/*************************************************************************/ /* shader_compiler_gles2.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef SHADER_COMPILER_GLES2_H #define SHADER_COMPILER_GLES2_H #include "servers/visual/shader_language.h" class ShaderCompilerGLES2 { class Uniform; public: struct Flags; private: ShaderLanguage::ProgramNode *program_node; String dump_node_code(ShaderLanguage::Node *p_node, int p_level, bool p_assign_left = false); Error compile_node(ShaderLanguage::ProgramNode *p_program); static Error create_glsl_120_code(void *p_str, ShaderLanguage::ProgramNode *p_program); bool uses_light; bool uses_texscreen; bool uses_texpos; bool uses_alpha; bool uses_discard; bool uses_time; bool uses_screen_uv; bool uses_normalmap; bool uses_normal; bool uses_texpixel_size; bool uses_worldvec; bool vertex_code_writes_vertex; bool vertex_code_writes_position; bool uses_shadow_color; bool sinh_used; bool tanh_used; bool cosh_used; bool custom_h; Flags *flags; StringName vname_discard; StringName vname_screen_uv; StringName vname_diffuse_alpha; StringName vname_color_interp; StringName vname_uv_interp; StringName vname_uv2_interp; StringName vname_tangent_interp; StringName vname_binormal_interp; StringName vname_var1_interp; StringName vname_var2_interp; StringName vname_vertex; StringName vname_position; StringName vname_light; StringName vname_time; StringName vname_normalmap; StringName vname_normalmap_depth; StringName vname_normal; StringName vname_texpixel_size; StringName vname_world_vec; StringName vname_shadow; Map *uniforms; StringName out_vertex_name; String global_code; String code; ShaderLanguage::ShaderType type; String replace_string(const StringName &p_string); Map mode_replace_table[9]; Map replace_table; public: struct Flags { bool uses_alpha; bool uses_texscreen; bool uses_texpos; bool uses_normalmap; bool vertex_code_writes_vertex; bool vertex_code_writes_position; bool uses_discard; bool uses_screen_uv; bool use_color_interp; bool use_uv_interp; bool use_uv2_interp; bool use_tangent_interp; bool use_var1_interp; bool use_var2_interp; bool uses_light; bool uses_time; bool uses_normal; bool uses_texpixel_size; bool uses_worldvec; bool uses_shadow_color; }; Error compile(const String &p_code, ShaderLanguage::ShaderType p_type, String &r_code_line, String &r_globals_line, Flags &r_flags, Map *r_uniforms = NULL); ShaderCompilerGLES2(); }; #endif // SHADER_COMPILERL_GL_H