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c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
136 lines
4.5 KiB
C++
136 lines
4.5 KiB
C++
/*************************************************************************/
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/* shader_compiler_gles2.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) 2007-2017 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_GLES2_H
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#define SHADER_COMPILER_GLES2_H
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#include "servers/visual/shader_language.h"
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class ShaderCompilerGLES2 {
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class Uniform;
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public:
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struct Flags;
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private:
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ShaderLanguage::ProgramNode *program_node;
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String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false);
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Error compile_node(ShaderLanguage::ProgramNode *p_program);
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static Error create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);
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bool uses_light;
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bool uses_texscreen;
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bool uses_texpos;
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bool uses_alpha;
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bool uses_discard;
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bool uses_time;
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bool uses_screen_uv;
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bool uses_normalmap;
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bool uses_normal;
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bool uses_texpixel_size;
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bool uses_worldvec;
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bool vertex_code_writes_vertex;
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bool vertex_code_writes_position;
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bool uses_shadow_color;
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bool sinh_used;
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bool tanh_used;
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bool cosh_used;
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bool custom_h;
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Flags *flags;
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StringName vname_discard;
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StringName vname_screen_uv;
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StringName vname_diffuse_alpha;
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StringName vname_color_interp;
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StringName vname_uv_interp;
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StringName vname_uv2_interp;
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StringName vname_tangent_interp;
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StringName vname_binormal_interp;
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StringName vname_var1_interp;
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StringName vname_var2_interp;
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StringName vname_vertex;
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StringName vname_position;
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StringName vname_light;
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StringName vname_time;
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StringName vname_normalmap;
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StringName vname_normalmap_depth;
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StringName vname_normal;
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StringName vname_texpixel_size;
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StringName vname_world_vec;
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StringName vname_shadow;
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Map<StringName,ShaderLanguage::Uniform> *uniforms;
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StringName out_vertex_name;
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String global_code;
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String code;
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ShaderLanguage::ShaderType type;
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String replace_string(const StringName& p_string);
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Map<StringName,StringName> mode_replace_table[9];
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Map<StringName,StringName> replace_table;
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public:
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struct Flags {
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bool uses_alpha;
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bool uses_texscreen;
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bool uses_texpos;
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bool uses_normalmap;
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bool vertex_code_writes_vertex;
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bool vertex_code_writes_position;
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bool uses_discard;
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bool uses_screen_uv;
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bool use_color_interp;
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bool use_uv_interp;
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bool use_uv2_interp;
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bool use_tangent_interp;
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bool use_var1_interp;
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bool use_var2_interp;
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bool uses_light;
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bool uses_time;
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bool uses_normal;
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bool uses_texpixel_size;
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bool uses_worldvec;
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bool uses_shadow_color;
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};
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Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
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ShaderCompilerGLES2();
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};
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#endif // SHADER_COMPILERL_GL_H
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