142 lines
3.5 KiB
C++
142 lines
3.5 KiB
C++
/*************************************************************************/
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/* shader_compiler.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADER_COMPILER_H
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#define SHADER_COMPILER_H
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#include "map.h"
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#include "list.h"
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#include "vector.h"
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#if 0
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class ShaderSyntax {
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public:
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enum DataType {
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TYPE_BOOL,
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TYPE_FLOAT,
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TYPE_VEC3,
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TYPE_TRANSFORM,
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TYPE_TEXTURE
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};
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enum Operator {
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OP_ASSIGN,
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OP_ADD,
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OP_SUB,
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OP_MUL,
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OP_DIV,
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OP_NEG,
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OP_CMP_EQ,
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OP_CMP_NEQ,
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OP_CMP_LEQ,
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OP_CMP_GEQ,
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OP_CMP_OR,
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OP_CMP_AND,
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OP_CALL
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};
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struct Node {
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enum Type {
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TYPE_PROGRAM,
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TYPE_FUNCTION,
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TYPE_BLOCK,
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TYPE_VARIABLE,
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TYPE_OPERATOR,
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TYPE_IF,
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};
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Node * parent;
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Type type;
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virtual ~Node() {}
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};
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struct OperatorNode : public Node {
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Operator op;
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Vector<Node*> arguments;
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OperatorNode() { type=TYPE_OPERATOR; }
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};
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struct VariableNode : public Node {
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StringName variable;
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VariableNode() { type=TYPE_VARIABLE; }
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};
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struct BlockNode : public Node {
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Map<StringName,DataType> variables;
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List<Node*> subnodes;
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BlockNode() { type=TYPE_BLOCK; }
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};
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struct ConditionalNode : public Node {
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Node *test;
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Node *do_if;
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Node *do_else;
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ConditionalNode() { type=TYPE_CONDITIONAL; }
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};
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struct FunctionNode : public Node {
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struct Argument {
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StringName name;
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DataType type;
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};
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Vector<Argument> arguments;
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Node *body;
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FunctionNode() { type=TYPE_FUNCTION; }
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};
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struct ProgramNode : public Node {
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Vector<FunctionNode*> functions;
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Node *body;
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ProgramNode() { type=TYPE_PROGRAM; }
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};
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ShaderCompiler();
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};
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#endif // SHADER_COMPILER_H
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#endif
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