Merge pull request #49509 from Chaosus/shader_time_3.x
This commit is contained in:
commit
51dd4d0c6c
3 changed files with 38 additions and 24 deletions
|
@ -717,12 +717,6 @@ MATERIAL_UNIFORMS
|
|||
|
||||
#endif
|
||||
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
||||
/* clang-format on */
|
||||
|
||||
layout(std140) uniform SceneData {
|
||||
highp mat4 projection_matrix;
|
||||
highp mat4 inv_projection_matrix;
|
||||
|
@ -771,7 +765,13 @@ layout(std140) uniform SceneData {
|
|||
int view_index;
|
||||
};
|
||||
|
||||
//directional light data
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
||||
/* clang-format on */
|
||||
|
||||
//directional light data
|
||||
|
||||
#ifdef USE_LIGHT_DIRECTIONAL
|
||||
|
||||
|
|
|
@ -6446,6 +6446,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
|
|||
builtin_types = p_functions[name].built_ins;
|
||||
}
|
||||
|
||||
if (p_functions.has("global")) { // Adds global variables: 'TIME'
|
||||
for (Map<StringName, BuiltInInfo>::Element *E = p_functions["global"].built_ins.front(); E; E = E->next()) {
|
||||
builtin_types.insert(E->key(), E->value());
|
||||
}
|
||||
}
|
||||
|
||||
ShaderNode::Function function;
|
||||
|
||||
function.callable = !p_functions.has(name);
|
||||
|
@ -6866,17 +6872,27 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
|
|||
block = block->parent_block;
|
||||
}
|
||||
|
||||
if (comp_ident && skip_function != StringName() && p_functions.has(skip_function)) {
|
||||
for (Map<StringName, BuiltInInfo>::Element *E = p_functions[skip_function].built_ins.front(); E; E = E->next()) {
|
||||
ScriptCodeCompletionOption::Kind kind = ScriptCodeCompletionOption::KIND_MEMBER;
|
||||
if (E->get().constant) {
|
||||
kind = ScriptCodeCompletionOption::KIND_CONSTANT;
|
||||
}
|
||||
matches.insert(E->key(), kind);
|
||||
}
|
||||
}
|
||||
|
||||
if (comp_ident) {
|
||||
if (p_functions.has("global")) {
|
||||
for (Map<StringName, BuiltInInfo>::Element *E = p_functions["global"].built_ins.front(); E; E = E->next()) {
|
||||
ScriptCodeCompletionOption::Kind kind = ScriptCodeCompletionOption::KIND_MEMBER;
|
||||
if (E->get().constant) {
|
||||
kind = ScriptCodeCompletionOption::KIND_CONSTANT;
|
||||
}
|
||||
matches.insert(E->key(), kind);
|
||||
}
|
||||
}
|
||||
|
||||
if (skip_function != StringName() && p_functions.has(skip_function)) {
|
||||
for (Map<StringName, BuiltInInfo>::Element *E = p_functions[skip_function].built_ins.front(); E; E = E->next()) {
|
||||
ScriptCodeCompletionOption::Kind kind = ScriptCodeCompletionOption::KIND_MEMBER;
|
||||
if (E->get().constant) {
|
||||
kind = ScriptCodeCompletionOption::KIND_CONSTANT;
|
||||
}
|
||||
matches.insert(E->key(), kind);
|
||||
}
|
||||
}
|
||||
|
||||
for (const Map<StringName, ShaderNode::Varying>::Element *E = shader->varyings.front(); E; E = E->next()) {
|
||||
matches.insert(E->key(), ScriptCodeCompletionOption::KIND_VARIABLE);
|
||||
}
|
||||
|
|
|
@ -53,6 +53,8 @@ ShaderTypes::ShaderTypes() {
|
|||
|
||||
/*************** SPATIAL ***********************/
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
|
||||
|
@ -74,7 +76,6 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT);
|
||||
|
@ -126,7 +127,6 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
|
||||
|
||||
|
@ -135,7 +135,6 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
|
@ -200,6 +199,8 @@ ShaderTypes::ShaderTypes() {
|
|||
|
||||
/************ CANVAS ITEM **************************/
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
|
@ -209,7 +210,6 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
|
@ -228,7 +228,6 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
|
||||
|
@ -249,7 +248,6 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
|
||||
|
@ -266,6 +264,7 @@ ShaderTypes::ShaderTypes() {
|
|||
|
||||
/************ PARTICLES **************************/
|
||||
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
|
||||
|
@ -273,7 +272,6 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
|
||||
|
|
Loading…
Reference in a new issue