  775. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
  776. // gl_InstanceID is not available in OpenGL ES 2.0
  777. actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
  778. //builtins
  779. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  780. actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
  781. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  782. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
  783. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  784. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  785. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  786. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  787. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  788. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  789. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  790. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  791. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  792. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  793. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  794. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  795. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  796. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  797. actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  798. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  799. actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  800. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  801. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  802. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  803. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  804. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  805. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
  806. // Defined in GLES3, but not available in GLES2
  807. //actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
  808. actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  809. actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
  810. //for light
  811. actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
  812. actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  813. actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
  814. actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  815. actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  816. actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  817. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  818. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  819. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  820. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  821. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  822. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  823. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  824. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  825. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  826. actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  827. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  828. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  829. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  830. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  831. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  832. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  833. actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  834. actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  835. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  836. actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  837. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  838. actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
  839. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  840. actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  841. actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  842. // Ported from GLES3
  843. actions[VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n";
  844. actions[VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n";
  845. actions[VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n";
  846. actions[VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n";
  847. actions[VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n";
  848. actions[VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n";
  849. actions[VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
  850. actions[VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
  851. actions[VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
  852. actions[VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n";
  853. actions[VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
  854. actions[VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n";
  855. actions[VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n";
  856. actions[VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n";
  857. actions[VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n";
  858. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  859. actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  860. // Defined in GLES3, could be implemented in GLES2 too if there's a need for it
  861. //actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  862. // Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
  863. //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  864. //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  865. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  866. if (!force_lambert) {
  867. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  868. }
  869. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  870. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  871. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  872. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  873. if (!force_blinn) {
  874. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  875. } else {
  876. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  877. }
  878. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  879. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  880. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  881. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  882. actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  883. actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  884. actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  885. // No defines for particle shaders in GLES2, there are no GPU particles
  886. vertex_name = "vertex";
  887. fragment_name = "fragment";
  888. light_name = "light";
  889. time_name = "TIME";
  890. List<String> func_list;
  891. ShaderLanguage::get_builtin_funcs(&func_list);
  892. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  893. internal_functions.insert(E->get());
  894. }
  895. }